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CPed, CVehicle, mostly entering/exiting car
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
parent
4d84d94166
commit
1e09bf9c30
14 changed files with 789 additions and 40 deletions
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@ -12,6 +12,19 @@
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struct CPathNode;
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enum {
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VEHICLE_ENTER_FRONT_RIGHT = 11,
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VEHICLE_ENTER_REAR_RIGHT = 12,
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VEHICLE_ENTER_FRONT_LEFT = 15,
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VEHICLE_ENTER_REAR_LEFT = 16,
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};
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enum PedLineUpPhase {
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LINE_UP_TO_CAR_START,
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LINE_UP_TO_CAR_END,
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LINE_UP_TO_CAR_2
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};
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enum PedOnGroundState {
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NO_PED,
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PED_BELOW_PLAYER,
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@ -102,7 +115,7 @@ public:
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uint8 m_ped_flagA1 : 1;
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 m_ped_flagA8 : 1;
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uint8 bIsPointingGunAt : 1;
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uint8 bIsLooking : 1;
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uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
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uint8 bIsRestoringLook : 1;
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@ -177,15 +190,15 @@ public:
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int32 m_pEventEntity;
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float m_fAngleToEvent;
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AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
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int32 m_animGroup;
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int32 m_pVehicleAnim;
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AssocGroupId m_animGroup;
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CAnimBlendAssociation *m_pVehicleAnim;
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CVector2D m_vecAnimMoveDelta;
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CVector m_vecOffsetSeek;
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CPedIK m_pedIK;
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uint8 stuff1[8];
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uint32 m_nPedStateTimer;
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PedState m_nPedState;
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int32 m_nLastPedState;
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PedState m_nLastPedState;
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int32 m_nMoveState;
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int32 m_nStoredActionState;
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int32 m_nPrevActionState;
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@ -207,7 +220,9 @@ public:
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uint8 stuff2[20];
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float m_fRotationCur;
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float m_fRotationDest;
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uint8 stuff13[6];
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uint32 m_headingRate;
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uint16 m_vehEnterType;
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uint16 m_walkAroundType;
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CEntity *m_pCurrentPhysSurface;
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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@ -222,7 +237,7 @@ public:
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CEntity *m_pCollidingEntity;
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uint8 stuff6[12];
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CWeapon m_weapons[NUM_PED_WEAPONTYPES];
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int32 stuff7;
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eWeaponType m_storedWeapon;
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uint8 m_currentWeapon; // eWeaponType
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uint8 m_maxWeaponTypeAllowed; // eWeaponType
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uint8 stuff[2];
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@ -253,6 +268,7 @@ public:
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bool IsPlayer(void);
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bool UseGroundColModel(void);
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bool CanSetPedState(void);
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void AddWeaponModel(int id);
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void AimGun(void);
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void KillPedWithCar(CVehicle *veh, float impulse);
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@ -278,14 +294,27 @@ public:
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void Duck(void);
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void ClearDuck(void);
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void ClearPointGunAt(void);
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void BeingDraggedFromCar(void);
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void RestartNonPartialAnims(void);
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void LineUpPedWithCar(PedLineUpPhase phase);
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void SetPedPositionInCar(void);
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static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
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static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
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static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
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static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
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static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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static void FinishedAttackCB(CAnimBlendAssociation *attackAssoc, void *arg);
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static void PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg);
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static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg);
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static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *dragAssoc, void *arg);
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bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
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static CVector &offsetToOpenRegularCarDoor;
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static CVector &offsetToOpenLowCarDoor;
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static CVector &offsetToOpenVanDoor;
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static bool &bNastyLimbsCheat;
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static bool &bPedCheat2;
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static bool &bPedCheat3;
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