mirror of
https://github.com/GTAmodding/re3.git
synced 2025-10-06 05:40:00 +00:00
Reorganize CPed functions into their original cpp files
This commit is contained in:
parent
a0a8bb8d92
commit
9e45feb4fa
15 changed files with 14349 additions and 14340 deletions
|
@ -5,7 +5,7 @@
|
|||
#include "Crime.h"
|
||||
#include "EventList.h"
|
||||
#include "PedIK.h"
|
||||
#include "PedStats.h"
|
||||
#include "PedType.h"
|
||||
#include "Physical.h"
|
||||
#include "Weapon.h"
|
||||
#include "WeaponInfo.h"
|
||||
|
@ -13,6 +13,7 @@
|
|||
#define FEET_OFFSET 1.04f
|
||||
#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
|
||||
#define ENTER_CAR_MAX_DIST 30.0f
|
||||
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
|
||||
|
||||
struct CPathNode;
|
||||
class CAccident;
|
||||
|
@ -568,7 +569,7 @@ public:
|
|||
void CalculateNewOrientation(void);
|
||||
float WorkOutHeadingForMovingFirstPerson(float);
|
||||
void CalculateNewVelocity(void);
|
||||
bool CanSeeEntity(CEntity*, float);
|
||||
bool CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD);
|
||||
void RestorePreviousObjective(void);
|
||||
void SetIdle(void);
|
||||
#ifdef _MSC_VER
|
||||
|
@ -747,7 +748,7 @@ public:
|
|||
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
bool IsPlayer(void);
|
||||
bool IsPlayer(void) const;
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
bool IsPedInControl(void);
|
||||
|
@ -765,7 +766,7 @@ public:
|
|||
void SetStoredObjective(void);
|
||||
void SetLeader(CEntity* leader);
|
||||
void SetPedStats(ePedStats);
|
||||
bool IsGangMember(void);
|
||||
bool IsGangMember(void) const;
|
||||
void Die(void);
|
||||
void EnterTrain(void);
|
||||
void ExitTrain(void);
|
||||
|
@ -788,7 +789,7 @@ public:
|
|||
CObject *SpawnFlyingComponent(int, int8);
|
||||
void SetCarJack_AllClear(CVehicle*, uint32, uint32);
|
||||
#ifdef VC_PED_PORTS
|
||||
bool CanPedJumpThis(CEntity*, CVector*);
|
||||
bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil);
|
||||
#else
|
||||
bool CanPedJumpThis(CEntity*);
|
||||
#endif
|
||||
|
@ -809,9 +810,40 @@ public:
|
|||
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
|
||||
bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
|
||||
|
||||
void ReplaceWeaponWhenExitingVehicle(void);
|
||||
void RemoveWeaponWhenEnteringVehicle(void);
|
||||
bool IsNotInWreckedVehicle();
|
||||
// It was inlined in III but not in VC.
|
||||
inline void
|
||||
ReplaceWeaponWhenExitingVehicle(void)
|
||||
{
|
||||
eWeaponType weaponType = GetWeapon()->m_eWeaponType;
|
||||
|
||||
// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
|
||||
if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
|
||||
if (/*IsPlayer() && */ m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
|
||||
SetCurrentWeapon(m_storedWeapon);
|
||||
m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
|
||||
}
|
||||
} else {
|
||||
AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
|
||||
}
|
||||
}
|
||||
|
||||
// It was inlined in III but not in VC.
|
||||
inline void
|
||||
RemoveWeaponWhenEnteringVehicle(void)
|
||||
{
|
||||
if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
|
||||
if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
|
||||
m_storedWeapon = GetWeapon()->m_eWeaponType;
|
||||
SetCurrentWeapon(WEAPONTYPE_UZI);
|
||||
} else {
|
||||
CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
|
||||
RemoveWeaponModel(ourWeapon->m_nModelId);
|
||||
}
|
||||
}
|
||||
bool IsNotInWreckedVehicle()
|
||||
{
|
||||
return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED;
|
||||
}
|
||||
// My additions, because there were many, many instances of that.
|
||||
inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue