mirror of
https://github.com/GTAmodding/re3.git
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Merge branch 'master' of https://github.com/gtamodding/re3
This commit is contained in:
commit
d1c6a6aaa6
159 changed files with 390 additions and 188 deletions
579
src/peds/Ped.h
Normal file
579
src/peds/Ped.h
Normal file
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@ -0,0 +1,579 @@
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|||
#pragma once
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#include "Physical.h"
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#include "Weapon.h"
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#include "PedStats.h"
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#include "PedType.h"
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#include "PedIK.h"
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#include "AnimManager.h"
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#include "AnimBlendClumpData.h"
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#include "AnimBlendAssociation.h"
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#include "WeaponInfo.h"
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#include "Fire.h"
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struct CPathNode;
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||||
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enum eWaitState : uint32 {
|
||||
WAITSTATE_FALSE,
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||||
WAITSTATE_TRAFFIC_LIGHTS,
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WAITSTATE_CROSS_ROAD,
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WAITSTATE_CROSS_ROAD_LOOK,
|
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WAITSTATE_LOOK_PED,
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||||
WAITSTATE_LOOK_SHOP,
|
||||
WAITSTATE_LOOK_ACCIDENT,
|
||||
WAITSTATE_FACEOFF_GANG,
|
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WAITSTATE_DOUBLEBACK,
|
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WAITSTATE_HITWALL,
|
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WAITSTATE_TURN180,
|
||||
WAITSTATE_SURPRISE,
|
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WAITSTATE_STUCK,
|
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WAITSTATE_LOOK_ABOUT,
|
||||
WAITSTATE_PLAYANIM_DUCK,
|
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WAITSTATE_PLAYANIM_COWER,
|
||||
WAITSTATE_PLAYANIM_TAXI,
|
||||
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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};
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||||
|
||||
enum eObjective : uint32 {
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||||
OBJECTIVE_NONE,
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OBJECTIVE_IDLE,
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OBJECTIVE_FLEE_TILL_SAFE,
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||||
OBJECTIVE_GUARD_SPOT,
|
||||
OBJECTIVE_GUARD_AREA,
|
||||
OBJECTIVE_WAIT_IN_CAR,
|
||||
OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT,
|
||||
OBJECTIVE_KILL_CHAR_ON_FOOT,
|
||||
OBJECTIVE_KILL_CHAR_ANY_MEANS,
|
||||
OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
|
||||
OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
|
||||
OBJECTIVE_GOTO_CHAR_ON_FOOT,
|
||||
OBJECTIVE_FOLLOW_PED_IN_FORMATION,
|
||||
OBJECTIVE_LEAVE_VEHICLE,
|
||||
OBJECTIVE_ENTER_CAR_AS_PASSENGER,
|
||||
OBJECTIVE_ENTER_CAR_AS_DRIVER,
|
||||
OBJECTIVE_FOLLOW_CAR_IN_CAR,
|
||||
OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE,
|
||||
OBJECTIVE_DESTROY_OBJ,
|
||||
OBJECTIVE_DESTROY_CAR,
|
||||
OBJECTIVE_GOTO_AREA_ANY_MEANS,
|
||||
OBJECTIVE_GOTO_AREA_ON_FOOT,
|
||||
OBJECTIVE_RUN_TO_AREA,
|
||||
OBJECTIVE_23,
|
||||
OBJECTIVE_24,
|
||||
OBJECTIVE_FIGHT_CHAR,
|
||||
OBJECTIVE_SET_LEADER,
|
