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-rw-r--r--src/peds/Ped.h102
1 files changed, 86 insertions, 16 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index c94cd320..1ddb136d 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -100,9 +100,31 @@ enum PedFightMoves
{
FIGHTMOVE_NULL,
// Attacker
- FIGHTMOVE_STDPUNCH,
+// FIGHTMOVE_STDPUNCH,
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
+ // Combos
+ FIGHTMOVE_COMBO_A1,
+ FIGHTMOVE_COMBO_A2,
+ FIGHTMOVE_COMBO_A3,
+ FIGHTMOVE_COMBO_B1,
+ FIGHTMOVE_COMBO_B2,
+ FIGHTMOVE_COMBO_B3,
+ // Melee
+ FIGHTMOVE_MELEE1,
+ FIGHTMOVE_MELEE2,
+ FIGHTMOVE_MELEE3,
+ // Special
+ FIGHTMOVE_GROUNDKICK,
+ // Opponent
+ FIGHTMOVE_HITFRONT,
+ FIGHTMOVE_HITBACK,
+ FIGHTMOVE_HITRIGHT,
+ FIGHTMOVE_HITLEFT,
+ FIGHTMOVE_HITONFLOOR,
+ FIGHTMOVE_HITBEHIND,
+ FIGHTMOVE_IDLE2NORM,
+/*
FIGHTMOVE_KNEE,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_PUNCHJAB,
@@ -134,7 +156,16 @@ enum PedFightMoves
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
FIGHTMOVE_IDLE2NORM,
- NUM_FIGHTMOVES
+*/
+
+ NUM_FIGHTMOVES,
+
+ // LCS replacements for the old names:
+ // NB: this may be totally bogus, i just need it to compile
+ FIGHTMOVE_PUNCH = FIGHTMOVE_COMBO_A2,
+ FIGHTMOVE_FWDRIGHT = FIGHTMOVE_COMBO_B1,
+ FIGHTMOVE_LONGKICK = FIGHTMOVE_COMBO_B2,
+ FIGHTMOVE_ROUNDHOUSE = FIGHTMOVE_COMBO_B3,
};
enum ePedPieceTypes
@@ -375,7 +406,7 @@ public:
float m_fCollisionSpeed;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
- uint32 bIsStanding : 1;
+ uint32 bIsStanding : 1; // 0x194 on PS2, 0x1A4 on android
uint32 bWasStanding : 1;
uint32 bIsAttacking : 1; // doesn't reset after fist fight
uint32 bIsPointingGunAt : 1;
@@ -468,7 +499,7 @@ public:
uint32 bIsDrowning : 1;
uint32 bDrownsInWater : 1;
uint32 bWaitForLeaderToComeCloser : 1;
- uint32 bHeldHostageInCar : 1;
+ uint32 bHeldHostageInCar : 1; // one flag was added somewhere after this one (TODO: figure out where and which)
uint32 bIsPlayerFriend : 1;
uint32 bHeadStuckInCollision : 1;
uint32 bDeadPedInFrontOfCar : 1;
@@ -481,7 +512,7 @@ public:
uint32 bMakeFleeScream : 1;
uint32 bPushedAlongByCar : 1;
uint32 bRemoveMeWhenIGotIntoCar : 1;
- uint32 bIgnoreThreatsBehindObjects : 1;
+ uint32 bIgnoreThreatsBehindObjects : 1; // one flag was added somewhere before this one (TODO: figure out where and which)
uint32 bNeverEverTargetThisPed : 1;
uint32 bCrouchWhenScared : 1;
@@ -490,18 +521,42 @@ public:
uint32 bCollectBusFare : 1;
uint32 bBoughtIceCream : 1;
uint32 bDonePositionOutOfCollision : 1;
- uint32 bCanAttackPlayerWithCops : 1;
+
+ uint32 bCanAttackPlayerWithCops : 1; // 1A1_1 on PS2
+ uint32 bOnlyAllowedToSitBehind : 1;
+ uint32 bOnlyAllowedToSitInFront : 1;
+ uint32 b1A1_8 : 1;
+ uint32 b1A1_10 : 1;
+ uint32 bOverrideMoveAnim : 1;
#ifdef KANGAROO_CHEAT
// our own flags
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
#endif
- uint8 m_gangFlags;
- uint8 m_unused15D; // these 3 can't be padding but had to actually have been members ...
