From 88f0ef75e8596c752fe343c786294ffa6a8a7534 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?eray=20or=C3=A7unus?= Date: Fri, 13 Sep 2019 22:04:55 +0300 Subject: P.e.d.s. --- src/peds/Ped.h | 22 ++++++++++++---------- 1 file changed, 12 insertions(+), 10 deletions(-) (limited to 'src/peds/Ped.h') diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 2a745436..a14a8c4b 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -277,7 +277,7 @@ public: uint8 bIsLanding : 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_flagB80 : 1; // bIsNearCar? something related with reaction to colliding vehicle uint8 m_ped_flagC1 : 1; uint8 bRespondsToThreats : 1; @@ -288,9 +288,9 @@ public: uint8 m_ped_flagC40 : 1; uint8 bFindNewNodeAfterStateRestore : 1; - 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; // so far only creates blood pool in hands up state + uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion + uint8 m_ped_flagD2 : 1; // set when ped witnessed an event + uint8 m_ped_flagD4 : 1; // bPedIsBleeding? so far only creates blood pool in hands up state uint8 m_ped_flagD8 : 1; uint8 bIsPedDieAnimPlaying : 1; uint8 bUsePedNodeSeek : 1; @@ -304,11 +304,11 @@ public: uint8 bIsDucking : 1; uint8 bGetUpAnimStarted : 1; uint8 bDoBloodyFootprints : 1; - uint8 m_ped_flagE80 : 1; // bDontDragMeOutCar? bStayInCarOnJack? + uint8 bFleeAfterExitingCar : 1; uint8 bWanderPathAfterExitingCar : 1; uint8 m_ped_flagF2 : 1; - uint8 m_ped_flagF4 : 1; // Unfinished feature from VC + uint8 m_ped_flagF4 : 1; // Unfinished feature from VC, probably bDontDragMeOutCar uint8 m_ped_flagF8 : 1; uint8 bWillBeQuickJacked : 1; uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked @@ -317,14 +317,14 @@ public: uint8 m_ped_flagG1 : 1; uint8 m_ped_flagG2 : 1; - uint8 m_ped_flagG4 : 1; + uint8 m_ped_flagG4 : 1; // bStillOnValidPoly? uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found - uint8 m_ped_flagG10 : 1; + uint8 m_ped_flagG10 : 1; // bOnBoat? (but not in the sense of driving) uint8 bBusJacked : 1; - uint8 m_ped_flagG40 : 1; // had to exit car due to someone jacked it from RF door + uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door uint8 bFadeOut : 1; - uint8 m_ped_flagH1 : 1; + uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision uint8 m_ped_flagH2 : 1; uint8 m_ped_flagH4 : 1; uint8 bClearObjective : 1; @@ -645,6 +645,7 @@ public: void ReactToPointGun(CEntity*); void SeekCar(void); void SeekBoatPosition(void); + bool PositionPedOutOfCollision(void); // Static methods static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset); @@ -722,6 +723,7 @@ public: RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } PedState GetPedState(void) { return m_nPedState; } void SetPedState(PedState state) { m_nPedState = state; } + bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; } // set by 0482:set_threat_reaction_range_multiplier opcode static uint16 &nThreatReactionRangeMultiplier; -- cgit v1.2.3