mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-15 10:09:02 +00:00
commit
8069415427
4 changed files with 252 additions and 25 deletions
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@ -28,7 +28,7 @@ CCivilianPed::ProcessNearestFreePhone(int unused)
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if (gPhoneInfo.m_aPhones[phoneId].m_nState != PHONE_STATE_FREE)
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return false;
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field_31C = 1;
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bRunningToPhone = true;
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SetMoveState(PEDMOVE_RUN);
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SetSeek(gPhoneInfo.m_aPhones[phoneId].m_vecPos, 0.3f);
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m_phoneId = phoneId;
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256
src/peds/Ped.cpp
256
src/peds/Ped.cpp
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@ -49,6 +49,7 @@ WRAPPER bool CPed::Seek(void) { EAXJMP(0x4D1640); }
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WRAPPER void CPed::SetFollowPath(CVector) { EAXJMP(0x4D2EA0); }
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WRAPPER void CPed::RemoveInCarAnims(void) { EAXJMP(0x4E4E20); }
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WRAPPER void CPed::StartFightDefend(uint8, uint8, uint8) { EAXJMP(0x4E7780); }
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WRAPPER void CPed::SetDirectionToWalkAroundObject(CEntity*) { EAXJMP(0x4CCEB0); }
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bool &CPed::bNastyLimbsCheat = *(bool*)0x95CD44;
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bool &CPed::bPedCheat2 = *(bool*)0x95CD5A;
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@ -56,6 +57,7 @@ bool &CPed::bPedCheat3 = *(bool*)0x95CD59;
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CColPoint &CPed::ms_tempColPoint = *(CColPoint*)0x62DB14;
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// TODO: PedAudioData should be hardcoded into exe, and it isn't reversed yet.
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CPedAudioData (&CPed::PedAudioData)[38] = *(CPedAudioData(*)[38]) * (uintptr*)0x5F94C4;
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uint16 &CPed::unknownFightThing = *(uint16*)0x95CC58;
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@ -287,8 +289,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_fHealth = 100.0f;
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m_fArmour = 0.0f;
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m_nPedType = pedType;
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m_currentSoundStart = 0;
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m_talkTimer = 0;
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m_lastSoundStart = 0;
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m_soundStart = 0;
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m_lastQueuedSound = SOUND_TOTAL_PED_SOUNDS;
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m_queuedSound = SOUND_TOTAL_PED_SOUNDS;
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m_objective = OBJECTIVE_NONE;
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@ -297,7 +299,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_leader = nil;
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m_pedInObjective = nil;
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m_carInObjective = nil;
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bInVehicle = 0;
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bInVehicle = false;
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m_pMyVehicle = nil;
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m_pVehicleAnim = nil;
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m_vecOffsetSeek.x = 0.0f;
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@ -331,7 +333,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_vecSeekVehicle = CVector(0.0f, 0.0f, 0.0f);
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m_wepSkills = 0;
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field_318 = 1.0f;
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field_31C = 0;
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bRunningToPhone = false;
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m_phoneId = -1;
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m_lastAccident = 0;
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m_fleeFrom = nil;
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@ -457,7 +459,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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DMAudio.SetEntityStatus(m_audioEntityId, 1);
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m_fearFlags = CPedType::GetThreats(m_nPedType);
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m_threatEntity = nil;
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m_eventOrThread = CVector2D(0.0f, 0.0f);
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m_eventOrThreat = CVector2D(0.0f, 0.0f);
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m_pEventEntity = nil;
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m_fAngleToEvent = 0.0f;
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m_numNearPeds = 0;
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@ -469,8 +471,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_pPathNodesStates[i] = nil;
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}
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}
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m_maxWeaponTypeAllowed = 0;
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m_currentWeapon = 0;
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m_maxWeaponTypeAllowed = WEAPONTYPE_UNARMED;
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m_currentWeapon = WEAPONTYPE_UNARMED;
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m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
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for(int i = 0; i < WEAPONTYPE_TOTAL_INVENTORY_WEAPONS; i++)
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@ -1616,6 +1618,16 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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} else {
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m_fRotationDest = veh->GetForward().Heading();
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}
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} else {
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// I don't know will this part ever run(maybe boats?), but the game also handles that. I don't know is it intentional.
