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IDProjectCategoryView StatusLast Update
0004237Source patchesMulti Theft Auto : San Andreaspublic2010-05-12 17:40
Reporterlucasc190Assigned ToFlobu 
PrioritynormalSeverityfeatureReproducibilityN/A
Status resolvedResolutionfixed 
Product Version 
Target VersionFixed in Version1.0 
Summary0004237: SetPedFootBlood Patch
Description

This patch adds the client-side functions, "bool setPedFootBlood(ped thePed, int amount)" and "int getPedFootBlood(ped thePed)". It also makes spawning a player reset their foot blood. "setPedFootBlood" sets how long a ped or player has blood footprints. Setting it to 0 stops a ped from having blood footprints (until it is set again or they walk over a dead ped) and 200 is the amount you normally get when you walk over a dead ped.

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Activities

Arc

2009-05-02 20:12

administrator   ~~0008980

Do these footprints work on (script-created) objects? If not they're not much use as they won't work in custom maps...

lucasc190

2009-05-03 06:31

developer   ~~0008998

Blood footprints only work on buildings. If a player/ped dies with foot blood, their foot blood gets set really high, and when they respawn, it doesn't get reset. This patch also resets foot blood when you respawn.

eAi

2009-05-04 01:13

administrator   ~~0009023

As with your other patch, you need to move the memory address offsets into functions in game_sa.

The function 55E890 is SurfaceInfos_c::LeavesFootsteps. This appears to control whether blood will be left on a particular surface type - this might fix it for objects. 5E55E3 is the call that actually places the bloody foot prints (It's a call to CShadows::AddPermanentShadow). There's a number of other conditions before that that may be blocking it.

lucasc190

2009-05-04 08:01

developer   ~~0009030

I've moved the memory address functions into game_sa and the new patch is at: http://lucasstuff.com/external/mta/NewSetPedFootBloodAndSpawnReset.patch

eAi

2009-05-05 03:21

administrator   ~~0009038

I think this patch should be made to work on objects before it is included. Otherwise, it's broken in a lot of cases it'll be used...

lil_Toady

2009-05-06 15:00

administrator   ~~0009056

Last edited: 2009-05-06 15:02

Might want to try if it works on custom objects in r766+

And maybe it would make sense to just do a switch whether a ped has the blood footprints or not. So you can either have constant footprints or use our MTA timers, which fits the style of other functions more.

lucasc190

2009-05-06 15:12

developer   ~~0009058

You seem to get constant footprints if you set it to "-1". If you set the foot blood high, it acutally goes down faster the more you walk.

eAi

2009-07-12 20:18

administrator   ~~0009942

This is now rather old - post 1.0 this could be updated and resubmitted if anyone is interested in this.

Flobu

2010-04-27 19:21

updater   ~~0011393

Last edited: 2010-05-08 02:12

added in http://github.com/Flobu/multitheftauto/commit/4b606d0d19edbf7eec49211a834c42fd2888debd
http://code.google.com/p/mtasa-blue/source/detail?r=1547

renamed to setPedFootBloodEnabled(player,enabled) and isPedFootBloodEnabled(player)
https://code.google.com/p/mtasa-blue/source/detail?r=1597

doesn't work for peds and on custom objects

Issue History

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