From acd1ea9909da281acea6af8f0775e456a67d4a4a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?eray=20or=C3=A7unus?= Date: Fri, 15 May 2020 17:30:25 +0300 Subject: Weapon layer in Peds --- src/peds/PlayerPed.h | 25 ++++++++++++++++++------- 1 file changed, 18 insertions(+), 7 deletions(-) (limited to 'src/peds/PlayerPed.h') diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index e8173c8c..354140df 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -18,22 +18,32 @@ public: int8 m_nSelectedWepSlot; // eWeaponType bool m_bSpeedTimerFlag; uint8 m_nEvadeAmount; - int8 field_1367; - uint32 m_nSpeedTimer; - uint32 m_nHitAnimDelayTimer; + uint32 m_nSpeedTimer; // m_nStandStillTimer? + uint32 m_nHitAnimDelayTimer; // m_nShotDelay? float m_fAttackButtonCounter; bool m_bHaveTargetSelected; // may have better name CEntity *m_pEvadingFrom; // is this CPhysical? int32 m_nTargettableObjects[4]; + uint32 m_nAdrenalineTime; + uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame + uint8 m_nFadeDrunkenness; + uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends bool m_bAdrenalineActive; bool m_bHasLockOnTarget; - uint32 m_nAdrenalineTime; bool m_bCanBeDamaged; - int8 field_1413; + bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree CPed *m_pPedAtSafePos[6]; - float m_fWalkAngle; + CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer + char unused1; + int16 m_nCheckPlayersIndex; + float m_fWalkAngle; //angle between heading and walking direction float m_fFPSMoveHeading; + RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model + float m_fGunSpinSpeed; // for minigun + float m_fGunSpinAngle; + unsigned int m_nPadDownPressedInMilliseconds; + unsigned int m_nPadUpPressedInMilliseconds; CPlayerPed(); ~CPlayerPed(); @@ -45,7 +55,8 @@ public: void SetWantedLevelNoDrop(int32 level); void KeepAreaAroundPlayerClear(void); void AnnoyPlayerPed(bool); - void MakeChangesForNewWeapon(int8); + void MakeChangesForNewWeapon(int32); + void MakeChangesForNewWeapon(eWeaponType); void SetInitialState(void); void ProcessControl(void); void ClearAdrenaline(void); -- cgit v1.2.3