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authorerorcun <erayorcunus@gmail.com>2020-07-09 23:06:16 +0200
committerGitHub <noreply@github.com>2020-07-09 23:06:16 +0200
commit30723cf723a6b866c158b9f721f5a3dd01a5d95c (patch)
tree4f4cfd03c6eabfe9ef860c762570760fdedb5f90 /src/peds/Ped.h
parentMerge pull request #653 from Domiiniik/miami (diff)
parentVC 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.h25
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.