using System; using System.Collections.Generic; using GTA; using GTA.Native; using GTA.Math; namespace CoopClient.Entities.Player { public partial class EntitiesPlayer { #region -- ON FOOT -- /// /// The latest character rotation (may not have been applied yet) /// public Vector3 Rotation { get; internal set; } /// /// The latest character velocity (may not have been applied yet) /// public Vector3 Velocity { get; internal set; } internal byte Speed { get; set; } private bool LastIsJumping = false; internal bool IsJumping { get; set; } internal bool IsInParachuteFreeFall { get; set; } internal bool IsRagdoll { get; set; } internal bool IsOnFire { get; set; } internal bool IsAiming { get; set; } internal bool IsShooting { get; set; } internal bool IsReloading { get; set; } internal uint CurrentWeaponHash { get; set; } private Dictionary LastWeaponComponents = null; internal Dictionary WeaponComponents { get; set; } = null; private int LastWeaponObj = 0; #endregion private bool IsPlayingAnimation = false; private string[] CurrentAnimation = new string[2] { "", ""}; private float AnimationStopTime = 0; private void DisplayOnFoot() { if (Character.IsInVehicle()) { Character.Task.LeaveVehicle(); } if (MainVehicle != null) { MainVehicle = null; } if (IsOnFire && !Character.IsOnFire) { Character.IsInvincible = false; Function.Call(Hash.START_ENTITY_FIRE, Character.Handle); } else if (!IsOnFire && Character.IsOnFire) { Function.Call(Hash.STOP_ENTITY_FIRE, Character.Handle); Character.IsInvincible = true; if (Character.IsDead) { Character.Resurrect(); } } if (IsJumping && !LastIsJumping) { Character.Task.Jump(); } LastIsJumping = IsJumping; if (IsRagdoll) { if (!Character.IsRagdoll) { // CanRagdoll = true, inside this function //Character.Ragdoll(); Character.CanRagdoll = true; Function.Call(Hash.SET_PED_TO_RAGDOLL, Character.Handle, 50000, 60000, 0, 1, 1, 1); } UpdateOnFootPosition(false, false, true); return; } else if (!IsRagdoll && Character.IsRagdoll) { Character.CanRagdoll = false; Character.Task.ClearAllImmediately(); IsPlayingAnimation = true; CurrentAnimation = new string[2] { "anim@sports@ballgame@handball@", "ball_get_up" }; AnimationStopTime = 0.7f; Function.Call(Hash.TASK_PLAY_ANIM, Character.Handle, LoadAnim("anim@sports@ballgame@handball@"), "ball_get_up", 12f, 12f, -1, 0, -10f, 1, 1, 1); return; } if (IsInParachuteFreeFall) { DisplayParachuteFreeFall(); } if (IsPlayingAnimation) { switch (CurrentAnimation[0]) { case "skydive@base": if (IsInParachuteFreeFall) { return; } break; case "anim@sports@ballgame@handball@": UpdateOnFootPosition(true, true, false); float currentTime = Function.Call(Hash.GET_ENTITY_ANIM_CURRENT_TIME, Character.Handle, "anim@sports@ballgame@handball@", CurrentAnimation[1]); if (currentTime < AnimationStopTime) { return; } break; } Character.Task.ClearAnimation(CurrentAnimation[0], CurrentAnimation[1]); Character.Task.ClearAll(); IsPlayingAnimation = false; CurrentAnimation = new string[2] { "", "" }; AnimationStopTime = 0; } if (IsJumping || IsOnFire) { UpdateOnFootPosition(true, true, false); return; } if (IsReloading) { if (!Character.IsReloading) { Character.Task.ClearAll(); Character.Task.ReloadWeapon(); } UpdateOnFootPosition(); return; } if (Character.Weapons.Current.Hash != (WeaponHash)CurrentWeaponHash || !WeaponComponents.Compare(LastWeaponComponents)) { Character.Weapons.RemoveAll(); if (CurrentWeaponHash != (uint)WeaponHash.Unarmed) { if (WeaponComponents == null || WeaponComponents.Count == 0) { Character.Weapons.Give((WeaponHash)CurrentWeaponHash, -1, true, true); } else { LastWeaponObj = Function.Call(Hash.CREATE_WEAPON_OBJECT, CurrentWeaponHash, -1, Position.X, Position.Y, Position.Z, true, 0, 0); foreach (KeyValuePair comp in WeaponComponents) { if (comp.Value) { Function.Call(Hash.GIVE_WEAPON_COMPONENT_TO_WEAPON_OBJECT, LastWeaponObj, comp.Key); } } Function.Call(Hash.GIVE_WEAPON_OBJECT_TO_PED, LastWeaponObj, Character.Handle); } } LastWeaponComponents = WeaponComponents; } if (IsShooting) { if (!Character.IsInRange(Position, 0.5f)) { Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y, Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, 3f, true, 0x3F000000, 0x40800000, false, 0, false, unchecked((int)FiringPattern.FullAuto)); UpdateOnFootPosition(); } else { Function.Call(Hash.TASK_SHOOT_AT_COORD, Character.Handle, AimCoords.X, AimCoords.Y, AimCoords.Z, 1500, unchecked((int)FiringPattern.FullAuto)); } } else if (IsAiming) { if (!Character.IsInRange(Position, 0.5f)) { Function.Call(Hash.TASK_GO_TO_COORD_WHILE_AIMING_AT_COORD, Character.Handle, Position.X, Position.Y, Position.Z, AimCoords.X, AimCoords.Y, AimCoords.Z, 3f, false, 0x3F000000, 0x40800000, false, 512, false, unchecked((int)FiringPattern.FullAuto)); UpdateOnFootPosition(); } else { Character.Task.AimAt(AimCoords, 100); } } else { WalkTo(); } } private void DisplayParachuteFreeFall() { UpdateOnFootPosition(); if (!Function.Call(Hash.IS_ENTITY_PLAYING_ANIM, Character.Handle, "skydive@base", "free_idle", 3)) { IsPlayingAnimation = true; CurrentAnimation = new string[2] { "skydive@base", "free_idle" }; Function.Call(Hash.TASK_PLAY_ANIM, Character.Handle, LoadAnim("skydive@base"), "free_idle", 8f, 10f, -1, 0, -8f, 1, 1, 1); } } private bool LastMoving; private void WalkTo() { Vector3 predictPosition = Position + (Position - Character.Position) + Velocity; float range = predictPosition.DistanceToSquared(Character.Position); switch (Speed) { case 1: if (!Character.IsWalking || range > 0.25f) { float nrange = range * 2; if (nrange > 1.0f) { nrange = 1.0f; } Character.Task.GoStraightTo(predictPosition); Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, nrange); } LastMoving = true; break; case 2: if (!Character.IsRunning || range > 0.50f) { Character.Task.RunTo(predictPosition, true); Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f); } LastMoving = true; break; case 3: if (!Character.IsSprinting || range > 0.75f) { Function.Call(Hash.TASK_GO_STRAIGHT_TO_COORD, Character.Handle, predictPosition.X, predictPosition.Y, predictPosition.Z, 3.0f, -1, 0.0f, 0.0f); Function.Call(Hash.SET_RUN_SPRINT_MULTIPLIER_FOR_PLAYER, Character.Handle, 1.49f); Function.Call(Hash.SET_PED_DESIRED_MOVE_BLEND_RATIO, Character.Handle, 1.0f); } LastMoving = true; break; default: if (LastMoving) { Character.Task.StandStill(2000); LastMoving = false; } break; } UpdateOnFootPosition(); } private byte LastStuckCount = 0; private ulong LastStuckTime; private void UpdateOnFootPosition(bool updatePosition = true, bool updateRotation = true, bool updateVelocity = true) { if (Character.Position.DistanceTo(Position) > 5f) { if (Util.GetTickCount64() - LastStuckTime < 1000) { LastStuckCount = 0; } ++LastStuckCount; if (LastStuckCount >= 5) { Character.Position = Position; LastStuckCount = 0; } LastStuckTime = Util.GetTickCount64(); } if (updatePosition) { float lerpValue = ((int)((Latency * 1000 / 2) + Main.MainNetworking.Latency * 1000 / 2)) * 2 / 50000f; Vector2 biDimensionalPos = Vector2.Lerp(new Vector2(Character.Position.X, Character.Position.Y), new Vector2(Position.X + (Velocity.X / 5), Position.Y + (Velocity.Y / 5)), lerpValue); float zPos = Util.Lerp(Character.Position.Z, Position.Z, 0.1f); Character.PositionNoOffset = new Vector3(biDimensionalPos.X, biDimensionalPos.Y, zPos); } if (updateRotation) { // You can find the ToQuaternion() for Rotation inside the VectorExtensions Character.Quaternion = Quaternion.Lerp(Character.Quaternion, Rotation.ToQuaternion(), 0.10f); } if (updateVelocity) { Character.Velocity = Velocity; } } private string LoadAnim(string anim) { ulong startTime = Util.GetTickCount64(); while (!Function.Call(Hash.HAS_ANIM_DICT_LOADED, anim)) { Script.Yield(); Function.Call(Hash.REQUEST_ANIM_DICT, anim); if (Util.GetTickCount64() - startTime >= 1000) { break; } } return anim; } } }