Merge branch 'master' of https://github.com/GTAmodding/re3
This commit is contained in:
@@ -353,11 +353,11 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
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m_pObject->GetMatrix().UpdateRW();
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m_pObject->UpdateRwFrame();
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if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, 0) && waterLevel >= m_pObject->GetPosition().z)
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if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, false) && waterLevel >= m_pObject->GetPosition().z)
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m_eType = PICKUP_FLOATINGPACKAGE_FLOATING;
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break;
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case PICKUP_FLOATINGPACKAGE_FLOATING:
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if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, 0))
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if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, false))
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m_pObject->GetMatrix().GetPosition().z = waterLevel;
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m_pObject->GetMatrix().UpdateRW();
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@@ -1013,7 +1013,7 @@ INITSAVEBUF
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for (int32 i = 0; i < NUMPICKUPS; i++) {
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CPickup *buf_pickup = WriteSaveBuf(buf, aPickUps[i]);
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if (buf_pickup->m_eType != PICKUP_NONE && buf_pickup->m_pObject != nil)
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buf_pickup->m_pObject = (CObject*)(CPools::GetObjectPool()->GetJustIndex(buf_pickup->m_pObject) + 1);
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buf_pickup->m_pObject = (CObject*)(CPools::GetObjectPool()->GetJustIndex_NoFreeAssert(buf_pickup->m_pObject) + 1);
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}
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WriteSaveBuf(buf, CollectedPickUpIndex);
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@@ -1436,3 +1436,85 @@ CPacManPickups::ResetPowerPillsCarriedByPlayer()
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FindPlayerVehicle()->m_fForceMultiplier = 1.0f;
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}
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}
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void
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CPed::CreateDeadPedMoney(void)
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{
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if (!CGame::nastyGame)
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return;
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int mi = GetModelIndex();
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if ((mi >= MI_COP && mi <= MI_FIREMAN) || CharCreatedBy == MISSION_CHAR || bInVehicle)
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return;
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int money = CGeneral::GetRandomNumber() % 60;
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if (money < 10)
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return;
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if (money == 43)
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money = 700;
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int pickupCount = money / 40 + 1;
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int moneyPerPickup = money / pickupCount;
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for(int i = 0; i < pickupCount; i++) {
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// (CGeneral::GetRandomNumber() % 256) * PI / 128 gives a float up to something TWOPI-ish.
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float pickupX = 1.5f * Sin((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().x;
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float pickupY = 1.5f * Cos((CGeneral::GetRandomNumber() % 256) * PI / 128) + GetPosition().y;
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bool found = false;
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float groundZ = CWorld::FindGroundZFor3DCoord(pickupX, pickupY, GetPosition().z, &found) + 0.5f;
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if (found) {
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CPickups::GenerateNewOne(CVector(pickupX, pickupY, groundZ), MI_MONEY, PICKUP_MONEY, moneyPerPickup + (CGeneral::GetRandomNumber() & 7));
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}
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}
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}
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void
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CPed::CreateDeadPedWeaponPickups(void)
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{
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bool found = false;
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float angleToPed;
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CVector pickupPos;
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if (bInVehicle)
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return;
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for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++) {
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eWeaponType weapon = GetWeapon(i).m_eWeaponType;
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int weaponAmmo = GetWeapon(i).m_nAmmoTotal;
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if (weapon == WEAPONTYPE_UNARMED || weapon == WEAPONTYPE_DETONATOR || weaponAmmo == 0)
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continue;
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angleToPed = i * 1.75f;
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pickupPos = GetPosition();
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pickupPos.x += 1.5f * Sin(angleToPed);
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pickupPos.y += 1.5f * Cos(angleToPed);
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
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CVector pedPos = GetPosition();
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pedPos.z += 0.3f;
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CVector pedToPickup = pickupPos - pedPos;
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float distance = pedToPickup.Magnitude();
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// outer edge of pickup
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distance = (distance + 0.3f) / distance;
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CVector pickupPos2 = pedPos;
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pickupPos2 += distance * pedToPickup;
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// pickup must be on ground and line to its edge must be clear
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if (!found || CWorld::GetIsLineOfSightClear(pickupPos2, pedPos, true, false, false, false, false, false, false)) {
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// otherwise try another position (but disregard second check apparently)
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angleToPed += 3.14f;
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pickupPos = GetPosition();
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pickupPos.x += 1.5f * Sin(angleToPed);
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pickupPos.y += 1.5f * Cos(angleToPed);
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pickupPos.z = CWorld::FindGroundZFor3DCoord(pickupPos.x, pickupPos.y, pickupPos.z, &found) + 0.5f;
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}
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if (found)
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CPickups::GenerateNewOne_WeaponType(pickupPos, weapon, PICKUP_ONCE_TIMEOUT, Min(weaponAmmo, AmmoForWeapon_OnStreet[weapon]));
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}
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ClearWeapons();
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}
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