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more pedattractor
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d426588496
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6 changed files with 934 additions and 179 deletions
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@ -149,7 +149,22 @@ enum eWaitState {
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WAITSTATE_PLAYANIM_HANDSUP,
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WAITSTATE_PLAYANIM_HANDSCOWER,
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WAITSTATE_PLAYANIM_CHAT,
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WAITSTATE_FINISH_FLEE
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WAITSTATE_FINISH_FLEE,
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WAITSTATE_SIT_DOWN,
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WAITSTATE_SIT_DOWN_RVRS,
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WAITSTATE_SIT_UP,
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WAITSTATE_SIT_IDLE,
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WAITSTATE_USE_ATM,
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WAITSTATE_SUN_BATHE_PRE,
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WAITSTATE_SUN_BATHE_DOWN,
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WAITSTATE_SUN_BATHE_IDLE,
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WAITSTATE_RIOT,
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WAITSTATE_FAST_FALL,
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WAITSTATE_BOMBER,
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WAITSTATE_STRIPPER,
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WAITSTATE_GROUND_ATTACK,
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WAITSTATE_LANCESITTING,
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WAITSTATE_PLAYANIM_HANDSUP_SIMPLE,
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};
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enum eObjective : uint32 {
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@ -201,14 +216,13 @@ enum eObjective : uint32 {
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OBJECTIVE_USE_SHELTER_ATTRACTOR,
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OBJ_46,
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OBJ_47,
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OBJ_48,
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OBJECTIVE_WAIT_FOR_RAIN_TO_END,
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OBJ_49,
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OBJ_50,
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OBJ_51,
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OBJ_52,
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OBJECTIVE_WAIT_FOR_BUS,
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OBJECTIVE_USE_ICECREAM_ATTRACTOR,
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OBJ_53,
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OBJ_54,
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OBJECTIVE_PURCHASE_ICECREAM,
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OBJ_55,
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OBJ_56,
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OBJ_57,
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@ -414,6 +428,8 @@ public:
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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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uint32 bReachedAttractorHeadingTarget : 1; // 0x154 0x40
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uint32 bTurnedAroundOnAttractor : 1; // 0x154 0x80
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uint32 bHasAlreadyUsedAttractor : 1; // 0x155 0x1
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uint32 bCarPassenger : 1; // 0x155 0x4
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uint32 bMiamiViceCop : 1; // 0x155 0x20
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@ -425,6 +441,7 @@ public:
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CPed *m_pedInObjective;
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CVehicle *m_carInObjective;
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CVector m_nextRoutePointPos;
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float m_attractorHeading;
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CPed *m_leader;
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eFormation m_pedFormation;
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uint32 m_fearFlags;
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@ -482,7 +499,7 @@ public:
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CVehicle *m_pMyVehicle;
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bool bInVehicle;
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float m_distanceToCountSeekDone;
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float m_acceptableHeadingOffset;
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CPedAttractor* m_attractor;
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int32 m_positionInQueue;
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CVehicle* m_vehicleInAccident;
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@ -610,6 +627,7 @@ public:
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void SetObjective(eObjective, int16, int16);
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void SetObjective(eObjective, CVector);
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void SetObjective(eObjective, CVector, float);
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void SetObjective(eObjective, float, const CVector&);
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void ClearChat(void);
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void InformMyGangOfAttack(CEntity*);
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void ReactToAttack(CEntity*);
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@ -822,6 +840,7 @@ public:
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#endif
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void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int);
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void ClearWaitState(void);
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bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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@ -837,6 +856,12 @@ public:
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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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bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
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bool HasAttractor(void) { return m_attractor != nil; }
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bool IsUseAttractorObjective(eObjective obj) {
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return obj == OBJECTIVE_USE_ATM_ATTRACTOR || obj == OBJECTIVE_USE_ICECREAM_ATTRACTOR ||
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obj == OBJECTIVE_USE_PIZZA_ATTRACTOR || obj == OBJECTIVE_USE_SEAT_ATTRACTOR ||
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obj == OBJECTIVE_USE_SHELTER_ATTRACTOR || obj == OBJECTIVE_USE_STOP_ATTRACTOR;
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}
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void ReplaceWeaponWhenExitingVehicle(void);
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void RemoveWeaponWhenEnteringVehicle(void);
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