using System.Collections.Generic;
using GTA;
using GTA.Native;
using GTA.Math;
namespace CoopClient.Entities
{
public partial class EntitiesPed
{
#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 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 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 && !Character.IsRagdoll)
{
Character.CanRagdoll = true;
Character.Ragdoll();
}
else if (!IsRagdoll && Character.IsRagdoll)
{
Character.CancelRagdoll();
Character.CanRagdoll = false;
}
if (IsJumping || IsOnFire || IsRagdoll)
{
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);
}
}
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, Speed == 3 ? 3f : 2.5f, true, 0x3F000000, 0x40800000, false, 0, false,
unchecked((int)FiringPattern.FullAuto));
}
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, Speed == 3 ? 3f : 2.5f, false, 0x3F000000, 0x40800000, false, 512, false,
unchecked((int)FiringPattern.FullAuto));
}
else
{
Character.Task.AimAt(AimCoords, 100);
}
}
else
{
WalkTo();
}
}
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 void UpdateOnFootPosition(bool updatePosition = true, bool updateRotation = true, bool updateVelocity = true)
{
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)
{
Character.Rotation = Vector3.Lerp(Character.Rotation, Rotation, 0.10f);
}
if (updateVelocity)
{
Character.Velocity = Velocity;
}
}
}
}