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if (vehIsUpsideDown) {
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m_fRotationDest = veh->GetForward().Heading();
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} else if (veh->bIsBus) {
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m_fRotationDest = 0.5f * PI + veh->GetForward().Heading();
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} else {
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m_fRotationDest = veh->GetForward().Heading();
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}
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}
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if (!bInVehicle)
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@ -1759,9 +1771,9 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
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neededPos -= timeUntilStateChange * m_vecOffsetSeek;
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}
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if (limitedAngle > PI + m_fRotationCur) {
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if (PI + m_fRotationCur < limitedAngle) {
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limitedAngle -= 2 * PI;
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} else if (limitedAngle < m_fRotationCur - PI) {
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} else if (m_fRotationCur - PI > limitedAngle) {
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limitedAngle += 2 * PI;
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}
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m_fRotationCur -= (m_fRotationCur - limitedAngle) * (1.0f - timeUntilStateChange);
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@ -1976,7 +1988,7 @@ CPed::BuildPedLists(void)
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static CPed *unsortedNearPeds[10];
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uint16 nextNearPedSlot = 0;
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if ((CTimer::GetFrameCounter() + m_randomSeed) % 16) {
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if ((CTimer::GetFrameCounter() + (m_randomSeed % 256)) % 16) {
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for(int i = 0; i < 10; ) {
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if (m_nearPeds[i]) {
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@ -2901,7 +2913,7 @@ CPed::CheckAroundForPossibleCollisions(void)
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CWorld::FindObjectsInRange(ourCentre, 10.0f, true, &maxObject, 6, objects, false, true, false, true, false);
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for (int i = 0; i < maxObject; i++) {
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CEntity *object = objects[i];
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if (field_31C) {
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if (bRunningToPhone) {
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if (gPhoneInfo.PhoneAtThisPosition(object->GetPosition()))
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break;
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}
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@ -3246,7 +3258,7 @@ CPed::SetDie(AnimationId animId, float delta, float speed)
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if (!bInVehicle)
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StopNonPartialAnims();
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// ???
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// BUG: This is not timer.
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m_bloodyFootprintCount = CTimer::GetTimeInMilliseconds();
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}
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@ -3343,7 +3355,7 @@ CPed::InflictDamage(CEntity* damagedBy, eWeaponType method, float damage, ePedPi
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if (IsPedHeadAbovePos(-0.3f)) {
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dieAnim = NUM_ANIMS;
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} else {
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if (RpAnimBlendClumpGetFirstAssociation(GetClump(), 0x800u))
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if (RpAnimBlendClumpGetFirstAssociation(GetClump(), ASSOC_FLAG800))
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dieAnim = ANIM_FLOOR_HIT_F;
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else
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dieAnim = ANIM_FLOOR_HIT;
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@ -3818,7 +3830,7 @@ void
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CPed::ClearSeek(void)
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{
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SetIdle();
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field_31C = 0;
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bRunningToPhone = false;
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}
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bool
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@ -4294,7 +4306,7 @@ CPed::SetAttack(CEntity* victim)
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animAssoc->SetFinishCallback(FinishedAttackCB, this);
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}
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} else {
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StartFightAttack(CGeneral::GetRandomNumber() & 255);
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StartFightAttack(CGeneral::GetRandomNumber() % 256);
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}
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return;
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}
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@ -5037,13 +5049,224 @@ CPed::Say(uint16 audio)
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if (audioToPlay < m_queuedSound) {
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if (audioToPlay != m_lastQueuedSound || audioToPlay == SOUND_PED_DEATH
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|| PedAudioData[audioToPlay - SOUND_PED_DEATH].m_nOverrideMaxRandomDelayTime
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+ m_currentSoundStart
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+ m_lastSoundStart
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+ (uint32) CGeneral::GetRandomNumberInRange(0, PedAudioData[audioToPlay - SOUND_PED_DEATH].m_nMaxRandomDelayTime) <= CTimer::GetTimeInMilliseconds()) {
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m_queuedSound = audioToPlay;
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}
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}
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}
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void
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CPed::CollideWithPed(CPed *collideWith)
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{
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CAnimBlendAssociation *animAssoc;
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AnimationId animToRun;
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bool weAreMissionChar = CharCreatedBy == MISSION_CHAR;
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bool heIsMissionChar = collideWith->CharCreatedBy == MISSION_CHAR;
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CVector posDiff = collideWith->GetPosition() - GetPosition();
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int waitTime = 0;
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if (weAreMissionChar || !collideWith->IsPlayer() || collideWith->m_nPedState != PED_MAKE_CALL) {
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bool weDontLookToHim = DotProduct(posDiff, GetForward()) > 0.0f;
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bool heLooksToUs = DotProduct(posDiff, collideWith->GetForward()) < 0.0f;
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if (m_nMoveState != PEDMOVE_NONE && m_nMoveState != PEDMOVE_STILL) {
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if ((!IsPlayer() || ((CPlayerPed*)this)->m_fMoveSpeed <= 1.8f)
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&& (IsPlayer() || heIsMissionChar && weAreMissionChar || m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)) {
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if (m_objective != OBJECTIVE_FOLLOW_PED_IN_FORMATION && m_objective != OBJECTIVE_GOTO_CHAR_ON_FOOT) {
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if (CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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if (heIsMissionChar || !weAreMissionChar && collideWith->m_nMoveState != PEDMOVE_STILL) {
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if (weAreMissionChar && ((m_nPedState == PED_SEEK_POS) || m_nPedState == PED_SEEK_ENTITY)) {
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if (collideWith->m_nMoveState != PEDMOVE_STILL
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&& (!collideWith->IsPlayer() || collideWith->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled())) {
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float weAndCarDist = (GetPosition() - m_vecSeekVehicle).MagnitudeSqr2D();
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float heAndCarDist = (collideWith->GetPosition() - m_vecSeekVehicle).MagnitudeSqr2D();
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if (weAndCarDist <= heAndCarDist) {
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waitTime = 1000;
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collideWith->SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
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collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
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} else {
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waitTime = 500;
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SetWaitState(WAITSTATE_CROSS_ROAD_LOOK, &waitTime);
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + waitTime;
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}
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} else if (collideWith->m_nMoveState == PEDMOVE_STILL) {
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SetDirectionToWalkAroundObject(collideWith);
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}
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} else if (weAreMissionChar || m_pedStats->m_fear <= 100 - collideWith->m_pedStats->m_temper
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|| (collideWith->IsPlayer() || collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL) &&
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(!collideWith->IsPlayer() || ((CPlayerPed*)collideWith)->m_fMoveSpeed <= 1.0f)) {
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SetDirectionToWalkAroundObject(collideWith);
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if (!weAreMissionChar)
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Say(SOUND_PED_CHAT);
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} else {
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SetEvasiveStep(collideWith, 2);
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}
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} else {
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if (m_pedStats->m_temper <= m_pedStats->m_fear
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|| GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED
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|| weAreMissionChar
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|| collideWith->m_nPedType == PEDTYPE_CIVFEMALE
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|| collideWith->m_nPedType == m_nPedType
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|| collideWith->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) {
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SetDirectionToWalkAroundObject(collideWith);
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Say(SOUND_PED_CHAT);
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} else {
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TurnBody();
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SetAttack(collideWith);
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}
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + CGeneral::GetRandomNumberInRange(250, 450);
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}
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}
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} else {
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if (m_pedInObjective && collideWith == m_pedInObjective && CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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if (heLooksToUs) {
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SetEvasiveStep(collideWith, 1);
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
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}
