int CLuaVector3Defs::Dot ( lua_State* luaVM ) { CLuaVector3D* pVector1 = NULL; CLuaVector3D* pVector2 = NULL; CScriptArgReader argStream ( luaVM ); argStream.ReadUserData ( pVector1 ); argStream.ReadUserData ( pVector2 ); if ( !argStream.HasErrors () ) { CVector vector ( *pVector1 ); float fProduct = vector.DotProduct ( pVector2 ); lua_pushnumber ( luaVM, fProduct ); return 1; } else { m_pScriptDebugging->LogCustom ( luaVM, argStream.GetFullErrorMessage() ); } lua_pushboolean ( luaVM, false ); return 1; }
//This behavior accepts a list of other entities, called the peers list, and //creates a steering force that attempts to move this entity away from //any of those peers that might be invading his personal space. bool Entity::Separate(vector<Entity *> & peers, float weight, float FrameTime) { CVector force = 0.0; //This vector will be used to accumulate the individual repellant //forces between this entity and each of its peers for (int e=0; e<peers.size(); e++) { if (peers[e] == this) continue; //if this entity is in his own peers list, ignore it CVector pos1 = GetPos(); //pos of this entity CVector pos2 = peers[e]->GetPos(); //pos of the current peer float distance = sqrt(pow(pos2.x-pos1.x,2) + pow(pos2.y-pos1.y,2)); if (distance == 0) continue; //if they are right on top of eachother, something //is wrong elsewhere in the sim, so ignore this peer if ((distance <= (viewradius + peers[e]->radius))) //if peer is within proximity { CVector Velocity = GetLinearVel(); CVector Tempv = Velocity; CVector temptarget = pos2 - pos1; if (distance) temptarget.Normalize(); if (Tempv.Length()) Tempv.Normalize(); float dprod = temptarget.DotProduct(Tempv); float diffangle = acosf(dprod); //if the peer is not within the clipping portion of the proximity radius if ( (diffangle*(180/PI)) < viewclip ) { force += temptarget; //accumulate all individual separating forces } }//end if within proximity }//end for each peer if (!force.Length()) return false; //no peers were close enough to consider, nothing will be changed force.Normalize(); //normalize our accumulated force CVector DesiredVel = -force * Speed ; //find the Desired velocity //create a steering force by taking the difference between the actual velocity //and the desired velocity. SteeringForce += (DesiredVel - GetLinearVel()) * weight * FrameTime; return true; }
void cheat_handle_quickwarp(struct vehicle_info *vehicle_info, struct actor_info *actor_info) { if (KEYCOMBO_PRESSED(set.key_quickwarp)) { CCam *pCam = pGame->GetCamera()->GetCam(pGame->GetCamera()->GetActiveCam()); CVector camsrc(*pCam->GetSource()), src, target, tppos; CColPoint *pCollision = nullptr; CEntitySAInterface *pEntity = nullptr; if (pCam->GetMode() == MODE_AIMWEAPON || pCam->GetMode() == MODE_AIMWEAPON_ATTACHED || pCam->GetMode() == MODE_AIMWEAPON_FROMCAR) { // calculate target position by aim vector pGame->GetCamera()->Find3rdPersonCamTargetVector(700.0f, &camsrc, &src, &target); } else { // else by camera vector target = camsrc + *pCam->GetFront() * 700.0f; } // ignore self vehicle if (vehicle_info != nullptr) { *(::vehicle_info **)VAR_IgnoredEntity = vehicle_info; } if (GTAfunc_ProcessLineOfSight(&camsrc, &target, &pCollision, &pEntity, true, true, false, true, true, false, false, false)) { tppos = *pCollision->GetPosition(); tppos -= (*pCollision->GetNormal()) * 0.5f; if (pCollision->GetNormal()->fZ >= 0.5f || pPedSelf->GetAreaCode() != 0) { tppos.fZ += 1.0f; tppos.fZ = pGameInterface->GetWorld()->FindGroundZFor3DPosition(&tppos); } else { tppos.fZ = pGameInterface->GetWorld()->FindGroundZForPosition(tppos.fX, tppos.fY); } if (vehicle_info != nullptr) { // check for collision CVehicle *vehSelf = pPedSelf->GetVehicle(); if (vehSelf) { pCollision->Destroy(); // check for collision CVector vecVehicleGravity; vehSelf->GetGravity(&vecVehicleGravity); CVector vecVehicleAbove = (-vecVehicleGravity * 5.0f) + tppos; CVector vecVehicleBelow = (vecVehicleGravity * 5.0f) + tppos; bool bCollision = GTAfunc_ProcessLineOfSight(&vecVehicleAbove, &vecVehicleBelow, &pCollision, &pEntity, true, false, false, true, true, false, false, false); // not checking for vehicle collisions if (bCollision && pCollision) { // set vehicle to same Up position has surface normal CMatrix matVehicleSelf; vehSelf->GetMatrix(&matVehicleSelf); CVector vecCollisionNormal = *pCollision->GetNormal(); // get "down" from vehicle model CVector rotationAxis = matVehicleSelf.vUp; // normalize our vectors vecCollisionNormal.Normalize(); rotationAxis.Normalize(); // axis and rotation for gravity float theta = acos(rotationAxis.DotProduct(&vecCollisionNormal)); if (!near_zero(theta)) { rotationAxis.CrossProduct(&vecCollisionNormal); rotationAxis.Normalize(); rotationAxis.ZeroNearZero(); matVehicleSelf = matVehicleSelf.Rotate(&rotationAxis, -theta); } // set the new matrix vehSelf->SetMatrix(&matVehicleSelf); // set pos floats for actual teleporting tppos.fX = pCollision->GetPosition()->fX; tppos.fY = pCollision->GetPosition()->fY; tppos.fZ = pCollision->GetPosition()->fZ + 1.0f; // should be enough to stay above the ground properly } else { tppos.fZ += 0.5f; } cheat_vehicle_teleport(vehicle_info, &tppos.fX, gta_interior_id_get(), true); } } else if (actor_info != nullptr) { tppos.fZ += 1.0f; cheat_actor_teleport(actor_info, &tppos.fX, gta_interior_id_get()); } GTAfunc_TogglePlayerControllable(0); GTAfunc_LockActor(0); } if (pCollision != nullptr) { pCollision->Destroy(); } } }
//////////////////////////////////////////////////////////////// // // CMaterialLine3DBatcher::DrawBatch // // Create vertices and draw // //////////////////////////////////////////////////////////////// void CMaterialLine3DBatcher::DrawBatch(const CVector& vecCameraPos, uint* pBatchIndices, uint uiNumBatchLines, CMaterialItem* pMaterial) { // Prepare vertex buffer std::vector<SPDTVertex> vertices; vertices.resize(uiNumBatchLines * 6); SPDTVertex* pBuffer = &vertices[0]; // For each line for (uint i = 0; i < uiNumBatchLines; i++) { const SMaterialLine3DItem& item = m_LineList[pBatchIndices[i]]; SColor color = item.ulColor; if (m_bPreGUI) { color.R /= 2; color.G /= 2; color.B /= 2; } const ulong ulColor = color; const CVector& vecA = item.vecFrom; const CVector& vecB = item.vecTo; const CVector& vecFaceToward = item.bUseFaceToward ? item.vecFaceToward : vecCameraPos; // Face toward supplied point const CVector vecDif = vecB - vecA; const CVector vecToCam = vecFaceToward - vecA; const float t = vecDif.DotProduct(&vecToCam) / vecDif.DotProduct(&vecDif); const CVector vecClosestPoint = vecA + vecDif * t; const CVector vecToLine = vecClosestPoint - vecFaceToward; // Calc other direction CVector vecLeft = vecDif; vecLeft.CrossProduct(&vecToLine); vecLeft.Normalize(); // Create rectangle