diff options
Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r-- | src/peds/Ped.h | 50 |
1 files changed, 35 insertions, 15 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index c1e93fdc..b30b4808 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -23,6 +23,13 @@ struct CPedAudioData int m_nMaxRandomDelayTime; }; +enum FightState : int8 { + FIGHTSTATE_MOVE_FINISHED = -2, + FIGHTSTATE_JUST_ATTACKED, + FIGHTSTATE_NO_MOVE, + FIGHTSTATE_1 +}; + enum { ENDFIGHT_NORMAL, @@ -256,7 +263,7 @@ public: // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R* uint8 bIsStanding : 1; uint8 m_ped_flagA2 : 1; - uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime) + uint8 bIsAttacking : 1; // doesn't reset after fist fight uint8 bIsPointingGunAt : 1; uint8 bIsLooking : 1; uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles @@ -268,9 +275,9 @@ public: uint8 bIsTalking : 1; uint8 bIsInTheAir : 1; uint8 bIsLanding : 1; - uint8 bIsRunning : 1; // not fleeing - uint8 m_ped_flagB40 : 1; - uint8 m_ped_flagB80 : 1; + uint8 bIsRunning : 1; // on some conditions + uint8 bHitSomethingLastFrame : 1; + uint8 m_ped_flagB80 : 1; // something related with reaction to colliding vehicle uint8 m_ped_flagC1 : 1; uint8 bRespondsToThreats : 1; @@ -283,7 +290,7 @@ public: uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion uint8 m_ped_flagD2 : 1; // set when event has been seen - uint8 m_ped_flagD4 : 1; + uint8 m_ped_flagD4 : 1; // so far only creates blood pool in hands up state uint8 m_ped_flagD8 : 1; uint8 bIsPedDieAnimPlaying : 1; uint8 bUsePedNodeSeek : 1; @@ -294,12 +301,12 @@ public: uint8 m_ped_flagE2 : 1; uint8 bNotAllowedToDuck : 1; uint8 bCrouchWhenShooting : 1; - uint8 bIsDucking : 1; // set if you don't want ped to attack + uint8 bIsDucking : 1; uint8 bGetUpAnimStarted : 1; uint8 bDoBloodyFootprints : 1; uint8 m_ped_flagE80 : 1; - uint8 m_ped_flagF1 : 1; + uint8 bWanderPathAfterExitingCar : 1; uint8 m_ped_flagF2 : 1; uint8 m_ped_flagF4 : 1; uint8 m_ped_flagF8 : 1; @@ -311,18 +318,18 @@ public: uint8 m_ped_flagG1 : 1; uint8 m_ped_flagG2 : 1; uint8 m_ped_flagG4 : 1; - uint8 m_ped_flagG8 : 1; // ped starts to go somewhere when set + uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found uint8 m_ped_flagG10 : 1; uint8 m_ped_flagG20 : 1; uint8 m_ped_flagG40 : 1; - uint8 m_ped_flagG80 : 1; + uint8 bFadeOut : 1; uint8 m_ped_flagH1 : 1; uint8 m_ped_flagH2 : 1; uint8 m_ped_flagH4 : 1; uint8 bClearObjective : 1; uint8 m_ped_flagH10 : 1; - uint8 m_ped_flagH20 : 1; + uint8 m_ped_flagH20 : 1; // set if our own vehicle damaged us. I don't know how is that possible uint8 m_ped_flagH40 : 1; uint8 m_ped_flagH80 : 1; @@ -430,7 +437,7 @@ public: CVector m_vecHitLastPos; PedFightMoves m_lastFightMove; uint8 m_fightButtonPressure; - int8 m_fightUnk2; // TODO + FightState m_fightState; bool m_takeAStepAfterAttack; uint8 pad_4B3; CFire *m_pFire; @@ -442,14 +449,14 @@ public: uint32 m_lookTimer; uint32 m_standardTimer; uint32 m_attackTimer; - uint32 m_lastHitTime; // obviously not correct + uint32 m_shootTimer; // shooting is a part of attack uint32 m_hitRecoverTimer; uint32 m_objectiveTimer; uint32 m_duckTimer; uint32 m_duckAndCoverTimer; int32 m_bloodyFootprintCount; uint8 m_panicCounter; - uint8 m_deadBleeding; + bool m_deadBleeding; int8 m_bodyPartBleeding; // PedNode uint8 m_field_4F3; CPed *m_nearPeds[10]; @@ -519,7 +526,7 @@ public: void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); - bool CanPedJumpThis(int32); + bool CanPedJumpThis(CEntity*); bool CanSeeEntity(CEntity*, float); void RestorePreviousObjective(void); void SetIdle(void); @@ -629,6 +636,16 @@ public: void Mug(void); void MoveHeadToLook(void); void Pause(void); + void ProcessBuoyancy(void); + bool ServiceTalkingWhenDead(void); + void ServiceTalking(void); + void SetJump(void); + void UpdatePosition(void); + void WanderRange(void); + void WanderPath(void); + void ReactToPointGun(CEntity*); + void SeekCar(void); + void SeekBoatPosition(void); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -694,6 +711,9 @@ public: void Fall(void); bool IsPedShootable(void); void Look(void); + void SetInTheAir(void); + void RestoreHeadPosition(void); + void PointGunAt(void); bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } @@ -708,7 +728,7 @@ public: static bool &bNastyLimbsCheat; static bool &bPedCheat2; static bool &bPedCheat3; - static CVector2D &ms_vec2DFleePosition; + static CVector2D ms_vec2DFleePosition; static CPedAudioData (&CommentWaitTime)[38]; #ifndef MASTER |