void CClientPad::DoPulse ( CClientPed * pPed ) { CPlayerPed * pGamePlayer = pPed->GetGamePlayer (); if ( pGamePlayer ) { bool bIsDead = false, bInVehicle = false; CTask * pTask = pPed->GetTaskManager ()->GetTask ( TASK_PRIORITY_EVENT_RESPONSE_NONTEMP ); if ( pTask && pTask->GetTaskType () == TASK_SIMPLE_DEAD ) bIsDead = true; if ( pGamePlayer->GetVehicle () ) bInVehicle = true; CControllerState cs; memset ( &cs, 0, sizeof ( CControllerState ) ); if ( !bIsDead ) { if ( !bInVehicle ) { cs.ButtonCircle = ( m_bStates [ 0 ] ) ? 255 : 0; // Fire cs.LeftStickY = ( ( m_bStates [ 3 ] && m_bStates [ 4 ] ) || ( !m_bStates [ 3 ] && !m_bStates [ 4 ] ) ) ? 0 : ( m_bStates [ 3 ] ) ? -128 : 128; cs.LeftStickX = ( ( m_bStates [ 5 ] && m_bStates [ 6 ] ) || ( !m_bStates [ 5 ] && !m_bStates [ 6 ] ) ) ? 0 : ( m_bStates [ 5 ] ) ? -128 : 128; cs.ButtonSquare = ( m_bStates [ 11 ] ) ? 255 : 0; // Jump cs.ButtonCross = ( m_bStates [ 12 ] ) ? 255 : 0; // Sprint cs.ShockButtonR = ( m_bStates [ 13 ] ) ? 255 : 0; // Look Behind cs.ShockButtonL = ( m_bStates [ 14 ] ) ? 255 : 0; // Crouch cs.LeftShoulder1 = ( m_bStates [ 15 ] ) ? 255 : 0; // Action cs.m_bPedWalk = ( m_bStates [ 16 ] ) ? 255 : 0; // Walk cs.RightShoulder1 = ( m_bStates [ 39 ] ) ? 255 : 0; // Aim Weapon } else { cs.ButtonCircle = ( m_bStates [ 17 ] ) ? 255 : 0; // Fire cs.LeftShoulder1 = ( m_bStates [ 18 ] ) ? 255 : 0; // Secondary Fire cs.LeftStickX = ( ( m_bStates [ 19 ] && m_bStates [ 20 ] ) || ( !m_bStates [ 19 ] && !m_bStates [ 20 ] ) ) ? 0 : ( m_bStates [ 19 ] ) ? -128 : 128; cs.LeftStickY = ( ( m_bStates [ 21 ] && m_bStates [ 22 ] ) || ( !m_bStates [ 21 ] && !m_bStates [ 22 ] ) ) ? 0 : ( m_bStates [ 21 ] ) ? -128 : 128; cs.ButtonCross = ( m_bStates [ 23 ] ) ? 255 : 0; // Accelerate cs.ButtonSquare = ( m_bStates [ 24 ] ) ? 255 : 0; // Reverse cs.ShockButtonL = ( m_bStates [ 28 ] ) ? 255 : 0; // Horn cs.RightShoulder1 = ( m_bStates [ 30 ] ) ? 255 : 0; // Handbrake cs.LeftShoulder2 = ( m_bStates [ 31 ] || m_bStates [ 33 ] ) ? 255 : 0; // Look Left cs.RightShoulder2 = ( m_bStates [ 32 ] || m_bStates [ 33 ] ) ? 255 : 0; // Look Right cs.RightStickX = ( ( m_bStates [ 35 ] && m_bStates [ 36 ] ) || ( !m_bStates [ 35 ] && !m_bStates [ 36 ] ) ) ? 0 : ( m_bStates [ 35 ] ) ? 128 : -128; cs.RightStickY = ( ( m_bStates [ 37 ] && m_bStates [ 38 ] ) || ( !m_bStates [ 37 ] && !m_bStates [ 38 ] ) ) ? 0 : ( m_bStates [ 37 ] ) ? 128 : -128; } } pPed->SetControllerState ( cs ); } }
void DumpPlayer ( CClientPlayer* pPlayer, CFile *file ) { unsigned int uiIndex = 0; // Player file->Printf( "%s\n", "*** START OF PLAYER ***" ); // Write the data file->Printf( "Nick: %s\n", pPlayer->GetNick () ); CVector vecTemp; pPlayer->GetPosition ( vecTemp ); file->Printf( "Position: %f %f %f\n", vecTemp.fX, vecTemp.fY, vecTemp.fZ ); file->Printf( "Nametag text: %s\n", pPlayer->GetNametagText () ); unsigned char ucR, ucG, ucB; pPlayer->GetNametagColor ( ucR, ucG, ucB ); file->Printf( "Nametag color: %u %u %u\n", ucR, ucG, ucB ); file->Printf( "Nametag show: %u\n", pPlayer->IsNametagShowing () ); file->Printf( "Local player: %u\n", pPlayer->IsLocalPlayer () ); file->Printf( "Dead: %u\n", pPlayer->IsDead () ); file->Printf( "Exp aim: %u\n", pPlayer->IsExtrapolatingAim () ); file->Printf( "Latency: %u\n", pPlayer->GetLatency () ); file->Printf( "Last psync time: %u\n", pPlayer->GetLastPuresyncTime () ); file->Printf( "Has con trouble: %u\n\n", pPlayer->HasConnectionTrouble () ); CClientTeam* pTeam = pPlayer->GetTeam (); if ( pTeam ) file->Printf( "Team: %s\n", pTeam->GetTeamName () ); // Get the matrix RwMatrix matPlayer; pPlayer->GetMatrix ( matPlayer ); file->Printf( "Matrix: vecRoll: %f %f %f\n", matPlayer.vRight.fX, matPlayer.vRight.fY, matPlayer.vRight.fZ ); file->Printf( " vecDir: %f %f %f\n", matPlayer.vFront.fX, matPlayer.vFront.fY, matPlayer.vFront.fZ ); file->Printf( " vecWas: %f %f %f\n", matPlayer.vUp.fX, matPlayer.vUp.fY, matPlayer.vUp.fZ ); file->Printf( " vecPos: %f %f %f\n\n", matPlayer.vPos.fX, matPlayer.vPos.fY, matPlayer.vPos.fZ ); file->Printf( "Euler rot: %f\n", pPlayer->GetCurrentRotation () ); file->Printf( "Cam rot: %f\n", pPlayer->GetCameraRotation () ); pPlayer->GetMoveSpeed ( vecTemp ); file->Printf( "Move speed: %f %f %f\n", vecTemp.fX, vecTemp.fY, vecTemp.fZ ); pPlayer->GetTurnSpeed ( vecTemp ); file->Printf( "Turn speed: %f %f %f\n", vecTemp.fX, vecTemp.fY, vecTemp.fZ ); CControllerState State; pPlayer->GetControllerState ( State ); signed short* pController = reinterpret_cast < signed short* > ( &State ); file->Printf( "CContr state: \n" ); for ( uiIndex = 0; uiIndex < 36; uiIndex++ ) { file->Printf( "State [%u] = %i\n", uiIndex, pController [uiIndex] ); } pPlayer->GetLastControllerState ( State ); pController = reinterpret_cast < signed short* > ( &State ); file->Printf( "LContr state: \n" ); for ( uiIndex = 0; uiIndex < 36; uiIndex++ ) { file->Printf( "State [%u] = %i\n", uiIndex, pController [uiIndex] ); } file->Printf( "\nVeh IO state: %i\n", pPlayer->GetVehicleInOutState () ); file->Printf( "Visible: %u\n", pPlayer->IsVisible () ); file->Printf( "Health: %f\n", pPlayer->GetHealth () ); file->Printf( "Armor: %f\n", pPlayer->GetArmor () ); file->Printf( "On screen: %u\n", pPlayer->IsOnScreen () ); file->Printf( "Frozen: %u\n", pPlayer->IsFrozen () ); file->Printf( "Respawn state: %i\n", pPlayer->GetRespawnState () ); file->Printf( "Cur weapon slot: %i\n", static_cast < int > ( pPlayer->GetCurrentWeaponSlot () ) ); file->Printf( "Cur weapon type: %i\n", static_cast < int > ( pPlayer->GetCurrentWeaponType () ) ); CWeapon* pWeapon = pPlayer->GetWeapon (); if ( pWeapon ) { file->Printf( "Cur weapon state: %i\n", static_cast < int > ( pWeapon->GetState () ) ); file->Printf( "Cur weapon ammo clip: %u\n", pWeapon->GetAmmoInClip () ); file->Printf( "Cur weapon ammo total: %u\n", pWeapon->GetAmmoTotal () ); } CTaskManager* pTaskMgr = pPlayer->GetTaskManager (); if ( pTaskMgr ) { // Primary task CTask* pTask = pTaskMgr->GetTask ( TASK_PRIORITY_PRIMARY ); if ( pTask ) { file->Printf( "Primary task name: %s\n", pTask->GetTaskName () ); file->Printf( "Primary task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Primary task: none\n" ); // Physical response task pTask = pTaskMgr->GetTask ( TASK_PRIORITY_PHYSICAL_RESPONSE ); if ( pTask ) { file->Printf( "Physical response task name: %s\n", pTask->GetTaskName () ); file->Printf( "Physical response task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Physical response task: none\n" ); // Event response task temp pTask = pTaskMgr->GetTask ( TASK_PRIORITY_EVENT_RESPONSE_TEMP ); if ( pTask ) { file->Printf( "Event rsp tmp task name: %s\n", pTask->GetTaskName () ); file->Printf( "Event rsp tmp task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Event rsp tmp task: none\n" ); // Event response task nontemp pTask = pTaskMgr->GetTask ( TASK_PRIORITY_EVENT_RESPONSE_NONTEMP ); if ( pTask ) { file->Printf( "Event rsp nontmp task name: %s\n", pTask->GetTaskName () ); file->Printf( "Event rsp nontmp task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Event rsp nontmp task: none\n" ); // Event response task nontemp pTask = pTaskMgr->GetTask ( TASK_PRIORITY_DEFAULT ); if ( pTask ) { file->Printf( "Default task name: %s\n", pTask->GetTaskName () ); file->Printf( "Default task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Default task: none\n" ); // Secondary attack pTask = pTaskMgr->GetTaskSecondary ( TASK_SECONDARY_ATTACK ); if ( pTask ) { file->Printf( "Secondary attack task name: %s\n", pTask->GetTaskName () ); file->Printf( "Secondary attack task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Secondary attack task task: none\n" ); // Secondary duck pTask = pTaskMgr->GetTaskSecondary ( TASK_SECONDARY_DUCK ); if ( pTask ) { file->Printf( "Secondary duck task name: %s\n", pTask->GetTaskName () ); file->Printf( "Secondary duck task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Secondary duck task task: none\n" ); // Secondary say pTask = pTaskMgr->GetTaskSecondary ( TASK_SECONDARY_SAY ); if ( pTask ) { file->Printf( "Secondary say task name: %s\n", pTask->GetTaskName () ); file->Printf( "Secondary say task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Secondary say task task: none\n" ); // Secondary facial complex pTask = pTaskMgr->GetTaskSecondary ( TASK_SECONDARY_FACIAL_COMPLEX ); if ( pTask ) { file->Printf( "Secondary facial task name: %s\n", pTask->GetTaskName () ); file->Printf( "Secondary facial task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Secondary facial task task: none\n" ); // Secondary partial anim pTask = pTaskMgr->GetTaskSecondary ( TASK_SECONDARY_PARTIAL_ANIM ); if ( pTask ) { file->Printf( "Secondary partial anim task