points const CVector vecShift = vecLeft * (item.fWidth * 0.5f); const CVector vecA2 = item.vecFrom + vecShift; const CVector vecB2 = item.vecTo + vecShift; const CVector vecA1 = item.vecFrom - vecShift; const CVector vecB1 = item.vecTo - vecShift; WRITE_PDT_VERTEX(pBuffer, vecA1.fX, vecA1.fY, vecA1.fZ, ulColor, item.fU1, item.fV1); WRITE_PDT_VERTEX(pBuffer, vecA2.fX, vecA2.fY, vecA2.fZ, ulColor, item.fU2, item.fV1); WRITE_PDT_VERTEX(pBuffer, vecB1.fX, vecB1.fY, vecB1.fZ, ulColor, item.fU1, item.fV2); WRITE_PDT_VERTEX(pBuffer, vecA2.fX, vecA2.fY, vecA2.fZ, ulColor, item.fU2, item.fV1); WRITE_PDT_VERTEX(pBuffer, vecB2.fX, vecB2.fY, vecB2.fZ, ulColor, item.fU2, item.fV2); WRITE_PDT_VERTEX(pBuffer, vecB1.fX, vecB1.fY, vecB1.fZ, ulColor, item.fU1, item.fV2); } // Set vertex stream uint PrimitiveCount = vertices.size() / 3; const void* pVertexStreamZeroData = &vertices[0]; uint VertexStreamZeroStride = sizeof(SPDTVertex); m_pDevice->SetFVF(SPDTVertex::FVF); // Change texture addressing mode if required if (m_CurrentTextureAddress != pMaterial->m_TextureAddress) { m_CurrentTextureAddress = pMaterial->m_TextureAddress; m_pDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, m_CurrentTextureAddress); m_pDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, m_CurrentTextureAddress); } if (m_CurrentTextureAddress == TADDRESS_BORDER) m_pDevice->SetSamplerState(0, D3DSAMP_BORDERCOLOR, pMaterial->m_uiBorderColor); // Draw if (CTextureItem* pTextureItem = DynamicCast<CTextureItem>(pMaterial)) { // Draw using texture m_pDevice->SetTexture(0, pTextureItem->m_pD3DTexture); m_pDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride); } else if (CShaderInstance* pShaderInstance = DynamicCast<CShaderInstance>(pMaterial)) { // Draw using shader ID3DXEffect* pD3DEffect = pShaderInstance->m_pEffectWrap->m_pD3DEffect; // Apply custom parameters pShaderInstance->ApplyShaderParameters(); // Apply common parameters pShaderInstance->m_pEffectWrap->ApplyCommonHandles(); // Apply mapped parameters pShaderInstance->m_pEffectWrap->ApplyMappedHandles(); // Do shader passes DWORD dwFlags = D3DXFX_DONOTSAVESHADERSTATE; // D3DXFX_DONOTSAVE(SHADER|SAMPLER)STATE uint uiNumPasses = 0; pShaderInstance->m_pEffectWrap->Begin(&uiNumPasses, dwFlags); for (uint uiPass = 0; uiPass < uiNumPasses; uiPass++) { pD3DEffect->BeginPass(uiPass); m_pDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride); pD3DEffect->EndPass(); } pShaderInstance->m_pEffectWrap->End(); // If we didn't get the effect to save the shader state, clear some things here if (dwFlags & D3DXFX_DONOTSAVESHADERSTATE) { m_pDevice->SetVertexShader(NULL); m_pDevice->SetPixelShader(NULL); } } }
void cheat_handle_actor_fly ( struct actor_info *ainfo, double time_diff ) { traceLastFunc( "cheat_handle_actor_fly()" ); // toggle if ( KEY_PRESSED(set.key_fly_player) ) { if ( !cheat_state->actor.fly_on ) { cheat_state->actor.fly_on = 1; } else { cheat_state->actor.fly_on = 0; } } if ( cheat_state->actor.fly_on ) { // set fly status cheat_state->actor.fly_enabled = true; // get ground Z height float groundZHeight = pGame->GetWorld()->FindGroundZFor3DPosition(pPedSelf->GetPosition()); float playerZHeight = pPedSelf->GetPosition()->fZ; float playerFrontZOffset = abs(pPedSelfSA->Placeable.matrix->vFront.fZ); float playerRightZOffset = abs(pPedSelfSA->Placeable.matrix->vRight.fZ); // standing detection