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VC fighting, Peds, many fixes including ghost bikes
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parent
515559d00c
commit
67a3c7d2ee
22 changed files with 813 additions and 506 deletions
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@ -98,7 +98,6 @@ enum PedFightMoves
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FIGHTMOVE_PUNCHHOOK,
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FIGHTMOVE_PUNCHJAB,
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FIGHTMOVE_PUNCH,
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FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
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FIGHTMOVE_LONGKICK,
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FIGHTMOVE_ROUNDHOUSE,
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// Directionals
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@ -457,7 +456,7 @@ public:
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uint32 bIsDrowning : 1;
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uint32 bDrownsInWater : 1;
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//uint32 b156_4
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uint32 b156_8 : 1;
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uint32 bHeldHostageInCar : 1;
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uint32 bIsPlayerFriend : 1;
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uint32 bHeadStuckInCollision : 1;
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uint32 bDeadPedInFrontOfCar : 1;
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@ -467,7 +466,7 @@ public:
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uint32 bDoomAim : 1;
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uint32 bCanBeShotInVehicle : 1;
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//uint32 b157_8
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uint32 b157_10 : 1;
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uint32 bMakeFleeScream : 1;
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uint32 bPushedAlongByCar : 1;
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uint32 b157_40 : 1;
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uint32 bIgnoreThreatsBehindObjects : 1;
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@ -482,7 +481,6 @@ public:
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//uint32 b158_80
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// our own flags
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uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
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uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
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uint8 m_gangFlags;
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@ -590,8 +588,8 @@ public:
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uint8 m_wepAccuracy;
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CEntity *m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint32 m_curFightMove;
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uint32 m_lastFightMove;
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uint32 m_lastHitState; // TODO(Miami): What's this?
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uint8 m_fightButtonPressure;
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FightState m_fightState;
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bool m_takeAStepAfterAttack;
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@ -757,6 +755,8 @@ public:
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void SetWaitState(eWaitState, void*);
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bool FightStrike(CVector&, bool);
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void FightHitPed(CPed*, CVector&, CVector&, int16);
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int32 ChooseAttackPlayer(uint8, bool);
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int32 ChooseAttackAI(uint8, bool);
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int GetLocalDirection(const CVector2D &);
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void StartFightDefend(uint8, uint8, uint8);
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void PlayHitSound(CPed*);
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@ -960,6 +960,7 @@ public:
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bool Dying(void) { return m_nPedState == PED_DIE; }
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bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
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bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
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bool OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; }
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bool Driving(void) { return m_nPedState == PED_DRIVING; }
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bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
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@ -1028,6 +1029,20 @@ public:
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else
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return (AnimationId)0;
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}
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static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bFinish3rd)
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return ANIM_MELEE_ATTACK_FINISH;
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else
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return (AnimationId)0;
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}
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static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bUse2nd)
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return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
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else
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return (AnimationId)0;
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}
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// --
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// My additions, because there were many, many instances of that.
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