- uint8 m_unused15E;
- uint8 m_unused15F;
- uint8 CharCreatedBy;
+ uint16 m_gangFlags; // <- this one is uint16
+
+ uint8 bDropsWeaponsOnDeath : 1;
+ uint8 b1A4_2 : 1;
+ uint8 bAttacksPlayerWithCops : 1;
+ uint8 b1A4_8 : 1;
+ uint8 b1A4_10 : 1;
+ uint8 b1A4_20 : 1;
+ uint8 b1A4_40 : 1;
+ uint8 b1A4_80 : 1;
+
+ uint8 bCanBeTargettedByLeader : 1;
+ uint8 b1A5_2 : 1;
+ uint8 b1A5_4 : 1;
+ uint8 b1A5_8 : 1;
+ uint8 b1A5_10 : 1;
+ uint8 b1A5_20 : 1;
+ uint8 b1A5_40 : 1;
+ uint8 b1A5_80 : 1;
+
+ uint8 unk_1A6; // <- init with 100 in constructor
+
+ uint8 CharCreatedBy; // 1AC
eObjective m_objective;
eObjective m_prevObjective;
CPed *m_pedInObjective;
@@ -550,6 +605,8 @@ public:
float m_fHealth;
float m_fArmour;
uint32 m_nExtendedRangeTimer;
+ uint32 m_nScriptShootTimer;
+ uint32 m_nScriptAttackTimer;
int16 m_routeLastPoint;
uint16 m_routeStartPoint;
int16 m_routePointsPassed;
@@ -649,6 +706,7 @@ public:
uint32 m_lastComment;
CVector m_vecSpotToGuard;
float m_radiusToGuard;
+ float m_fMaxHealth;
static void *operator new(size_t);
static void *operator new(size_t, int);
@@ -718,6 +776,7 @@ public:
void SetObjective(eObjective);
void SetObjective(eObjective, int16, int16);
void SetObjective(eObjective, CVector);
+ void SetObjective(eObjective, CVector, float);
void SetObjective(eObjective, float, const CVector&);
void ClearChat(void);
void InformMyGangOfAttack(CEntity*);
@@ -850,6 +909,7 @@ public:
void SetSolicit(uint32 time);
void ScanForInterestingStuff(void);
void WarpPedIntoCar(CVehicle*);
+ void WarpPedIntoCarAsPassenger(CVehicle*, int32);
void SetCarJack(CVehicle*);
bool WarpPedToNearLeaderOffScreen(void);
void Solicit(void);
@@ -1004,6 +1064,16 @@ public:
{
return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED;
}
+ bool CanStartMission() // used in CAN_PLAYER_START_MISSION and can looks like inlined function
+ {
+ if (m_nPedState >= PED_WANDER_RANGE && m_nPedState < PED_STATES_NO_AI && m_nPedState != PED_ANSWER_MOBILE)
+ return false;
+ if (m_nPedState >= PED_JUMP && m_nPedState < PED_STATES_NO_ST)
+ return false;
+ if (m_nPedState >= PED_ENTER_TRAIN && m_nPedState < PED_DEPLOY_STINGER)
+ return false;
+ return !bIsInTheAir && !bIsLanding && m_fHealth > 0.0f;
+ }
// My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
@@ -1022,7 +1092,7 @@ 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)
@@ -1035,26 +1105,26 @@ public:
if (weapon->IsFlagSet(WEAPONFLAG_ANIMDETONATE))
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;
}