if ( cheat_state->actor.fly_active && ainfo->pedFlags.bIsStanding || !KEY_DOWN(set.key_fly_player_strafeUp) && cheat_state->actor.fly_active && groundZHeight + 1.4f > playerZHeight && groundZHeight - 1.4f < playerZHeight) { cheat_state->actor.fly_active = false; playerFly_lastKeySpeedState = speed_none; // remove up speed hard limiter patch if (patch_RemoveFlyUpSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyUpSpeedLimit); } // remove fly soft limiters patch if (patch_RemoveFlyWindSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyWindSpeedLimit); } // set gravity down pPedSelf->SetGravity( &-g_vecUpNormal ); // copy camera rotation to player ainfo->fCurrentRotation = -pGame->GetCamera()->GetCameraRotation(); ainfo->fTargetRotation = ainfo->fCurrentRotation; // play landing animation playerFly_lastAnimationStates = SHP_Jump_Land; GTAfunc_PerformAnimation("SHOP", "SHP_Jump_Land ", -1, 0, 1, 0, 0, 0, 0, 0); // correct for angle after landing if needed if (playerFrontZOffset > 0.4f || playerRightZOffset > 0.3f) { // get player matrix CMatrix matPed; pPedSelf->GetMatrix(&matPed); // tilt player upright CVector rotationAxis = g_vecUpNormal; rotationAxis.CrossProduct( &matPed.vUp ); float theta = ( matPed.vUp.DotProduct( &g_vecUpNormal ) ); if ( !near_zero(theta) ) { matPed = matPed.Rotate( &rotationAxis, cos(theta) ); // normalize everything matPed.vFront.Normalize(); matPed.vRight.Normalize(); matPed.vUp.Normalize(); // zero near zero matPed.vFront.ZeroNearZero(); matPed.vRight.ZeroNearZero(); matPed.vUp.ZeroNearZero(); // set player matrix pPedSelf->SetMatrix(&matPed); } } } else if ( ainfo->pedFlags.bIsStanding || !KEY_DOWN(set.key_fly_player_strafeUp) && groundZHeight + 1.6f > playerZHeight && groundZHeight - 1.6f < playerZHeight ) { // still standing // update the last matrix pPedSelf->GetMatrix(&playerFly_lastPedRotation); } else if ( time_diff < 1.0f ) // I believe I can fly... { // keys/buttons input playerFly_keySpeedStates keySpeedState; if ( KEY_DOWN(set.key_fly_player_accelerate) ) { keySpeedState = speed_accelerate; } else if ( KEY_DOWN(set.key_fly_player_decelerate) ) { keySpeedState = speed_decelerate; } else { keySpeedState = speed_none; } playerFly_keyStrafeStates keyStrafeState; if ( KEY_DOWN(set.key_fly_player_strafeLeft) && !KEY_DOWN(set.key_fly_player_strafeRight) ) { keyStrafeState = strafe_left; playerFly_animationStrafeStateTimer = GetTickCount(); } else if ( KEY_DOWN(set.key_fly_player_strafeRight) && !KEY_DOWN(set.key_fly_player_strafeLeft) ) { keyStrafeState = strafe_right; playerFly_animationStrafeStateTimer = GetTickCount(); } else if ( KEY_DOWN(set.key_fly_player_strafeUp) ) { keyStrafeState = strafe_up; playerFly_animationStrafeStateTimer = GetTickCount(); } else { keyStrafeState = strafe_none; } // activate fly mode if ( !cheat_state->actor.fly_active ) { cheat_state->actor.fly_active = true; // install up speed hard limiter patch if (!patch_RemoveFlyUpSpeedLimit.installed) { patcher_install(&patch_RemoveFlyUpSpeedLimit); } // install fly soft limiters patch if (!patch_RemoveFlyWindSpeedLimit.installed) { patcher_install(&patch_RemoveFlyWindSpeedLimit); } if ( keySpeedState == speed_none ) { // start fly animation GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); playerFly_lastAnimationStates = anim_Swim_Tread; } } // init variables // setup variables used through this