void cheat_handle_vehicle_recording ( struct vehicle_info *info, float time_diff )
{
	char buffer[512];
	float set_speed[3];
	float set_spin[3];

	if ( info == NULL || !set.recording_activated )
		return;
	
	traceLastFunc( "cheat_handle_vehicle_recording()" );
	
	// recording key
	if ( KEY_PRESSED(set.key_recording_record) )
	{
		if ( rec_state == RECORDING_RECORD )
		{
			rec_maxNum = rec_index;
			rec_state = RECORDING_OFF;
			return;
		}
		else if ( rec_state == RECORDING_OFF )
		{
			rec_state = RECORDING_RECORD;
			rec_maxNum = 0;
			rec_index = 0;
			rec_playNext = 0.0f;
		}
	}

	if ( KEY_PRESSED(set.key_recording_continueAfterFinish) )
		rec_continueAfterFin ^= 1;

	// play keys
	if ( (KEY_PRESSED(set.key_recording_play) || KEY_PRESSED(set.key_recording_customSpeed)
		|| KEY_PRESSED(set.key_recording_rev) || KEY_PRESSED(set.key_recording_rev_customSpeed)) )
	{
		// if record playing
		if ( rec_state >= RECORDING_PLAY )
		{
			 rec_state = RECORDING_OFF;
			 return;
		}
		else if ( rec_state == RECORDING_OFF )
		{
			// something to play?
			if ( rec_maxNum <= 0 )
			{
				rec_state = RECORDING_OFF;
				return;
			}

			rec_index = 0;
			rec_playNext = 0.0f;

			
			if ( KEY_PRESSED(set.key_recording_play) )
				rec_state = RECORDING_PLAY;
			else if ( KEY_PRESSED(set.key_recording_customSpeed) )
				rec_state = RECORDING_PLAY_CUSTOMSPEED;
			else if ( KEY_PRESSED(set.key_recording_rev) )
			{
				rec_index = (rec_maxNum-1);
				rec_state = RECORDING_PLAY_REV;
			}
			else if ( KEY_PRESSED(set.key_recording_rev_customSpeed) )
			{
				rec_index = (rec_maxNum-1);
				rec_state = RECORDING_PLAY_REV_CUSTOMSPEED;
			}

			// user set a maximum distance to entry point?
			if ( set.recording_maxDistToEntryPoint > 0.0f )
			{
				// check if current selected index is in maxRange, else look for a point closest
				// to the selected beginning, which is in the maxRange
				if ( vect3_dist(rec_pos[rec_index], &info->base.matrix[4*3]) > set.recording_maxDistToEntryPoint )
				{
					int i = rec_index;
					int rec_index_new = -1;

					// not a entry point we want (too far), lets find a better one
					while ( i >= 0 && i < rec_maxNum )
					{
						if ( vect3_dist(rec_pos[i], &info->base.matrix[4*3]) <= set.recording_maxDistToEntryPoint )
						{
							rec_index_new = i;
							break;
						}
						if ( rec_state == RECORDING_PLAY_REV || rec_state == RECORDING_PLAY_REV_CUSTOMSPEED )
							i--;
						else
							i++;
					}

					// nothing close enough found
					if ( rec_index_new == -1 )
					{
						rec_state = RECORDING_OFF;
						cheat_state_text( "Too far from route - maxDist: %0.2f", set.recording_maxDistToEntryPoint );
					}
					else
						rec_index = rec_index_new;
				}
			}
		}
	}

	if ( rec_state == RECORDING_RECORD )
	{
		pD3DFont->PrintShadow( 99, 250, D3DCOLOR_ARGB(255, 255, 0, 0), "Vehicle Recording" );

		if ( (TIME_TO_FLOAT(time_get()) - rec_playNext) < 0.0f )
			return;
		
		vect3_copy( &info->base.matrix[4*3+0], rec_pos[rec_index] );

