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authoreray orçunus <erayorcunus@gmail.com>2019-07-25 17:06:24 +0200
committereray orçunus <erayorcunus@gmail.com>2019-07-25 22:37:50 +0200
commit8fd63e5ca6288e0f16c63fa9f378682b31dbaf88 (patch)
tree0351cb51adcacf2cdf0f006d23e2ce7bd8081e3c /src/peds/Ped.h
parentimplemented CAutomobile::TankControl (diff)
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Diffstat (limited to '')
-rw-r--r--src/peds/Ped.h78
1 files changed, 66 insertions, 12 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 7b8bc2ce..79ef1705 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -13,6 +13,47 @@
struct CPathNode;
+struct FightMove
+{
+ AnimationId animId;
+ float startFireTime;
+ float endFireTime;
+ float comboFollowOnTime;
+ float strikeRadius;
+ uint8 hitLevel;
+ uint8 damage;
+ uint8 flags;
+};
+static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
+
+enum PedFightMoves
+{
+ FIGHTMOVE_NULL,
+ FIGHTMOVE_STDPUNCH,
+ FIGHTMOVE_IDLE,
+ FIGHTMOVE_SHUFFLE_F,
+ FIGHTMOVE_KNEE,
+ FIGHTMOVE_HEADBUTT,
+ FIGHTMOVE_PUNCHJAB,
+ FIGHTMOVE_PUNCHHOOK,
+ FIGHTMOVE_KICK,
+ FIGHTMOVE_LONGKICK,
+ FIGHTMOVE_ROUNDHOUSE,
+ FIGHTMOVE_BODYBLOW,
+ FIGHTMOVE_GROUNDKICK,
+ FIGHTMOVE_HITFRONT,
+ FIGHTMOVE_HITBACK,
+ FIGHTMOVE_HITRIGHT,
+ FIGHTMOVE_HITLEFT,
+ FIGHTMOVE_HITBODY,
+ FIGHTMOVE_HITCHEST,
+ FIGHTMOVE_HITHEAD,
+ FIGHTMOVE_HITBIGSTEP,
+ FIGHTMOVE_HITONFLOOR,
+ FIGHTMOVE_HITBEHIND,
+ FIGHTMOVE_IDLE2NORM
+};
+
enum ePedPieceTypes
{
PEDPIECE_TORSO,
@@ -209,7 +250,7 @@ public:
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
- uint8 m_ped_flagC10 : 1; // related with phone
+ uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
uint8 m_ped_flagC40 : 1;
uint8 m_ped_flagC80 : 1;
@@ -223,12 +264,12 @@ public:
uint8 m_ped_flagD40 : 1; // reset when objective changes
uint8 m_bScriptObjectiveCompleted : 1;
- uint8 m_ped_flagE1 : 1;
+ uint8 bKindaStayInSamePlace : 1;
uint8 m_ped_flagE2 : 1;
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1; // set if you don't want ped to attack
- uint8 m_ped_flagE20 : 1; // getup complete?
+ uint8 bGetUpAnimStarted : 1;
uint8 bDoBloodyFootprints : 1;
uint8 m_ped_flagE80 : 1;
@@ -253,17 +294,17 @@ public:
uint8 m_ped_flagH1 : 1;
uint8 m_ped_flagH2 : 1;
uint8 m_ped_flagH4 : 1;
- uint8 m_ped_flagH8 : 1;
+ uint8 bClearObjective : 1;
uint8 m_ped_flagH10 : 1;
uint8 m_ped_flagH20 : 1;
uint8 m_ped_flagH40 : 1;
uint8 m_ped_flagH80 : 1;
uint8 m_ped_flagI1 : 1;
- uint8 m_ped_flagI2 : 1; // if set, limbs won't came off
+ uint8 bNoCriticalHits : 1; // if set, limbs won't came off
uint8 m_ped_flagI4 : 1;
uint8 bHasAlreadyBeenRecorded : 1;
- uint8 m_ped_flagI10 : 1;
+ uint8 bIsFell : 1;
uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;
@@ -299,8 +340,8 @@ public:
PedState m_nPedState;
PedState m_nLastPedState;
eMoveState m_nMoveState;
- int32 m_nStoredActionState;
- int32 m_nPrevActionState;
+ int32 m_nStoredMoveState;
+ int32 m_nPrevMoveState;
eWaitState m_nWaitState;
uint32 m_nWaitTimer;
void *m_pPathNodesStates[8]; // seems unused
@@ -363,10 +404,11 @@ public:
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
- uint32 m_lastHitState;
- uint8 m_fightFlags1;
- uint8 m_fightFlags2;
- uint8 pad_4B2[2];
+ PedFightMoves m_lastFightMove;
+ uint8 m_fightButtonPressure;
+ int8 m_fightUnk2; // TODO
+ uint8 m_fightUnk1; // TODO
+ uint8 pad_4B3;
CFire* m_pFire;
CEntity *m_pLookTarget;
float m_fLookDirection;
@@ -503,6 +545,16 @@ public:
void SetAimFlag(float angle);
void SetAmmo(eWeaponType weaponType, uint32 ammo);
void SetEvasiveStep(CEntity*, uint8);
+ void SetEvasiveDive(CPhysical*, uint8);
+ void SetAttack(CEntity*);
+ void StartFightAttack(uint8);
+ void LoadFightData(void);
+ void SetWaitState(eWaitState, void*);
+ bool FightStrike(CVector&);
+ int GetLocalDirection(CVector2D&);
+ void StartFightDefend(uint8, uint8, uint8);
+ void PlayHitSound(CPed*);
+ void SetFall(int, AnimationId, uint8);
// Static methods
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
@@ -577,6 +629,8 @@ public:
static bool &bPedCheat2;
static bool &bPedCheat3;
static CColPoint &ms_tempColPoint;
+ static uint16 &unknownFightThing; // TODO
+ static FightMove (&ms_fightMoves)[24];
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);