function CVector vecSpeed, rotationAxis; float theta, thetaBase, rotationMultiplier; pPedSelf->GetMoveSpeed(&vecSpeed); float speed = vecSpeed.Length(); // copy camera rotation to player // this doesn't seem to be needed anymore //ainfo->fCurrentRotation = -pGame->GetCamera()->GetCameraRotation(); // get camera matrix CMatrix matCamera; pGame->GetCamera()->GetMatrix(&matCamera); matCamera.vRight = -matCamera.vRight; // for some reason this is inverted // normalize camera matCamera.vFront.Normalize(); matCamera.vRight.Normalize(); matCamera.vUp.Normalize(); // change animation if ( playerFly_lastKeyStrafeStates != keyStrafeState || playerFly_lastKeySpeedState != keySpeedState ) { playerFly_lastKeyStrafeStates = keyStrafeState; playerFly_lastKeySpeedState = keySpeedState; playerFly_animationDeceleration = false; switch ( keySpeedState ) { case speed_none: { if (playerFly_lastAnimationStates != anim_Swim_Breast) { playerFly_lastAnimationStates = anim_Swim_Breast; GTAfunc_PerformAnimation("SWIM", "Swim_Breast", -1, 1, 1, 0, 0, 0, 1, 0); } break; } case speed_accelerate: { if (playerFly_lastAnimationStates != anim_FALL_skyDive_accel) { playerFly_lastAnimationStates = anim_FALL_skyDive_accel; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive_accel", -1, 1, 1, 0, 0, 0, 1, 0); } break; } case speed_decelerate: { switch ( keyStrafeState ) { case strafe_none: case strafe_up: case strafe_left: case strafe_right: { if ( speed > 0.45f ) { if (playerFly_lastAnimationStates != anim_FALL_skyDive) { playerFly_lastAnimationStates = anim_FALL_skyDive; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = true; } else if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } } break; default: { if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } break; } } break; } } playerFly_animationKeyStateSpeedDownChanged = false; } else if (!playerFly_animationKeyStateSpeedDownChanged) { switch ( keySpeedState ) { case speed_decelerate: { if ( speed < 0.45f ) { if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = false; playerFly_animationKeyStateSpeedDownChanged = true; } break; } default: break; } } // acceleration/deceleration // acceleration float fly_speed_max; float fly_acceleration; float fly_speed = set.fly_player_speed; float fly_acceleration_multiplier = set.fly_player_accel_multiplier; float fly_deceleration_multiplier = set.fly_player_decel_multiplier; switch ( keySpeedState ) { case speed_accelerate: { if (fly_speed >= 1.0f) { fly_speed_max = 1.333f * (1.0f + (0.5f / fly_speed)) * fly_speed; fly_acceleration = time_diff * ((0.5f + (0.25f / (fly_speed / 4.0f))) * fly_speed) * fly_acceleration_multiplier; } else { fly_speed_max = 1.333f * (1.0f + (0.5f * fly_speed)) * fly_speed; fly_acceleration = time_diff * ((0.5f + fly_speed) * fly_speed) * fly_acceleration_multiplier; } if ( vecSpeed.Length() < fly_speed_max ) { vecSpeed += matCamera.vFront * fly_acceleration; } // don't have NearZero speeds if ( !vecSpeed.IsNearZero() ) { // set speed vector ainfo->m_SpeedVec = vecSpeed; } } break; case speed_none: { if (fly_speed >= 1.0f) { fly_speed_max = 0.1f; fly_acceleration = time_diff * 0.3f; } else { fly_speed_max = 0.1f * fly_speed; fly_acceleration = time_diff * (0.3f * fly_speed); } if ( vecSpeed.Length() < fly_speed_max ) { vecSpeed += matCamera.vFront * fly_acceleration; } // calculate wind resistance float