		vect3_copy( &info->base.matrix[4*0+0], &rec_angle[rec_index][0] );
		vect3_copy( &info->base.matrix[4*1+0], &rec_angle[rec_index][3] );

		vect3_copy( info->spin, rec_spin[rec_index] );
		vect3_copy( info->speed, rec_speed[rec_index] );

		rec_index++;
		rec_playNext = TIME_TO_FLOAT(time_get()) + TIME_TO_FLOAT((float)MSEC_TO_TIME(REC_DEFAULT_WAITTIME));
		if ( rec_index == (REC_ARRAYSIZE-1) )
		{
			rec_maxNum = rec_index;
			rec_state = RECORDING_OFF;
		}
	}
	// >= because only play states should follow after RECORDING_PLAY
	else if ( rec_state >= RECORDING_PLAY )
	{
		// deactivate playing records while air brakeing/sticking
		if ( cheat_state->vehicle.air_brake || cheat_state->vehicle.stick )
		{
			rec_state = RECORDING_OFF;
			return;
		}

		// move into some better place (maybe hud?)
		_snprintf_s( buffer, sizeof(buffer)-1, "Vehicle Play Record%s%s", (rec_state == RECORDING_PLAY_REV
			|| rec_state == RECORDING_PLAY_REV_CUSTOMSPEED) ? " (Rev)" : "",
			rec_continueAfterFin ? " (Continuously)" : "" );
		_snprintf_s( buffer, sizeof(buffer)-1, "%s%s", buffer, (rec_state == RECORDING_PLAY_REV_CUSTOMSPEED
			|| rec_state == RECORDING_PLAY_CUSTOMSPEED) ? " (Custom Speed)" : "" );
		pD3DFont->PrintShadow( 99, 250, D3DCOLOR_ARGB(255, 0, 255, 0), buffer );

		// will need overtime variable for data row skipping
		float overtime = (TIME_TO_FLOAT(time_get()) - rec_playNext);

		// do nothing, if the planned next-frame time wasn't reached yet
		if ( overtime < 0.0f )
			return;
		
		vect3_copy( rec_pos[rec_index], &info->base.matrix[4*3+0] );

		vect3_copy( &rec_angle[rec_index][0], &info->base.matrix[4*0+0] );
		vect3_copy( &rec_angle[rec_index][3], &info->base.matrix[4*1+0] );

		vect3_copy( rec_spin[rec_index], set_spin );
		vect3_copy( rec_speed[rec_index], set_speed );		

		// multiply speed/spin (for ff mode) and set the playNextTick
		if ( rec_state == RECORDING_PLAY_CUSTOMSPEED || rec_state == RECORDING_PLAY_REV_CUSTOMSPEED )
		{
			vect3_mult( set_spin, set.recording_play_customSpeed, set_spin );
			vect3_mult( set_speed, set.recording_play_customSpeed, set_speed );

			// custom speed multiplier faster/higher than possible to play one by one?
			// if its not the first point (rec_playNext still default) skip a few 
			if ( overtime > 0.0f && rec_playNext != 0.0f )
			{
				// (now-plannedArrival) = overtime -> plannedArrival is way back in the past [so we gotta skip
				//   some of the rows to keep up with the recording/show it 'fluent' (or at least somehow timed correct)]

				// determine how many data rows we gotta skip ((now-plannedArrival)/timePerRow)
				float skipAble = overtime / (float)(TIME_TO_FLOAT((float)MSEC_TO_TIME(REC_DEFAULT_WAITTIME))/set.recording_play_customSpeed);
				if ( skipAble > 1.0f )
				{
					int skipAFew = ceil(skipAble);
					if ( skipAFew > 0 && rec_state >= RECORDING_PLAY_REV )
						rec_index -= skipAFew;
					else if ( skipAFew > 0 )
						rec_index += skipAFew;
				}
			}