||||
OBJECTIVE_FOLLOW_ROUTE,
|
||||
OBJECTIVE_SOLICIT,
|
||||
OBJECTIVE_HAIL_TAXI,
|
||||
OBJECTIVE_CATCH_TRAIN,
|
||||
OBJECTIVE_BUY_ICE_CREAM,
|
||||
OBJECTIVE_STEAL_ANY_CAR,
|
||||
OBJECTIVE_MUG_CHAR,
|
||||
OBJECTIVE_FLEE_CAR,
|
||||
OBJECTIVE_35
|
||||
};
|
||||
|
||||
enum eVehEnter : uint16 {
|
||||
VEHICLE_ENTER_FRONT_RIGHT = 11,
|
||||
VEHICLE_ENTER_REAR_RIGHT = 12,
|
||||
VEHICLE_ENTER_FRONT_LEFT = 15,
|
||||
VEHICLE_ENTER_REAR_LEFT = 16,
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||||
};
|
||||
|
||||
enum {
|
||||
RANDOM_CHAR = 1,
|
||||
MISSION_CHAR,
|
||||
};
|
||||
|
||||
enum PedLineUpPhase {
|
||||
LINE_UP_TO_CAR_START,
|
||||
LINE_UP_TO_CAR_END,
|
||||
LINE_UP_TO_CAR_2
|
||||
};
|
||||
|
||||
enum PedOnGroundState {
|
||||
NO_PED,
|
||||
PED_BELOW_PLAYER,
|
||||
PED_ON_THE_FLOOR,
|
||||
PED_DEAD_ON_THE_FLOOR
|
||||
};
|
||||
|
||||
enum PedState
|
||||
{
|
||||
PED_NONE,
|
||||
PED_IDLE,
|
||||
PED_LOOK_ENTITY,
|
||||
PED_LOOK_HEADING,
|
||||
PED_WANDER_RANGE,
|
||||
PED_WANDER_PATH,
|
||||
PED_SEEK_POS,
|
||||
PED_SEEK_ENTITY,
|
||||
PED_FLEE_POS,
|
||||
PED_FLEE_ENTITY,
|
||||
PED_PURSUE,
|
||||
PED_FOLLOW_PATH,
|
||||
PED_SNIPER_MODE,
|
||||
PED_ROCKET_ODE,
|
||||
PED_DUMMY,
|
||||
PED_PAUSE,
|
||||
PED_ATTACK,
|
||||
PED_FIGHT,
|
||||
PED_FACE_PHONE,
|
||||
PED_MAKE_CALL,
|
||||
PED_CHAT,
|
||||
PED_MUG,
|
||||
PED_AIM_GUN,
|
||||
PED_AI_CONTROL,
|
||||
PED_SEEK_CAR,
|
||||
PED_SEEK_IN_BOAT,
|
||||
PED_FOLLOW_ROUTE,
|
||||
PED_CPR,
|
||||
PED_SOLICIT,
|
||||
PED_BUY_ICECREAM,
|
||||
PED_INVESTIGATE,
|
||||
PED_STEP_AWAY,
|
||||
PED_ON_FIRE,
|
||||
|
||||
PED_UNKNOWN, // HANG_OUT in Fire_Head's idb
|
||||
|
||||
PED_STATES_NO_AI,
|
||||
PED_JUMP,
|
||||
PED_FALL,
|
||||
PED_GETUP,
|
||||
PED_STAGGER,
|
||||
PED_DIVE_AWAY,
|
||||
|
||||
PED_STATES_NO_ST,
|
||||
PED_ENTER_TRAIN,
|
||||
PED_EXIT_TRAIN,
|
||||
PED_ARREST_PLAYER,
|
||||
PED_DRIVING,
|
||||
PED_PASSENGER,
|
||||
PED_TAXI_PASSENGER,
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||||
PED_OPEN_DOOR,
|
||||
PED_DIE,
|
||||
PED_DEAD,
|
||||
PED_CARJACK,
|
||||
PED_DRAG_FROM_CAR,
|
||||
PED_ENTER_CAR,
|
||||
PED_STEAL_CAR,
|
||||
PED_EXIT_CAR,
|
||||
PED_HANDS_UP,
|
||||
PED_ARRESTED,
|
||||
};
|
||||
|
||||
enum eMoveState {
|
||||
PEDMOVE_NONE,
|
||||
PEDMOVE_STILL,
|
||||
PEDMOVE_WALK,
|
||||
PEDMOVE_RUN,
|
||||
PEDMOVE_SPRINT,
|
||||
};
|
||||
|
||||
class CVehicle;
|
||||
|
||||
class CPed : public CPhysical
|
||||
{
|
||||
public:
|
||||
// 0x128
|
||||
CStoredCollPoly m_collPoly;
|
||||
float m_fCollisionSpeed;
|
||||
|
||||
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
|
||||
uint8 bIsStanding : 1;
|
||||
uint8 m_ped_flagA2 : 1;
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||||
uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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||||
uint8 bIsPointingGunAt : 1;
|
||||
uint8 bIsLooking : 1;
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||||
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
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||||
uint8 bIsRestoringLook : 1;
|
||||
uint8 bIsAimingGun : 1;
|
||||
|
||||
uint8 bIsRestoringGun : 1;
|
||||
uint8 bCanPointGunAtTarget : 1;
|
||||
uint8 bIsTalking : 1;
|
||||
uint8 bIsInTheAir : 1;
|
||||
uint8 bIsLanding : 1;
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||||
uint8 m_ped_flagB20 : 1;
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||||
uint8 m_ped_flagB40 : 1;
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||||
uint8 m_ped_flagB80 : 1;
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||||
|
||||
uint8 m_ped_flagC1 : 1;
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||||
uint8 bRespondsToThreats : 1;
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||||
uint8 m_ped_flagC4 : 1; // false when in bus, bRenderPedInCar?
