Fixes and cleanup

This commit is contained in:
eray orçunus 2020-03-02 03:03:39 +03:00
commit a718e699ad
11 changed files with 122 additions and 92 deletions

View file

@ -207,6 +207,12 @@ enum PedOnGroundState {
PED_DEAD_ON_THE_FLOOR
};
enum PointBlankNecessity : uint8 {
NO_POINT_BLANK_PED,
POINT_BLANK_FOR_WANTED_PED,
POINT_BLANK_FOR_SOMEONE_ELSE
};
enum PedState
{
PED_NONE,
@ -321,7 +327,7 @@ public:
uint8 bFindNewNodeAfterStateRestore : 1;
uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
uint8 m_ped_flagD2 : 1; // set when ped witnessed an event
uint8 bGonnaInvestigateEvent : 1;
uint8 bPedIsBleeding : 1;
uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
uint8 bIsPedDieAnimPlaying : 1;
@ -356,7 +362,7 @@ public:
uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
uint8 bFadeOut : 1;
uint8 m_ped_flagH1 : 1;
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
uint8 bClearObjective : 1;
@ -367,11 +373,11 @@ public:
uint8 bShakeFist : 1; // test shake hand at look entity
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
uint8 m_ped_flagI4 : 1; // we've been put to car by script or without align phase? - related with cars
uint8 bVehExitWillBeInstant : 1;
uint8 bHasAlreadyBeenRecorded : 1;
uint8 bFallenDown : 1;
#ifdef VC_PED_PORTS
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
uint8 bSomeVCflag1 : 1;
#else
uint8 m_ped_flagI20 : 1;
#endif
@ -471,7 +477,7 @@ public:
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
PedFightMoves m_lastFightMove;
uint32 m_lastFightMove;
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
@ -584,7 +590,7 @@ public:
CPed *CheckForDeadPeds(void);
bool CheckForExplosions(CVector2D &area);
CPed *CheckForGunShots(void);
uint8 CheckForPointBlankPeds(CPed*);
PointBlankNecessity CheckForPointBlankPeds(CPed*);
bool CheckIfInTheAir(void);
void ClearAll(void);
void SetPointGunAt(CEntity*);