			// calculate the time for the next data row
			rec_playNext = TIME_TO_FLOAT(time_get())
				+ (TIME_TO_FLOAT((float)MSEC_TO_TIME(REC_DEFAULT_WAITTIME))/set.recording_play_customSpeed );
		}
		else
		{
			// in case REC_DEFAULT_WAITTIME is too low, or this code is running on a slow computer
			// (or player tabbed/paused the game and refocuses the gta window)
			if ( overtime > 0.0f && rec_playNext != 0.0f )
			{
				// determine how many data rows we gotta skip
				float skipAble = overtime / (float)(TIME_TO_FLOAT(MSEC_TO_TIME(REC_DEFAULT_WAITTIME)));
				if ( skipAble > 1.0f )
				{
					int skipAFew = ceil(skipAble);
					if ( skipAFew > 0 && rec_state >= RECORDING_PLAY_REV )
						rec_index -= skipAFew;
					else if ( skipAFew > 0 )
						rec_index += skipAFew;
				}
			}

			rec_playNext = TIME_TO_FLOAT(time_get()) + TIME_TO_FLOAT(MSEC_TO_TIME(REC_DEFAULT_WAITTIME));
		}

		// inverse speed/spin (for rev mode) and set rec_index
		if ( rec_state >= RECORDING_PLAY_REV )
		{
			vect3_mult( set_spin, -1.0f, set_spin );
			vect3_mult( set_speed, -1.0f, set_speed );
			rec_index--;

			// reached end of recording
			if ( rec_index <= 0 )
			{
				if ( !rec_continueAfterFin )
					rec_state = RECORDING_OFF;
				else
				{
					if ( set.recording_maxDistToEntryPoint > 0.0f )
					{
						// deactivate, if new starting position is too far from this point
						if ( vect3_dist(rec_pos[rec_index], rec_pos[(rec_maxNum-1)]) > set.recording_maxDistToEntryPoint )
							rec_state = RECORDING_OFF;
					}
					rec_index = (rec_maxNum-1);
				}
			}
		}
		else
		{
			rec_index++;

			// reached end of recording
			if ( (rec_index >= (REC_ARRAYSIZE-1) || rec_index >= rec_maxNum) )
			{
				if ( !rec_continueAfterFin )
					rec_state = RECORDING_OFF;
				else
				{
					if ( set.recording_maxDistToEntryPoint > 0.0f )
					{
						// deactivate, if new starting position is too far from this point
						if ( vect3_dist(rec_pos[rec_index], rec_pos[0]) > set.recording_maxDistToEntryPoint )
							rec_state = RECORDING_OFF;
					}
					rec_index = 0;
				}
			}
		}	
		
		// copy new speed/spin after it has been adjusted for ff/rev mode
		vect3_copy( set_spin, info->spin );
		vect3_copy( set_speed, info->speed );			
	}
	else
	{
		rec_state = RECORDING_OFF;
	}
}
示例#2
0
void cheat_handle_freeze_vehicles ( struct vehicle_info *vehicle_info, struct actor_info *actor_info )
{
	traceLastFunc( "cheat_handle_freeze_vehicles()" );

	static struct freeze_info	*freeze;
	struct vehicle_info			*info;
	float						*pos;
	int							i;

	if ( KEY_PRESSED(set.key_vehicles_freeze) )
	{
		cheat_state->_generic.vehicles_freeze ^= 1;
		if ( !cheat_state->_generic.vehicles_freeze && freeze != NULL )
			memset( freeze, 0, pool_vehicle->size * sizeof(struct freeze_info) );
	}

	if ( vehicle_info != NULL )
		pos = &vehicle_info->base.matrix[4 * 3];
	else if ( actor_info != NULL )
		pos = &actor_info->base.matrix[4 * 3];
	else
		return;

	if ( freeze == NULL )	/* XXX free on exit */
	{
		freeze = (struct freeze_info *)malloc( pool_vehicle->size * sizeof(struct freeze_info) );
		if ( freeze == NULL )
			return;
		memset( freeze, 0, pool_vehicle->size * sizeof(struct freeze_info) );
	}

