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author | erorcun <erayorcunus@gmail.com> | 2020-07-09 23:06:16 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-07-09 23:06:16 +0200 |
commit | 30723cf723a6b866c158b9f721f5a3dd01a5d95c (patch) | |
tree | 4f4cfd03c6eabfe9ef860c762570760fdedb5f90 /src/peds/Ped.h | |
parent | Merge pull request #653 from Domiiniik/miami (diff) | |
parent | VC fighting, Peds, many fixes including ghost bikes (diff) | |
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Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r-- | src/peds/Ped.h | 25 |
1 files changed, 20 insertions, 5 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index d5062ee1..c8621c82 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -98,7 +98,6 @@ enum PedFightMoves FIGHTMOVE_PUNCHHOOK, FIGHTMOVE_PUNCHJAB, FIGHTMOVE_PUNCH, - FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH, FIGHTMOVE_LONGKICK, FIGHTMOVE_ROUNDHOUSE, // Directionals @@ -457,7 +456,7 @@ public: uint32 bIsDrowning : 1; uint32 bDrownsInWater : 1; //uint32 b156_4 - uint32 b156_8 : 1; + uint32 bHeldHostageInCar : 1; uint32 bIsPlayerFriend : 1; uint32 bHeadStuckInCollision : 1; uint32 bDeadPedInFrontOfCar : 1; @@ -467,7 +466,7 @@ public: uint32 bDoomAim : 1; uint32 bCanBeShotInVehicle : 1; //uint32 b157_8 - uint32 b157_10 : 1; + uint32 bMakeFleeScream : 1; uint32 bPushedAlongByCar : 1; uint32 b157_40 : 1; uint32 bIgnoreThreatsBehindObjects : 1; @@ -482,7 +481,6 @@ public: //uint32 b158_80 // our own flags - uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle uint8 m_gangFlags; @@ -590,8 +588,8 @@ public: uint8 m_wepAccuracy; CEntity *m_pPointGunAt; CVector m_vecHitLastPos; + uint32 m_curFightMove; uint32 m_lastFightMove; - uint32 m_lastHitState; // TODO(Miami): What's this? uint8 m_fightButtonPressure; FightState m_fightState; bool m_takeAStepAfterAttack; @@ -757,6 +755,8 @@ public: void SetWaitState(eWaitState, void*); bool FightStrike(CVector&, bool); void FightHitPed(CPed*, CVector&, CVector&, int16); + int32 ChooseAttackPlayer(uint8, bool); + int32 ChooseAttackAI(uint8, bool); int GetLocalDirection(const CVector2D &); void StartFightDefend(uint8, uint8, uint8); void PlayHitSound(CPed*); @@ -960,6 +960,7 @@ public: bool Dying(void) { return m_nPedState == PED_DIE; } bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } + bool OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; } bool Driving(void) { return m_nPedState == PED_DRIVING; } bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state. @@ -1028,6 +1029,20 @@ public: else return (AnimationId)0; } + + static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bFinish3rd) + return ANIM_MELEE_ATTACK_FINISH; + else + return (AnimationId)0; + } + + static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) { + if (!!weapon->m_bUse2nd) + return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND + else + return (AnimationId)0; + } // -- // My additions, because there were many, many instances of that. |