diff options
Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r-- | src/peds/Ped.h | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 7e049464..50a8bfec 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -15,6 +15,7 @@ struct CPathNode; class CAccident; +class CObject; struct CPedAudioData { @@ -362,7 +363,7 @@ public: uint8 bShakeFist : 1; // test shake hand at look entity uint8 bNoCriticalHits : 1; // if set, limbs won't came off - uint8 m_ped_flagI4 : 1; // seems like related with cars + uint8 m_ped_flagI4 : 1; // we've been put to car by script? - related with cars uint8 bHasAlreadyBeenRecorded : 1; uint8 bFallenDown : 1; #ifdef VC_PED_PORTS @@ -430,7 +431,7 @@ public: float m_headingRate; uint16 m_vehEnterType; // TODO: this is more like a door, not a type int16 m_walkAroundType; - CEntity *m_pCurrentPhysSurface; + CPhysical *m_pCurrentPhysSurface; CVector m_vecOffsetFromPhysSurface; CEntity *m_pCurSurface; CVector m_vecSeekPos; @@ -532,7 +533,6 @@ public: void SetDead(void); void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer); void RemoveBodyPart(PedNode nodeId, int8 direction); - void SpawnFlyingComponent(int, int8); bool OurPedCanSeeThisOne(CEntity *target); void Avoid(void); void Attack(void); @@ -670,7 +670,6 @@ public: void ProcessBuoyancy(void); void ServiceTalking(void); void SetJump(void); - void UpdatePosition(void); void WanderPath(void); void ReactToPointGun(CEntity*); void SeekCar(void); @@ -767,6 +766,8 @@ public: void WanderRange(void); void SetFollowRoute(int16, int16); void SeekBoatPosition(void); + void UpdatePosition(void); + CObject *SpawnFlyingComponent(int, int8); #ifdef VC_PED_PORTS bool CanPedJumpThis(CEntity*, CVector*); #else @@ -796,9 +797,12 @@ public: static CPedAudioData (&CommentWaitTime)[38]; #ifndef MASTER + static bool bUnusedFightThingOnPlayer; + static bool bPopHeadsOnHeadshot; + + // Mobile things static void SwitchDebugDisplay(void); void DebugRenderOnePedText(void); - static bool bUnusedFightThingOnPlayer; #endif }; |