name: %s\n", pTask->GetTaskName () ); file->Printf( "Secondary partial anim task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Secondary partial anim task task: none\n" ); // Secondary IK pTask = pTaskMgr->GetTaskSecondary ( TASK_SECONDARY_IK ); if ( pTask ) { file->Printf( "Secondary IK task name: %s\n", pTask->GetTaskName () ); file->Printf( "Secondary IK task type: %i\n", pTask->GetTaskType () ); } else file->Printf( "Secondary IK task task: none\n" ); } float fX, fY; pPlayer->GetAim ( fX, fY ); file->Printf( "Aim: %f %f\n", fX, fY ); vecTemp = pPlayer->GetAimSource (); file->Printf( "Aim source: %f %f %f\n", vecTemp.fX, vecTemp.fY, vecTemp.fZ ); vecTemp = pPlayer->GetAimTarget (); file->Printf( "Aim target: %f %f %f\n", vecTemp.fX, vecTemp.fY, vecTemp.fZ ); file->Printf( "Veh aim anim: %u\n", pPlayer->GetVehicleAimAnim () ); file->Printf( "Ducked: %u\n", pPlayer->IsDucked () ); file->Printf( "Wearing googles: %u\n", pPlayer->IsWearingGoggles () ); file->Printf( "Has jetpack: %u\n", pPlayer->HasJetPack () ); file->Printf( "In water: %u\n", pPlayer->IsInWater () ); file->Printf( "On ground: %u\n", pPlayer->IsOnGround () ); file->Printf( "Is climbing: %u\n", pPlayer->IsClimbing () ); file->Printf( "Interiour: %u\n", pPlayer->GetInterior () ); file->Printf( "Fight style: %u\n", static_cast < int > ( pPlayer->GetFightingStyle () ) ); file->Printf( "Satchel count: %u\n", pPlayer->CountProjectiles ( WEAPONTYPE_REMOTE_SATCHEL_CHARGE ) ); CRemoteDataStorage* pRemote = pPlayer->GetRemoteData (); if ( pRemote ) { vecTemp = pRemote->GetAkimboTarget (); file->Printf( "Akimbo target: %f %f %f\n", vecTemp.fX, vecTemp.fY, vecTemp.fZ ); file->Printf( "Akimbo aim up: %u\n", pRemote->GetAkimboTargetUp () ); } else file->Printf( "Remote: no\n" ); file->Printf( "Using gun: %u\n", pPlayer->IsUsingGun () ); file->Printf( "Entering veh: %u\n", pPlayer->IsEnteringVehicle () ); file->Printf( "Getting jacked: %u\n", pPlayer->IsGettingJacked () ); file->Printf( "Alpha: %u\n", pPlayer->GetAlpha () ); file->Printf( "Stats:\n" ); for ( uiIndex = 0; uiIndex < NUM_PLAYER_STATS; uiIndex++ ) { file->Printf( "Stat [%u] = %f\n", uiIndex, pPlayer->GetStat ( uiIndex ) ); } file->Printf( "Streamed in: %u\n", pPlayer->IsStreamedIn () ); file->Printf( "Model: %u\n", pPlayer->GetModel () ); // Write model data CModelInfo* pInfo = g_pGame->GetModelInfo ( pPlayer->GetModel () ); file->Printf( "Model ref count: %i\n", pInfo->GetRefCount () ); file->Printf( "Model loaded: %u\n", pInfo->IsLoaded () ); file->Printf( "Model valid: %u\n", pInfo->IsValid () ); // End of player file->Printf( "%s", "\n*** END OF PLAYER ***\n\n\n\n" ); }
bool CPedSA::IsInWater ( void ) { DEBUG_TRACE("bool CPedSA::IsInWater ()"); CTask *pTask = this->m_pPedIntelligence->GetTaskManager ()->GetTask ( TASK_PRIORITY_EVENT_RESPONSE_NONTEMP ); return ( pTask && ( pTask->GetTaskType () == TASK_COMPLEX_IN_WATER ) ); }