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uint8 m_ped_flagC8 : 1;
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||||
uint8 m_ped_flagC10 : 1;
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||||
uint8 m_ped_flagC20 : 1; // just left some body part?
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||||
uint8 m_ped_flagC40 : 1;
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||||
uint8 m_ped_flagC80 : 1;
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||||
|
||||
uint8 m_ped_flagD1 : 1;
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||||
uint8 m_ped_flagD2 : 1;
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||||
uint8 m_ped_flagD4 : 1;
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||||
uint8 m_ped_flagD8 : 1;
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uint8 m_ped_flagD10 : 1;
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uint8 m_ped_flagD20 : 1;
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uint8 m_ped_flagD40 : 1; // reset when objective changes
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uint8 m_ped_flagD80 : 1;
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||||
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||||
uint8 m_ped_flagE1 : 1;
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uint8 m_ped_flagE2 : 1;
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uint8 bNotAllowedToDuck : 1;
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uint8 bCrouchWhenShooting : 1;
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uint8 bIsDucking : 1; // set if you don't want ped to attack
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uint8 m_ped_flagE20 : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagF1 : 1;
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||||
uint8 m_ped_flagF2 : 1;
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||||
uint8 m_ped_flagF4 : 1;
|
||||
uint8 m_ped_flagF8 : 1;
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||||
uint8 m_ped_flagF10 : 1;
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uint8 m_ped_flagF20 : 1;
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uint8 m_ped_flagF40 : 1;
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uint8 m_ped_flagF80 : 1;
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|
||||
uint8 m_ped_flagG1 : 1;
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||||
uint8 m_ped_flagG2 : 1;
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||||
uint8 m_ped_flagG4 : 1;
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uint8 m_ped_flagG8 : 1;
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uint8 m_ped_flagG10 : 1;
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uint8 m_ped_flagG20 : 1;
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uint8 m_ped_flagG40 : 1;
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uint8 m_ped_flagG80 : 1;
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||||
|
||||
uint8 m_ped_flagH1 : 1;
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uint8 m_ped_flagH2 : 1;
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||||
uint8 m_ped_flagH4 : 1;
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uint8 m_ped_flagH8 : 1;
|
||||
uint8 m_ped_flagH10 : 1;
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||||
uint8 m_ped_flagH20 : 1;
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uint8 m_ped_flagH40 : 1;
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uint8 m_ped_flagH80 : 1;
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|