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} else if (weDontLookToHim && IsPedInControl()) {
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if (m_pedStats != collideWith->m_pedStats) {
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if (collideWith->m_pedStats->m_fear <= 100 - m_pedStats->m_temper) {
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if (collideWith->IsPlayer()) {
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// He's on our right side
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if (DotProduct(posDiff,GetRight()) <= 0.0f)
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m_fRotationCur -= m_headingRate;
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else
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m_fRotationCur += m_headingRate;
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} else {
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// He's on our right side
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if (DotProduct(posDiff, GetRight()) <= 0.0f)
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m_fRotationCur -= m_headingRate;
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else
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m_fRotationCur += m_headingRate;
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}
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} else {
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SetLookFlag(collideWith, 0);
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TurnBody();
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animAssoc = CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_FIGHT_PPUNCH, 8.0f);
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animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
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if (!heIsMissionChar) {
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int direction = collideWith->GetLocalDirection(CVector2D(posDiff.x, posDiff.y));
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collideWith->StartFightDefend(direction, 4, 5);
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}
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}
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}
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}
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}
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} else if (collideWith->m_pedStats->m_defendWeakness <= 1.5f || heIsMissionChar) {
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// He looks us and we're not at his right side
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if (heLooksToUs && DotProduct(posDiff,collideWith->GetRight()) > 0.0f) {
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CVector moveForce = GetRight();
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moveForce.z += 0.1f;
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ApplyMoveForce(moveForce);
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if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
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animToRun = ANIM_HIT_LEFT;
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else
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animToRun = ANIM_SHOT_LEFT_PARTIAL;
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} else if (heLooksToUs) {
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CVector moveForce = GetRight() * -1.0f;
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moveForce.z += 0.1f;
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ApplyMoveForce(moveForce);
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if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
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animToRun = ANIM_HIT_RIGHT;
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else
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animToRun = ANIM_SHOT_RIGHT_PARTIAL;
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} else {
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if (collideWith->m_nMoveState != PEDMOVE_RUN && collideWith->m_nMoveState != PEDMOVE_SPRINT)
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animToRun = ANIM_HIT_BACK;
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else
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animToRun = ANIM_SHOT_BACK_PARTIAL;
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}
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if (collideWith->IsPedInControl() && CTimer::GetTimeInMilliseconds() > collideWith->m_nPedStateTimer) {
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animAssoc = CAnimManager::BlendAnimation(collideWith->GetClump(), ASSOCGRP_STD, animToRun, 8.0f);
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animAssoc->flags |= ASSOC_FADEOUTWHENDONE;
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collideWith->m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 1000;
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if (m_nPedState == PED_ATTACK)
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
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}
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} else {
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// We're at his right side
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if (DotProduct(posDiff, collideWith->GetRight()) <= 0.0f) {
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CVector moveForce = GetRight() * -1.0f;
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moveForce.z += 0.1f;
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ApplyMoveForce(moveForce);
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if (heLooksToUs)
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animToRun = ANIM_KO_SPIN_L;
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else
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animToRun = ANIM_KD_RIGHT;
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} else {
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CVector moveForce = GetRight();
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moveForce.z += 0.1f;
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ApplyMoveForce(moveForce);
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if (heLooksToUs)
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animToRun = ANIM_KO_SPIN_R;
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else
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animToRun = ANIM_KD_LEFT;
