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-rw-r--r--src/peds/Ped.h83
1 files changed, 68 insertions, 15 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index f3271861..107ad1a2 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -216,6 +216,56 @@ enum eWaitState {
WAITSTATE_GROUND_ATTACK,
WAITSTATE_LANCESITTING,
WAITSTATE_PLAYANIM_HANDSUP_SIMPLE,
+ WAITSTATE_MULTIPLAYER_CUTSCENE_MPNOTE,
+ WAITSTATE_MULTIPLAYER_CUTSCENE_MPNOTE_LOOP,
+ WAITSTATE_CS_MISC_IDLE_LOOK,
+ WAITSTATE_CS_MISC_IDLE_NO,
+ WAITSTATE_CS_MISC_IDLE_YES,
+ WAITSTATE_CS_MISC_IDLE_CHAT2,
+ WAITSTATE_CS_MISC_IDLE_COUGH,
+ WAITSTATE_CS_MISC_IDLE_GIGGLE_FEMALE,
+ WAITSTATE_CS_MISC_IDLE_TOUGH_CHAT,
+ WAITSTATE_CS_MISC_IDLE_CELL_TALK,
+ WAITSTATE_DONH2_CAMERA,
+ WAITSTATE_DONH3_HAPPY,
+ WAITSTATE_JDT2_ANXIOUS_TALK,
+ WAITSTATE_JDT2_SHRUG,
+ WAITSTATE_JDT4_DILDO_TALK,
+ WAITSTATE_JDT5_CALM_DOWN,
+ WAITSTATE_JDT5_POINT,
+ WAITSTATE_JDT6_PICKUP,
+ WAITSTATE_MAR1_SKIRT,
+ WAITSTATE_MAR2_CELL_ANSWER,
+ WAITSTATE_MAR2_CELL_END,
+ WAITSTATE_MAR2_CELL_TALK,
+ WAITSTATE_MAR2_FOOT_TAP,
+ WAITSTATE_MAR3_HOOCHY,
+ WAITSTATE_MAR3_NOTE_IDLE,
+ WAITSTATE_MAR3_NOTE_PICKUP,
+ WAITSTATE_SAL1_BIREFCASE_DOWN,
+ WAITSTATE_SAL2_IDLE_SEATED,
+ WAITSTATE_SAL2_SEAT_TO_STAND,
+ WAITSTATE_SAL3_SEATED_TALK,
+ WAITSTATE_SAL3_SEATED_IDLE,
+ WAITSTATE_SAL4_DUST_DOWN,
+ WAITSTATE_SAL4_GIRL_RUN,
+ WAITSTATE_SAL6_ANGRY_SEATED,
+ WAITSTATE_SAL6_IDLE_SEATED,
+ WAITSTATE_SAL7_LOOKOUT,
+ WAITSTATE_VIC2_POINT_ANGRY,
+ WAITSTATE_VIC3_WAFT,
+ WAITSTATE_VIC3_PICKUP_ROLL,
+ WAITSTATE_VIC4_CARRY_BOX,
+ WAITSTATE_VIC4_CELL_LOOK,
+ WAITSTATE_VIC4_CRATE_IDLE,
+ WAITSTATE_VIC6_CELL_ANGRY,
+ WAITSTATE_TOURIST3,
+ WAITSTATE_TOURIST2,
+ WAITSTATE_TOURIST1,
+ WAITSTATE_MAC2_PLEAD,
+ WAITSTATE_JDT6_KNOCK,
+ WAITSTATE_SAL3_SIT_DOWN,
+ WAITSTATE_VIC7_PROD_WITH_FOOT
};
enum eObjective {
@@ -696,7 +746,7 @@ public:
uint32 m_threatFlags;
uint32 m_threatCheckTimer;
uint32 m_threatCheckInterval;
- uint32 m_delayedSoundID;
+ int32 m_delayedSoundID;
uint32 m_delayedSoundTimer;
uint32 m_lastSoundStart;
uint32 m_soundStart;
@@ -708,10 +758,10 @@ public:
float m_radiusToGuard;
float m_fMaxHealth;
- static void *operator new(size_t);
- static void *operator new(size_t, int);
- static void operator delete(void*, size_t);
- static void operator delete(void*, int);
+ static void *operator new(size_t) throw();
+ static void *operator new(size_t, int) throw();
+ static void operator delete(void*, size_t) throw();
+ static void operator delete(void*, int) throw();
CPed(uint32 pedType);
~CPed(void);
@@ -737,7 +787,7 @@ public:
void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookTimer(int time);
- void SetDie(AnimationId anim = ANIM_KO_SHOT_FRONT1, float arg1 = 4.0f, float arg2 = 0.0f);
+ void SetDie(AnimationId anim = ANIM_STD_KO_FRONT, float arg1 = 4.0f, float arg2 = 0.0f);
void SetDead(void);
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
void RemoveBodyPart(PedNode nodeId, int8 direction);
@@ -826,7 +876,7 @@ public:
void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*);
void StartFightAttack(uint8);
- void SetWaitState(eWaitState, void*);
+ void SetWaitState(eWaitState, void*, bool repeat = false);
bool FightStrike(CVector&, bool);
void FightHitPed(CPed*, CVector&, CVector&, int16);
int32 ChooseAttackPlayer(uint8, bool);
@@ -1092,39 +1142,39 @@ public:
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
if (weapon->IsFlagSet(WEAPONFLAG_GROUND_2ND))
- return ANIM_WEAPON_CROUCHFIRE;
+ return ANIM_ATTACK_2;
else if (weapon->IsFlagSet(WEAPONFLAG_GROUND_3RD))
return ANIM_WEAPON_FIRE_3RD;
else if (kickFloorIfNone)
- return ANIM_KICK_FLOOR;
+ return ANIM_STD_KICKGROUND;
else
return (AnimationId)0;
}
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
- return ANIM_BOMBER;
+ return ANIM_STD_DETONATE;
else
- return ANIM_WEAPON_FIRE;
+ return ANIM_ATTACK_1;
}
static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
- return ANIM_WEAPON_CROUCHRELOAD;
+ return ANIM_ATTACK_EXTRA2;
else
return (AnimationId)0;
}
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_CROUCHFIRE))
- return ANIM_WEAPON_CROUCHFIRE;
+ return ANIM_ATTACK_2;
else
return (AnimationId)0;
}
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_RELOAD))
- return ANIM_WEAPON_RELOAD;
+ return ANIM_ATTACK_EXTRA1;
else
return (AnimationId)0;
}
@@ -1145,7 +1195,7 @@ public:
static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
if (weapon->IsFlagSet(WEAPONFLAG_USE_2ND))
- return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
+ return ANIM_WEAPON_FIRE_2ND;
else
return (AnimationId)0;
}
@@ -1225,6 +1275,9 @@ public:
static bool bPedCheat3;
static CVector2D ms_vec2DFleePosition;
+ static void LoadNonStandardPedAnim(eWaitState waitState);
+ static void UnloadNonStandardPedAnim(eWaitState waitState);
+
#ifndef MASTER
// Mobile things
void DebugDrawPedDestination(CPed *, int, int);