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uint8 m_ped_flagI1 : 1;
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uint8 m_ped_flagI2 : 1;
|
||||
uint8 m_ped_flagI4 : 1;
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||||
uint8 bRecordedForReplay : 1;
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uint8 m_ped_flagI10 : 1;
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uint8 m_ped_flagI20 : 1;
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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|
||||
uint8 stuff10[3];
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uint8 CharCreatedBy;
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uint8 field_161;
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||||
uint8 pad_162[2];
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eObjective m_objective;
|
||||
eObjective m_prevObjective;
|
||||
CPed *m_pedInObjective;
|
||||
CVehicle *m_carInObjective;
|
||||
uint32 field_174;
|
||||
uint32 field_178;
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uint32 field_17C;
|
||||
CPed *m_leader;
|
||||
uint32 m_pedFormation;
|
||||
uint32 m_fearFlags;
|
||||
CEntity *m_threatEntity;
|
||||
CVector2D m_eventOrThread;
|
||||
uint32 m_eventType;
|
||||
CEntity* m_pEventEntity;
|
||||
float m_fAngleToEvent;
|
||||
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
|
||||
AssocGroupId m_animGroup;
|
||||
CAnimBlendAssociation *m_pVehicleAnim;
|
||||
CVector2D m_vecAnimMoveDelta;
|
||||
CVector m_vecOffsetSeek;
|
||||
CPedIK m_pedIK;
|
||||
float m_actionX;
|
||||
float m_actionY;
|
||||
uint32 m_nPedStateTimer;
|
||||
PedState m_nPedState;
|
||||
PedState m_nLastPedState;
|
||||
eMoveState m_nMoveState;
|
||||
int32 m_nStoredActionState;
|
||||
int32 m_nPrevActionState;
|
||||
eWaitState m_nWaitState;
|
||||
uint32 m_nWaitTimer;
|
||||
void *m_pPathNodesStates[8];
|
||||
CVector2D m_stPathNodeStates[10];
|
||||
uint16 m_nPathNodes;
|
||||
uint8 m_nCurPathNode;
|
||||
int8 m_nPathState;
|
||||
private:
|
||||
int8 _pad2B5[3];
|
||||
public:
|
||||
CPathNode *m_pNextPathNode;
|
||||
CPathNode *m_pLastPathNode;
|
||||
float m_fHealth;
|
||||
float m_fArmour;
|
||||
int16 m_routeLastPoint;
|
||||
uint16 m_routePoints;
|
||||
int16 m_routePos;
|
||||
int16 m_routeType;
|
||||
int16 m_routeCurDir;
|
||||
uint16 field_2D2;
|
||||
CVector2D m_moved;
|
||||
float m_fRotationCur;
|
||||
float m_fRotationDest;
|
||||
float m_headingRate;
|
||||
eVehEnter m_vehEnterType;
|
||||
uint16 m_walkAroundType;
|
||||
CEntity *m_pCurrentPhysSurface;
|
||||
CVector m_vecOffsetFromPhysSurface;
|
||||
CEntity *m_pCurSurface;
|
||||
CVector m_vecSeekVehicle;
|
||||
CEntity *m_pSeekTarget;
|
||||
CVehicle *m_pMyVehicle;
|
||||
bool bInVehicle;
|
||||
uint8 pad_315[3];
|
||||
uint32 field_318;
|
||||
uint8 field_31C;
|
||||
uint8 field_31D;
|
||||
int16 m_phoneId;
|
||||
uint32 m_lookingForPhone;
|
||||
uint32 m_phoneTalkTimer;
|
||||
void *m_lastAccident;
|
||||
int32 m_nPedType;
|
||||
CPedStats *m_pedStats;
|
||||
float m_fleeFromPosX;
|
||||
float m_fleeFromPosY;
|
||||
CEntity *m_fleeFrom;
|
||||
uint32 m_fleeTimer;
|
||||
uint32 field_344;
|
||||
uint32 m_lastThreatTimer;
|
||||
CEntity *m_pCollidingEntity;
|
||||
uint8 m_stateUnused;
|
||||
uint8 pad_351[3];
|
||||
uint32 m_timerUnused;
|
||||
CEntity *m_targetUnused;
|
||||
CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
|
||||
eWeaponType m_storedWeapon;
|
||||
uint8 m_currentWeapon; // eWeaponType
|
||||