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}
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if (m_nPedState == PED_ATTACK && collideWith->IsPedInControl())
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_PUNCH_39, 0.0f);
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collideWith->SetFall(3000, animToRun, 0);
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}
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} else {
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if (!IsPedInControl())
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return;
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if (collideWith->m_nMoveState == PEDMOVE_NONE || collideWith->m_nMoveState == PEDMOVE_STILL)
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return;
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if (m_nPedType != collideWith->m_nPedType || m_nPedType == PEDTYPE_CIVMALE || m_nPedType == PEDTYPE_CIVFEMALE) {
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if (!weAreMissionChar && heLooksToUs && m_pedStats->m_fear > 100 - collideWith->m_pedStats->m_temper) {
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if (CGeneral::GetRandomNumber() & 1 && CTimer::GetTimeInMilliseconds() < m_nPedStateTimer){
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SetEvasiveStep(collideWith, 2);
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
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} else if (collideWith->m_nMoveState > PEDMOVE_WALK) {
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waitTime = 2000;
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SetWaitState(WAITSTATE_PLAYANIM_DUCK, &waitTime);
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}
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}
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} else if (heLooksToUs
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&& collideWith->m_nPedState != PED_STEP_AWAY
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&& m_nPedState != PED_STEP_AWAY
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&& CTimer::GetTimeInMilliseconds() > m_nPedStateTimer) {
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SetEvasiveStep(collideWith, 1);
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 3000;
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}
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}
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if (IsPlayer()) {
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SetLookFlag(collideWith, 1);
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SetLookTimer(800);
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}
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} else {
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bool doWeRun = true;
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if (m_nMoveState != PEDMOVE_RUN && m_nMoveState != PEDMOVE_SPRINT)
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doWeRun = false;
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SetFlee(collideWith, 5000);
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bIsFleeing = true;
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m_pLastPathNode = nil;
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if (!doWeRun)
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SetMoveState(PEDMOVE_WALK);
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}
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}
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WRAPPER void CPed::PedGetupCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE810); }
|
||||
WRAPPER void CPed::PedStaggerCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4CE8D0); }
|
||||
WRAPPER void CPed::PedEvadeCB(CAnimBlendAssociation *assoc, void *arg) { EAXJMP(0x4D36E0); }
|
||||
|
@ -5185,4 +5408,5 @@ STARTPATCHES
|
|||
InjectHook(0x4D58D0, &CPed::SetWaitState, PATCH_JUMP);
|
||||
InjectHook(0x4D1D70, (void (CPed::*)(CEntity*, int)) &CPed::SetFlee, PATCH_JUMP);
|
||||
InjectHook(0x4D1C40, (void (CPed::*)(CVector2D&, int)) &CPed::SetFlee, PATCH_JUMP);
|
||||
InjectHook(0x4EB9A0, &CPed::CollideWithPed, PATCH_JUMP);
|
||||
ENDPATCHES
|
|
@ -352,7 +352,7 @@ public:
|
|||
uint32 m_pedFormation;
|
||||
uint32 m_fearFlags;
|
||||
CEntity *m_threatEntity;
|
||||
CVector2D m_eventOrThread;
|
||||
CVector2D m_eventOrThreat;
|
||||
uint32 m_eventType;
|
||||
CEntity* m_pEventEntity;
|
||||
float m_fAngleToEvent;
|
||||
|
@ -405,7 +405,7 @@ public:
|
|||
bool bInVehicle;
|
||||
uint8 pad_315[3];
|
||||
float field_318;
|
||||
uint8 field_31C; // may be cutscene or phone cutscene status
|
||||
bool bRunningToPhone;
|
||||
uint8 field_31D;
|
||||
int16 m_phoneId;
|
||||
uint32 m_lookingForPhone; // unused
|
||||
|
@ -437,7 +437,7 @@ public:
|
|||
int8 m_fightUnk2; // TODO
|
||||
uint8 m_fightUnk1; // TODO
|
||||
uint8 pad_4B3;
|
||||
CFire* m_pFire;
|
||||
CFire *m_pFire;
|
||||
CEntity *m_pLookTarget;
|
||||
float m_fLookDirection;
|
||||
int32 m_wepModelID;
|
||||
|
@ -452,16 +452,16 @@ public:
|
|||
uint32 m_duckTimer;
|
||||
uint32 field_4E8;
|
||||
int32 m_bloodyFootprintCount;
|
||||
uint8 stuff9[2];
|
||||
uint8 m_panicCounter;
|
||||
uint8 m_deadBleeding;
|
||||
int8 m_bodyPartBleeding; // PedNode
|
||||
uint8 m_field_4F3;
|
||||
CPed *m_nearPeds[10];
|
||||
uint16 m_numNearPeds;
|
||||
int8 m_lastWepDam;
|
||||
uint8 pad_51F;
|
||||
uint8 m_currentSoundStart;
|
||||
uint8 pad_521[3];
|
||||
uint32 m_talkTimer;
|
||||
uint32 m_lastSoundStart;
|
||||
uint32 m_soundStart;
|
||||
uint16 m_lastQueuedSound;
|
||||
uint16 m_queuedSound;
|
||||
CVector m_vecSeekPosEx;
|
||||
|
@ -586,6 +586,9 @@ public:
|
|||
void SetFall(int, AnimationId, uint8);
|
||||
void SetFlee(CEntity*, int);
|
||||
void SetFlee(CVector2D&, int);
|
||||
void RemoveInCarAnims(void);
|
||||
void CollideWithPed(CPed*);
|
||||
void SetDirectionToWalkAroundObject(CEntity*);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
|
@ -642,7 +645,6 @@ public:
|
|||
void SetLeader(CEntity* leader);
|
||||
void SetPedStats(ePedStats);
|
||||
bool IsGangMember(void);
|
||||
void RemoveInCarAnims(void);
|
||||
|
||||
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
|
|
|
@ -8,6 +8,7 @@ WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
|
|||
WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
|
||||
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
|
||||
|
||||
// TODO: Hardcoded into exe, reverse it.
|
||||
LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
|
||||
|
||||
CPedIK::CPedIK(CPed *ped)
|
||||
|
|
Loading…
Reference in a new issue