	if ( cheat_state->_generic.vehicles_freeze )
	{
		for ( i = 0; i < pool_vehicle->size; i++ )
		{
			if ( (info = vehicle_info_get(i, VEHICLE_ALIVE)) == NULL || info == vehicle_info )
			{
				if ( info == vehicle_info && freeze[i].set )
					cheat_vehicle_air_brake_set( 1 );	/* entered a frozen vehicle */
				freeze[i].set = 0;
				continue;
			}

			if ( freeze[i].set )
			{
				matrix_copy( freeze[i].matrix, info->base.matrix );
				vect3_mult( info->speed, 0.0f, info->speed );
				vect3_mult( info->spin, 0.0f, info->spin );
			}

			if ( vehicle_contains_trailer(vehicle_info, info) )
			{
				freeze[i].set = 0;
				continue;
			}

			if ( vect3_dist(pos, &info->base.matrix[4 * 3]) >= 80.0f )
			{
				freeze[i].set = 0;
				continue;
			}

			if ( freeze[i].set )
			{
				continue;
			}

			matrix_copy( info->base.matrix, freeze[i].matrix );
			freeze[i].set = 1;
		}
	}
}
示例#3
0
void cheat_handle_stick ( struct vehicle_info *vehicle_info, struct actor_info *actor_info, float time_diff )
{
	traceLastFunc( "cheat_handle_stick()" );

	struct object_base	*base_stick, *base_self;
	struct actor_info	*actor_stick;
	struct vehicle_info *vehicle_stick;
	float				*speed_stick, *speed_self;
	float				*spin_stick, *spin_self;
	static int			id = -1;
	int					i;

	if ( KEY_PRESSED(set.key_stick) )
	{
		if ( vehicle_info != NULL )
			cheat_state->vehicle.stick ^= 1;
		else
			cheat_state->actor.stick ^= 1;
		id = actor_find( id - 1, 1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );
	}

	if ( KEY_PRESSED(set.key_stick_nearest) )
	{
		if ( vehicle_info != NULL )
			cheat_state->vehicle.stick ^= 1;
		else
			cheat_state->actor.stick ^= 1;
		id = actor_find_nearest( ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );
	}

	if ( (vehicle_info != NULL && cheat_state->vehicle.stick) || (actor_info != NULL && cheat_state->actor.stick) )
	{
		// remove any bad vehicle or actor stuffs
		if ( isBadPtr_GTA_pVehicle(vehicle_info) )
			vehicle_info = NULL;
		if ( isBadPtr_GTA_pPed(actor_info) )
			actor_info = NULL;

		/* check if actor has disappeared.. and if it has, switch to teh nearest */
		if ( id != -1 && actor_info_get(id, ACTOR_ALIVE) == NULL )
			id = actor_find_nearest( ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );

		if ( KEY_PRESSED(set.key_stick_prev) )
			id = actor_find( id, -1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );

		if ( KEY_PRESSED(set.key_stick_next) )
			id = actor_find( id, 1, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );

		/* no actors to stick to */
		if ( id == -1 )
		{
			cheat_state_text( "No players found; stick disabled." );
			cheat_state->vehicle.stick = 0;
			cheat_state->actor.stick = 0;
			return;
		}

		/* get actor struct for the actor we're sticking to */
		actor_stick = actor_info_get( id, ACTOR_ALIVE | ACTOR_NOT_SAME_VEHICLE );
		if ( actor_stick == NULL )
			return;

		/* is this actor in a vehicle? */
		vehicle_stick = actor_vehicle_get( actor_stick );

		base_stick = vehicle_stick ? &vehicle_stick->base : &actor_stick->base;
		base_self = vehicle_info ? &vehicle_info->base : &actor_info->base;

		speed_stick = vehicle_stick ? vehicle_stick->speed : actor_stick->speed;
		speed_self = vehicle_info ? vehicle_info->speed : actor_info->speed;

		spin_stick = vehicle_stick ? vehicle_stick->spin : actor_stick->spin;
		spin_self = vehicle_info ? vehicle_info->spin : actor_info->spin;