uint8 m_maxWeaponTypeAllowed; // eWeaponType
|
||||
uint8 m_wepSkills;
|
||||
uint8 m_wepAccuracy;
|
||||
CEntity *m_pPointGunAt;
|
||||
CVector m_vecHitLastPos;
|
||||
uint32 m_lastHitState;
|
||||
uint8 m_fightFlags1;
|
||||
uint8 m_fightFlags2;
|
||||
uint8 pad_4B2[2];
|
||||
CFire* m_pFire;
|
||||
CEntity *m_pLookTarget;
|
||||
float m_fLookDirection;
|
||||
int32 m_wepModelID;
|
||||
uint32 m_leaveCarTimer;
|
||||
uint32 m_getUpTimer;
|
||||
uint32 m_lookTimer;
|
||||
uint32 m_standardTimer;
|
||||
uint32 m_attackTimer;
|
||||
uint32 m_lastHitTime;
|
||||
uint32 m_hitRecoverTimer;
|
||||
uint32 m_objectiveTimer;
|
||||
uint32 m_duckTimer;
|
||||
uint32 field_4E8;
|
||||
int32 m_bloodyFootprintCount;
|
||||
uint8 stuff9[2];
|
||||
int8 m_bodyPartBleeding; // PedNode
|
||||
uint8 m_field_4F3;
|
||||
CPed *m_nearPeds[10];
|
||||
uint16 m_numNearPeds;
|
||||
int8 m_lastWepDam;
|
||||
uint8 pad_51F;
|
||||
uint8 field_520;
|
||||
uint8 pad_521[3];
|
||||
uint32 m_talkTimer;
|
||||
uint16 m_talkTypeLast;
|
||||
uint16 m_talkType;
|
||||
CVector m_vecSeekPosEx;
|
||||
float m_seekExAngle;
|
||||
|
||||
static void *operator new(size_t);
|
||||
static void *operator new(size_t, int);
|
||||
static void operator delete(void*, size_t);
|
||||
static void operator delete(void*, int);
|
||||
|
||||
CPed(uint32 pedType);
|
||||
virtual ~CPed(void);
|
||||
|
||||
virtual void SetModelIndex(uint32 mi);
|
||||
virtual void ProcessControl(void);
|
||||
virtual void Teleport(CVector);
|
||||
virtual void PreRender(void);
|
||||
virtual void Render(void);
|
||||
virtual bool SetupLighting(void);
|
||||
virtual void RemoveLighting(bool);
|
||||
virtual void FlagToDestroyWhenNextProcessed(void);
|
||||
virtual int32 ProcessEntityCollision(CEntity*, CColPoint*);
|
||||
virtual void SetMoveAnim(void);
|
||||
|
||||
CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
|
||||
void dtor(void) { this->CPed::~CPed(); }
|
||||
|
||||
void AddWeaponModel(int id);
|
||||
void AimGun(void);
|
||||
void KillPedWithCar(CVehicle *veh, float impulse);
|
||||
void Say(uint16 audio);
|
||||
void SetLookFlag(CEntity *target, bool unknown);
|
||||
void SetLookFlag(float direction, bool unknown);
|
||||
void SetLookTimer(int time);
|
||||
void SetDie(AnimationId anim, float arg1, float arg2);
|
||||
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
|
||||
void RemoveBodyPart(PedNode nodeId, int8 unknown);
|
||||
void SpawnFlyingComponent(int, int8 unknown);
|
||||
bool OurPedCanSeeThisOne(CEntity *target);
|
||||
void Avoid(void);
|
||||
void Attack(void);
|
||||
void ClearAimFlag(void);
|
||||
void ClearLookFlag(void);
|
||||
void RestorePreviousState(void);
|
||||
void ClearAttack(void);
|
||||
bool IsPedHeadAbovePos(float zOffset);
|
||||
void RemoveWeaponModel(int modelId);
|
||||
void SetCurrentWeapon(uint32 weaponType);
|
||||
void Duck(void);
|
||||
void ClearDuck(void);
|
||||
void ClearPointGunAt(void);
|
||||
void BeingDraggedFromCar(void);
|
||||
void RestartNonPartialAnims(void);
|
||||
void LineUpPedWithCar(PedLineUpPhase phase);
|
||||
void SetPedPositionInCar(void);
|
||||
void PlayFootSteps(void);
|
||||
void QuitEnteringCar(void);
|
||||
void BuildPedLists(void);
|
||||
uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
|
||||
void CalculateNewOrientation(void);
|
||||
float WorkOutHeadingForMovingFirstPerson(float);
|
||||
void CalculateNewVelocity(void);
|
||||
bool CanPedJumpThis(int32);
|
||||
bool CanSeeEntity(CEntity*, float);
|
||||
void RestorePreviousObjective(void);