windResistance; float windSpeedDivisor = 1.5f; if (fly_speed >= windSpeedDivisor) { windResistance = time_diff * ( ( (fly_speed * 0.023f) + (speed * (fly_speed / (fly_speed / windSpeedDivisor)) * 0.38f) ) / (fly_speed / windSpeedDivisor) ); } else if (fly_speed >= 1.0f) { windResistance = time_diff * ( ( (fly_speed * 0.023f) + (speed * (fly_speed / (fly_speed / windSpeedDivisor)) * 0.38f) ) * (fly_speed / windSpeedDivisor) ); } else { windResistance = time_diff * ( ( (fly_speed * 0.023f) + (speed * 0.38f) ) * fly_speed ); } vecSpeed -= vecSpeed * windResistance; // don't have NearZero speeds if ( !vecSpeed.IsNearZero() ) { // set speed vector ainfo->m_SpeedVec = vecSpeed; } } break; case speed_decelerate: { // this bit should be converted to mta-style code vect3_normalize( ainfo->speed, ainfo->speed ); speed -= time_diff * ((0.1f + speed) * (0.45f / (fly_speed / 2.0f)) * fly_speed) * fly_deceleration_multiplier; if ( speed < 0.0f ) speed = 0.0f; if ( vect3_near_zero(ainfo->speed) ) { vect3_zero( ainfo->speed ); } else { vect3_mult( ainfo->speed, speed, ainfo->speed ); } } break; } // set speed target // calculate the desired speed target CVector vecSpeedRotate = matCamera.vFront; switch ( keyStrafeState ) { case strafe_up: { vecSpeedRotate = matCamera.vUp; } break; case strafe_left: { CMatrix matTargetRotate; // rotate sideways matTargetRotate.vFront = vecSpeedRotate; rotationAxis = matCamera.vUp; theta = -1.57; matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // rotate upward rotationAxis = matCamera.vFront; if (KEY_DOWN(set.key_fly_player_strafeUp)) { theta = -0.785; } else { theta = -0.05; } matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // set the rotation target vecSpeedRotate = matTargetRotate.vFront; vecSpeedRotate.Normalize(); } break; case strafe_right: { CMatrix matTargetRotate; // rotate sideways matTargetRotate.vFront = vecSpeedRotate; rotationAxis = matCamera.vUp; theta = 1.57; matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // rotate upward rotationAxis = matCamera.vFront; if (KEY_DOWN(set.key_fly_player_strafeUp)) { theta = 0.785; } else { theta = 0.05; } matTargetRotate = matTargetRotate.Rotate( &rotationAxis, theta ); // set the rotation target vecSpeedRotate = matTargetRotate.vFront; vecSpeedRotate.Normalize(); } break; case strafe_none: break; } // rotate the speed CVector frontCamOffsetTarget; // rotate the speed vector slowly to face the desired target CMatrix matSpeedVecRotate; matSpeedVecRotate.vFront = vecSpeed; matSpeedVecRotate.vFront.Normalize(); // calculate rotation multiplier, time_diff * 69.0 is ideal for calculations, always time for 69 rotationMultiplier = (time_diff * 69.0f) / ( 32.0f + (vecSpeed.Length() * 5.0f) ); // calculate rotation rotationAxis = vecSpeedRotate;// + gravCamPed_vecCameraPanOffset; rotationAxis.Normalize(); // magic rotationAxis.CrossProduct( &matSpeedVecRotate.vFront ); // control thetaBase = abs(sinh(vecSpeedRotate.DotProduct(&matSpeedVecRotate.vFront)) - 1.175f) / 2.35f + 1.0f; theta = thetaBase * rotationMultiplier; if ( !near_zero(theta) ) { // rotate matSpeedVecRotate = matSpeedVecRotate.Rotate( &rotationAxis, theta ); // calculate new speed float speedReduction = time_diff * (vecSpeed.Length() * (thetaBase - 1.0f)); // set new speed vector matSpeedVecRotate.vFront.Normalize(); ainfo->m_SpeedVec = matSpeedVecRotate.vFront * ( ainfo->m_SpeedVec.Length() - speedReduction ); } // change animation when we're turning hard & not accelerating if (speed > 0.45f && keySpeedState == speed_none && !playerFly_animationDeceleration && ( keyStrafeState == strafe_none || keyStrafeState == strafe_up ) ) { if ( (GetTickCount() - 500) > playerFly_animationStrafeStateTimer ) { if (playerFly_lastAnimationStates != anim_FALL_skyDive) { playerFly_lastAnimationStates = anim_FALL_skyDive; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = true; playerFly_animationDirectionSpeedDownChanged = false; } else if ( keyStrafeState == strafe_up ) { if (playerFly_lastAnimationStates != anim_FALL_skyDive) { playerFly_lastAnimationStates = anim_FALL_skyDive; GTAfunc_PerformAnimation("PARACHUTE", "FALL_skyDive", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = true; playerFly_animationDirectionSpeedDownChanged = false; } } else if ( !playerFly_animationDirectionSpeedDownChanged && ( speed < 0.45f ) ) { if ( keySpeedState == speed_none ) { if (playerFly_lastAnimationStates != anim_Swim_Tread) { playerFly_lastAnimationStates = anim_Swim_Tread; GTAfunc_PerformAnimation("SWIM", "Swim_Tread", -1, 1, 1, 0, 0, 0, 1, 0); } playerFly_animationDeceleration = false; } playerFly_animationDirectionSpeedDownChanged = true; } // set the ped rotation target // copy speed and normalize, for initial direction CVector vecPedRotate = matSpeedVecRotate.vFront; // should use the rotated speed, not original speed vecPedRotate.Normalize(); CMatrix matPedTarget; matPedTarget.vFront = matCamera.vFront; matPedTarget.vRight = matCamera.vRight + (playerFly_lastPedRotation.vRight * 0.2f); matPedTarget.vRight.Normalize(); matPedTarget.vUp = matCamera.vUp; // rotate the ped rotation target to direction of speed if (!near_zero(vecSpeed.Length())) { // rotate target rotationAxis = g_vecUpNormal; rotationAxis.CrossProduct( &vecPedRotate ); thetaBase = vecSpeedRotate.DotProduct(&vecPedRotate); // drifting rotationMultiplier = (time_diff * 69.0f) / ( 18.0f + (vecSpeed.Length() * 1.75f) ); theta = cos(thetaBase * rotationMultiplier); if ( !near_zero(theta) ) { matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // recopy original front matPedTarget.vFront = vecPedRotate; // rotate the ped rotation target upward during deceleration // animation so that the animation is at the correct angle if (playerFly_animationDeceleration) { CVector upStrafeAxis = vecPedRotate; upStrafeAxis.CrossProduct(&matPedTarget.vUp); rotationMultiplier = (time_diff * 69.0f) / ( 1.0f + (vecSpeed.Length() * 0.25f) ); thetaBase = -1.5;// * rotationMultiplier; // 1.57 = 90 degrees theta = cos(thetaBase * rotationMultiplier); // rotate the ped rotation target to direction of speed if (!near_zero(vecSpeed.Length())) { matPedTarget = matPedTarget.Rotate( &upStrafeAxis, theta ); } //upStrafeAxis = upStrafeAxisBuffer; } } // invert right z during strafing if ( keyStrafeState == strafe_left || keyStrafeState == strafe_right ) { matPedTarget.vRight.fZ = -matPedTarget.vRight.fZ / 2.0f; } // normalize everything matPedTarget.Normalize(false); // sure, why not // rotate the ped // actual rotation of the ped to smooth movements rotationMultiplier = (time_diff * 69.0f) / ( 12.0f + (vecSpeed.Length() * 1.5f) ); // front camera offset rotationAxis = playerFly_lastPedRotation.vFront; frontCamOffsetTarget = playerFly_lastPedRotation.vFront; frontCamOffsetTarget.Normalize(); rotationAxis.CrossProduct( &frontCamOffsetTarget ); thetaBase = playerFly_lastPedRotation.vFront.DotProduct(&frontCamOffsetTarget); theta = -cos(thetaBase) * ((time_diff * 69.0f) / 4.5f); if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); matPedTarget = matPedTarget.Rotate( &rotationAxis, -theta ); } // front rotationAxis = playerFly_lastPedRotation.vFront; rotationAxis.CrossProduct( &matPedTarget.vFront ); thetaBase = playerFly_lastPedRotation.vFront.DotProduct(&matPedTarget.vFront); theta = -cos(thetaBase) * rotationMultiplier; if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // right rotationAxis = playerFly_lastPedRotation.vRight; rotationAxis.CrossProduct( &matPedTarget.vRight ); thetaBase = playerFly_lastPedRotation.vRight.DotProduct(&matPedTarget.vRight); theta = -cos(thetaBase) * (rotationMultiplier * 0.825f); if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // up rotationAxis = playerFly_lastPedRotation.vUp + (g_vecUpNormal / 1.4f); rotationAxis.Normalize(); rotationAxis.CrossProduct( &matPedTarget.vUp ); thetaBase = playerFly_lastPedRotation.vUp.DotProduct(&matPedTarget.vUp); theta = -cos(thetaBase) * (rotationMultiplier / 8.0f); if ( !near_zero(theta) ) { playerFly_lastPedRotation = playerFly_lastPedRotation.Rotate( &rotationAxis, theta ); //matPedTarget = matPedTarget.Rotate( &rotationAxis, theta ); } // normalize everything playerFly_lastPedRotation.vFront.Normalize(); playerFly_lastPedRotation.vRight.Normalize(); playerFly_lastPedRotation.vUp.Normalize(); // zero near zero playerFly_lastPedRotation.vFront.ZeroNearZero(); playerFly_lastPedRotation.vRight.ZeroNearZero(); playerFly_lastPedRotation.vUp.ZeroNearZero(); // set the position playerFly_lastPedRotation.vPos = pPedSelfSA->Placeable.matrix->vPos; // set player matrix pPedSelf->SetMatrix(&playerFly_lastPedRotation); // set the camera (our CPed gravity gets ignored while flying) // we should be setting it like this //CVector smoothedGrav = -playerFly_lastPedRotation.vUp + (g_vecUpNormal * 2.0f); //smoothedGrav.Normalize(); //pPedSelf->SetGravity( &smoothedGrav ); // -nf // but the function is hacked to hell to make it work, so since we're the only // thing using it so far, we'll just do this, and fudge the camera in the hook // -nf pPedSelf->SetGravity( &-playerFly_lastPedRotation.vUp ); // actually... the camera is doing quite a lot now which is flying specific, with some // logic to run when actually flying, so... just doing literal set gravity is appropriate for now. // -nf } } else if ( cheat_state->actor.fly_enabled ) { // set fly disabled cheat_state->actor.fly_enabled = false; if (cheat_state->actor.fly_active) { cheat_state->actor.fly_active = false; // set gravity down pPedSelf->SetGravity( &-g_vecUpNormal ); // remove up speed hard limiter patch if (patch_RemoveFlyUpSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyUpSpeedLimit); } // remove fly soft limiters patch if (patch_RemoveFlyWindSpeedLimit.installed) { patcher_remove(&patch_RemoveFlyWindSpeedLimit); } // copy camera rotation to player ainfo->fCurrentRotation = -pGame->GetCamera()->GetCameraRotation(); ainfo->fTargetRotation = ainfo->fCurrentRotation; // stop animation playerFly_lastAnimationStates = SHP_Jump_Land; GTAfunc_PerformAnimation("SHOP", "SHP_Jump_Land ", -1, 0, 1, 0, 0, 0, 0, 0); } playerFly_lastKeySpeedState = speed_none; } }