		/* allow warping to work + always warp towards whatever we're sticking to...
         but only when we're in a vehicle */
		if ( KEY_PRESSED(set.key_warp_mod) && vehicle_info != NULL )
		{
			float	out[4];

			/* multiply the matrix of whatever we're sticking to with the user supplied vector */
			matrix_vect4_mult( base_stick->matrix, set.stick_vect, out );

			/* multiply the result with the negative warp-speed value, and put it in the speed vector
            (negative because we want to warp towards teh target, not away from it */
			vect3_mult( out, -set.warp_speed, speed_self );
		}

		if ( !KEY_DOWN(set.key_warp_mod) )
		{
			float	d[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
			float	accel_mult = 1.0f;
			float	out[4];

			/* handle stick movement keys */
			if ( KEY_DOWN(set.key_stick_forward) )
				d[1] += 1.0f;
			if ( KEY_DOWN(set.key_stick_backward) )
				d[1] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_left) )
				d[0] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_right) )
				d[0] += 1.0f;
			if ( KEY_DOWN(set.key_stick_up) )
				d[2] += 1.0f;
			if ( KEY_DOWN(set.key_stick_down) )
				d[2] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_in) )
				d[3] -= 1.0f;
			if ( KEY_DOWN(set.key_stick_out) )
				d[3] += 1.0f;

			if ( !near_zero(set.stick_accel_time) )
			{
				static uint32_t time_start;

				if ( !vect4_near_zero(d) )
					time_start = ( time_start == 0 ) ? time_get() : time_start;
				else
					time_start = 0;			/* no keys pressed */

				/* acceleration */
				if ( time_start != 0 )
				{
					float	t = TIME_TO_FLOAT( time_get() - time_start );
					if ( t < set.stick_accel_time )
						accel_mult *= t / set.stick_accel_time;
				}
			}

			/* calculate new vector + dist */
			if ( !vect3_near_zero(d) && !vect3_near_zero(set.stick_vect) )
			{
				for ( i = 0; i < 3; i++ )
				{
					d[i] = set.stick_vect[i] * set.stick_vect_dist + d[i] * time_diff * 8.0f * accel_mult;
				}

				set.stick_vect_dist = vect3_length( d );
				vect3_normalize( d, set.stick_vect );
			}

			/* move towards/away from the center */
			if ( !near_zero(d[3]) )
				set.stick_vect_dist += d[3] * time_diff * 40.0f * accel_mult;

			/* Teleport vehicle detachables */
			if ( vehicle_info != NULL )
				vehicle_detachables_teleport( vehicle_info, &base_self->matrix[4 * 3], &base_stick->matrix[4 * 3] );

			matrix_copy( base_stick->matrix, base_self->matrix );
			vect3_copy( speed_stick, speed_self );
			vect3_copy( spin_stick, spin_self );

			/*base_self->interior_id = base_stick->interior_id;
         gta_interior_id_set(base_stick->interior_id);*/
			/* multiply the matrix of the target with the user supplied vector */
			matrix_vect4_mult( base_stick->matrix, set.stick_vect, out );

			/* multiply the result with the user supplied vector distance */
			vect3_mult( out, set.stick_vect_dist, out );

			/* and add it to our position */
			vect3_vect3_add( &base_self->matrix[4 * 3], out, &base_self->matrix[4 * 3] );

			if ( vehicle_info != NULL )
			{
				/* Teleport detachables again :p */
				vehicle_detachables_teleport( vehicle_info, &base_stick->matrix[4 * 3], &base_self->matrix[4 * 3] );
				vehicle_prevent_below_height( vehicle_info, set.stick_min_height );
			}
			else if ( actor_info != NULL )
			{
				// new pedFlags
				actor_info->pedFlags.bIsStanding = true;
				actor_info->pedFlags.bWasStanding = true;
				actor_info->pedFlags.bStayInSamePlace = true;
			}
		}
	}
}
示例#4
0
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;
	}
}