|
||||
void SetIdle(void);
|
||||
void SetObjective(eObjective, void*);
|
||||
void SetObjective(eObjective);
|
||||
void SetObjective(eObjective, int16, int16);
|
||||
void ClearChat(void);
|
||||
void InformMyGangOfAttack(CEntity*);
|
||||
void SetFollowRoute(int16, int16);
|
||||
void ReactToAttack(CEntity*);
|
||||
void SetDuck(uint32);
|
||||
void RegisterThreatWithGangPeds(CEntity*);
|
||||
bool TurnBody(void);
|
||||
void Chat(void);
|
||||
void MakeChangesForNewWeapon(int8);
|
||||
|
||||
|
||||
// Static methods
|
||||
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
|
||||
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
|
||||
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
|
||||
|
||||
// Callbacks
|
||||
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
|
||||
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
|
||||
static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void SetInCarCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedLandCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
// functions that I see unnecessary to hook
|
||||
bool IsPlayer(void);
|
||||
bool UseGroundColModel(void);
|
||||
bool CanSetPedState(void);
|
||||
bool IsPedInControl(void);
|
||||
bool CanPedDriveOff(void);
|
||||
bool CanBeDeleted(void);
|
||||
bool CanStrafeOrMouseControl(void);
|
||||
bool CanPedReturnToState(void);
|
||||
void SetMoveState(eMoveState);
|
||||
bool IsTemporaryObjective(eObjective objective);
|
||||
void SetObjectiveTimer(int);
|
||||
bool SelectGunIfArmed(void);
|
||||
bool IsPointerValid(void);
|
||||
void SortPeds(CPed**, int, int);
|
||||
void ForceStoredObjective(eObjective);
|
||||
void SetStoredObjective(void);
|
||||
void SetLeader(CEntity* leader);
|
||||
void SetPedStats(ePedStats);
|
||||
bool IsGangMember(void);
|
||||
|
||||
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
||||
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
||||
static uint8 GetVehEnterExitFlag(eVehEnter vehEnter) {
|
||||
switch (vehEnter) {
|
||||
case VEHICLE_ENTER_FRONT_RIGHT:
|
||||
return 4;
|
||||
case VEHICLE_ENTER_REAR_RIGHT:
|
||||
return 8;
|
||||
case VEHICLE_ENTER_FRONT_LEFT:
|
||||
return 1;
|
||||
case VEHICLE_ENTER_REAR_LEFT:
|
||||
return 2;
|
||||
default:
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
PedState GetPedState(void) { return m_nPedState; }
|
||||
void SetPedState(PedState state) { m_nPedState = state; }
|
||||
|
||||
// to make patching virtual functions possible
|
||||
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
|
||||
void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); }
|
||||
bool SetupLighting_(void) { return CPed::SetupLighting(); }
|
||||
void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
|
||||
void Teleport_(CVector pos) { CPed::Teleport(pos); }
|
||||
|
||||
// set by 0482:set_threat_reaction_range_multiplier opcode
|
||||
static uint16 &distanceMultToCountPedNear;
|
||||
|
||||
static CVector &offsetToOpenRegularCarDoor;
|
||||
static CVector &offsetToOpenLowCarDoor;
|
||||
static CVector &offsetToOpenVanDoor;
|
||||
static bool &bNastyLimbsCheat;
|
||||
static bool &bPedCheat2;
|
||||
static bool &bPedCheat3;
|
||||
};
|
||||
|
||||
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
|
||||
|
||||
static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
|
||||
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
|
||||
static_assert(sizeof(CPed) == 0x53C, "CPed: error");
|
Loading…
Add table
Add a link
Reference in a new issue