void game_create_character_as_passenger(const ScriptArguments& args) { auto vehicle = static_cast<VehicleObject*>(args.getObject<VehicleObject>(0)); auto type = args[1].integerValue(); RW_UNUSED(type); RW_UNIMPLEMENTED("game_create_character_as_passenger(): character type"); auto id = args[2].integerValue(); auto seat = args[3].integerValue(); auto character = args.getWorld()->createPedestrian(id, vehicle->getPosition() + spawnMagic); new DefaultAIController(character); if (seat <= -1) { for (seat = 0; seat < static_cast<int>(vehicle->info->seats.size()); seat++) { if (vehicle->getOccupant(seat) == nullptr && !vehicle->isOccupantDriver(seat)) { break; } } } else { /// @todo 0 - passenger seat (or back seat of bike); 1 - left rear seat; 2 - right rear seat seat++; } RW_CHECK(seat < static_cast<int>(vehicle->info->seats.size()), "Seat index too high"); RW_CHECK(vehicle->getOccupant(seat) == nullptr, "Seat is not free"); RW_CHECK(vehicle->isOccupantDriver(seat) == false, "Seat is not a passenger seat"); character->setCurrentVehicle(vehicle, seat); vehicle->setOccupant(seat, character); *args[4].globalInteger = character->getGameObjectID(); }
bool Activities::ExitVehicle::update(CharacterObject *character, CharacterController *controller) { RW_UNUSED(controller); if (jacked) { const auto jacked_lhs = AnimCycle::CarJackedLHS; const auto jacked_rhs = AnimCycle::CarJackedRHS; const auto cycle_current = character->getCurrentCycle(); if (cycle_current == jacked_lhs || cycle_current == jacked_rhs) { if (character->animator->isCompleted(AnimIndexAction)) { return true; } } else { if (character->getCurrentVehicle() == nullptr) return true; auto vehicle = character->getCurrentVehicle(); auto seat = character->getCurrentSeat(); auto door = vehicle->getSeatEntryDoor(seat); RW_UNUSED(door); auto exitPos = vehicle->getSeatEntryPositionWorld(seat); auto exitPosLocal = vehicle->getSeatEntryPosition(seat); character->rotation = vehicle->getRotation(); // Exit the vehicle immediatley character->enterVehicle(nullptr, seat); character->setPosition(exitPos); if (exitPosLocal.x > 0.f) { character->playCycle(jacked_rhs); } else { character->playCycle(jacked_lhs); } // No need to open the door, it should already be open. } return false; } if (character->getCurrentVehicle() == nullptr) return true; auto vehicle = character->getCurrentVehicle(); auto seat = character->getCurrentSeat(); auto door = vehicle->getSeatEntryDoor(seat); auto exitPos = vehicle->getSeatEntryPositionWorld(seat); auto exitPosLocal = vehicle->getSeatEntryPosition(seat); auto cycle_exit = AnimCycle::CarGetOutLHS; if (exitPosLocal.x > 0.f) { cycle_exit = AnimCycle::CarGetOutRHS; } if (vehicle->getVehicle()->vehicletype_ == VehicleModelInfo::BOAT) { auto ppos = character->getPosition(); character->enterVehicle(nullptr, seat); character->setPosition(ppos); return true; } bool isDriver = vehicle->isOccupantDriver(character->getCurrentSeat()); // If the vehicle is going too fast, slow down if (isDriver) { if (!vehicle->canOccupantExit()) { vehicle->setBraking(1.f); return false; } } if (character->getCurrentCycle() == cycle_exit) { if (character->animator->isCompleted(AnimIndexAction)) { character->enterVehicle(nullptr, seat); character->setPosition(exitPos); if (isDriver) { // Apply the handbrake vehicle->setHandbraking(true); vehicle->setThrottle(0.f); } return true; } } else { character->playCycle(cycle_exit); if (door) { vehicle->setPartTarget(door, true, door->openAngle); } } return false; }