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authoreray orçunus <erayorcunus@gmail.com>2020-05-15 16:30:25 +0200
committereray orçunus <erayorcunus@gmail.com>2020-05-15 20:21:25 +0200
commitacd1ea9909da281acea6af8f0775e456a67d4a4a (patch)
tree414a38371f5157b403b03ed3c02e1680c99af166 /src/peds/Ped.h
parentFix compilation (diff)
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Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r--src/peds/Ped.h76
1 files changed, 65 insertions, 11 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index ccffc3cb..23f1a376 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -476,8 +476,9 @@ public:
uint8 m_stateUnused;
uint32 m_timerUnused;
CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
- CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
+ CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
eWeaponType m_storedWeapon;
+ uint32 m_storedWeaponAmmo;
uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 m_wepSkills;
@@ -503,12 +504,26 @@ public:
uint32 m_duckTimer;
uint32 m_duckAndCoverTimer;
uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision
+ uint32 m_shotTime;
+ uint32 m_shotTimeAdd;
uint8 m_panicCounter;
bool m_deadBleeding;
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
- int8 m_lastWepDam;
+ uint16 m_pedMoney;
+ int8 m_lastWepDam;
+ CEntity *m_lastDamEntity;
+ CEntity *m_attachedTo;
+ CVector m_vecAttachOffset;
+ uint16 m_attachType;
+ float m_attachRot;
+ uint32 m_attachWepAmmo;
+ uint32 m_threatFlags;
+ uint32 m_threatCheck;
+ uint32 m_lastThreatCheck;
+ uint32 m_sayType;
+ uint32 m_sayTimer;
uint32 m_lastSoundStart;
uint32 m_soundStart;
uint16 m_lastQueuedSound;
@@ -556,7 +571,8 @@ public:
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int modelId);
- void SetCurrentWeapon(uint32 weaponType);
+ void SetCurrentWeapon(eWeaponType weaponType);
+ void SetCurrentWeapon(int weapon);
void Duck(void);
void ClearDuck(void);
void ClearPointGunAt(void);
@@ -567,7 +583,7 @@ public:
void PlayFootSteps(void);
void QuitEnteringCar(void);
void BuildPedLists(void);
- uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
+ int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = false);
void CalculateNewOrientation(void);
float WorkOutHeadingForMovingFirstPerson(float);
void CalculateNewVelocity(void);
@@ -639,6 +655,7 @@ public:
void RemoveInCarAnims(void);
void CollideWithPed(CPed*);
void SetDirectionToWalkAroundObject(CEntity*);
+ void RemoveWeaponAnims(int, float);
void CreateDeadPedMoney(void);
void CreateDeadPedWeaponPickups(void);
void SetAttackTimer(uint32);
@@ -654,7 +671,6 @@ public:
void EnterCar(void);
uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
uint8 GetNearestTrainDoor(CVehicle*, CVector&);
- void LineUpPedWithTrain(void);
void ExitCar(void);
void Fight(void);
bool FindBestCoordsFromNodes(CVector, CVector*);
@@ -701,7 +717,6 @@ public:
void SetExitCar(CVehicle*, uint32);
void SetFormation(eFormation);
bool WillChat(CPed*);
- void SetEnterTrain(CVehicle*, uint32);
void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
void SetSolicit(uint32 time);
void ScanForInterestingStuff(void);
@@ -710,6 +725,9 @@ public:
bool WarpPedToNearLeaderOffScreen(void);
void Solicit(void);
void SetExitBoat(CVehicle*);
+ void ClearFollowPath();
+ void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
+ void RequestDelayedWeapon();
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@@ -737,8 +755,9 @@ public:
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
- static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); // TODO(Miami): Should be under GTA_TRAIN
static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
+ static void FinishedReloadCB(CAnimBlendAssociation *assoc, void *arg);
static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
@@ -767,8 +786,14 @@ public:
void SetPedStats(ePedStats);
bool IsGangMember(void);
void Die(void);
+#ifdef GTA_TRAIN
void EnterTrain(void);
void ExitTrain(void);
+ void SetExitTrain(CVehicle*);
+ void SetPedPositionInTrain(void);
+ void LineUpPedWithTrain(void);
+ void SetEnterTrain(CVehicle*, uint32);
+#endif
void Fall(void);
bool IsPedShootable(void);
void Look(void);
@@ -776,11 +801,9 @@ public:
void RestoreHeadPosition(void);
void PointGunAt(void);
bool ServiceTalkingWhenDead(void);
- void SetPedPositionInTrain(void);
void SetShootTimer(uint32);
void SetSeekCar(CVehicle*, uint32);
void SetSeekBoatPosition(CVehicle*);
- void SetExitTrain(CVehicle*);
void WanderRange(void);
void SetFollowRoute(int16, int16);
void SeekBoatPosition(void);
@@ -793,8 +816,8 @@ public:
bool CanPedJumpThis(CEntity*);
#endif
- bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
- CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
+ bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; }
+ CWeapon &GetWeapon(uint8 slot) { return m_weapons[slot]; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
PedState GetPedState(void) { return m_nPedState; }
@@ -811,6 +834,35 @@ public:
void ReplaceWeaponWhenExitingVehicle(void);
void RemoveWeaponWhenEnteringVehicle(void);
bool IsNotInWreckedVehicle();
+
+ // My addons. Maybe inlined in VC?
+ AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
+ // TODO(Miami): Revert that when weapons got ported
+ if (weapon->m_AnimToPlay == ASSOCGRP_STD)
+ return ANIM_FIGHT_PPUNCH;
+
+ if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
+ return ANIM_WEAPON_FIRE_3RD;
+ else
+ return weapon->m_bAnimDetonate ? ANIM_BOMBER : ANIM_WEAPON_FIRE;
+ }
+
+ static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
+ // TODO(Miami): Revert that when weapons got ported
+ if (weapon->m_AnimToPlay == ASSOCGRP_STD)
+ return ANIM_KICK_FLOOR;
+
+ if (!!weapon->m_bGround2nd)
+ return ANIM_WEAPON_CROUCHFIRE;
+ else if (!!weapon->m_bGround3rd)
+ return ANIM_WEAPON_SPECIAL;
+ else if (kickFloorIfNone)
+ return ANIM_KICK_FLOOR;
+ else
+ return (AnimationId)0;
+ }
+ // --
+
// My additions, because there were many, many instances of that.
inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
{
@@ -829,6 +881,7 @@ public:
if (walk)
SetMoveState(PEDMOVE_WALK);
}
+ // --
// Using this to abstract nodes of skinned and non-skinned meshes
CVector GetNodePosition(int32 node)
@@ -898,6 +951,7 @@ public:
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
+// TODO(Miami): Change those when Ped struct is done
#ifndef PED_SKIN
VALIDATE_SIZE(CPed, 0x53C);
#endif