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@@ -339,7 +339,7 @@ CPed::SetLookFlag(CPed *to, bool set)
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_4;
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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}
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@@ -355,7 +355,7 @@ CPed::SetLookFlag(float angle, bool set)
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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m_pedIK.m_flags &= ~CPedIK::FLAG_4;
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m_pedIK.m_flags &= ~CPedIK::FLAG_2;
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}
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}
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}
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@@ -371,8 +371,6 @@ CPed::SetLookTimer(int time)
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bool
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CPed::OurPedCanSeeThisOne(CEntity* who)
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{
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float xDiff;
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float yDiff;
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float distance;
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CColPoint colpoint;
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CEntity* ent;
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@@ -382,13 +380,15 @@ CPed::OurPedCanSeeThisOne(CEntity* who)
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ourPos = this->GetPosition();
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itsPos = who->GetPosition();
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xDiff = itsPos.x - ourPos.x;
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yDiff = itsPos.y - ourPos.y;
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CVector2D posDiff(
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itsPos.x - ourPos.x,
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itsPos.y - ourPos.y
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);
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if ((yDiff * this->GetUp().y) + (xDiff * this->GetUp().x) < 0.0f)
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if ((posDiff.y * this->GetForward().y) + (posDiff.x * this->GetForward().x) < 0.0f)
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return 0;
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distance = sqrt(yDiff * yDiff + xDiff * xDiff);
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distance = posDiff.Magnitude();
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if (distance < 40.0f)
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return 0;
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@@ -402,13 +402,8 @@ CPed::Avoid(void) {
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int8 temper;
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int moveState;
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CPed* nearestPed;
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float sinValue;
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float cosValue;
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float someRate;
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float someY;
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float someX;
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float someDistance;
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float simplifiedAngle;
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float rate;
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float distance;
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temper = m_pedStats->m_temper;
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if ((temper <= m_pedStats->m_fear || temper <= 50) && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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@@ -422,24 +417,24 @@ CPed::Avoid(void) {
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&& (CPedType::ms_apPedType[nearestPed->m_nPedType]->m_Type.IntValue
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& CPedType::ms_apPedType[this->m_nPedType]->m_Avoid.IntValue)) {
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simplifiedAngle = RADTODEG(m_fRotationCur) / RADTODEG(1);
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sinValue = -sin(simplifiedAngle);
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cosValue = cos(simplifiedAngle);
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CVector2D pedAngleRatio(
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cos(RADTODEG(m_fRotationCur) / RADTODEG(1)),
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-sin(RADTODEG(m_fRotationCur) / RADTODEG(1))
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);
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// sin^2 + cos^2 must always return 1, and it does return... so what's the point?
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someRate = 1.0f / sqrt(cosValue * cosValue + sinValue * sinValue);
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rate = 1.0f / pedAngleRatio.Magnitude();
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// Further codes checks whether the distance between us and ped will be equal or below 1.0, if we walk up to him by 1.25 meters.
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// If so, we want to avoid it, so we turn our body 45 degree and look to somewhere else.
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someY = nearestPed->GetPosition().y
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- (1.25 * (cosValue * someRate)
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+ GetPosition().y);
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someX = nearestPed->GetPosition().x
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- (1.25 * (sinValue * someRate)
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+ GetPosition().x);
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someDistance = sqrt(someY * someY + someX * someX);
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CVector2D walkedUpToPed(
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nearestPed->GetPosition().x - (1.25 * (pedAngleRatio.y * rate) + GetPosition().x),
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nearestPed->GetPosition().y - (1.25 * (pedAngleRatio.x * rate) + GetPosition().y)
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);
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if (someDistance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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distance = walkedUpToPed.Magnitude();
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if (distance <= 1.0f && CPed::OurPedCanSeeThisOne((CEntity*)nearestPed)) {
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds()
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+ 500 + (m_randomSeed + 3 * CTimer::GetFrameCounter())
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% 1000 / 5;
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