Merge branch 'miami' into miami

This commit is contained in:
erorcun 2020-06-16 23:02:21 +03:00 committed by GitHub
commit d322a8033e
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33 changed files with 2738 additions and 1531 deletions

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@ -10,11 +10,11 @@
#include "Weapon.h"
#include "WeaponInfo.h"
#include "AnimationId.h"
#include "PathFind.h"
#define FEET_OFFSET 1.04f
#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
struct CPathNode;
class CAccident;
class CObject;
class CFire;
@ -346,6 +346,9 @@ enum eMoveState {
PEDMOVE_NONE,
PEDMOVE_STILL,
PEDMOVE_WALK,
PEDMOVE_UNK,
PEDMOVE_RUN,
PEDMOVE_SPRINT,
};
@ -521,13 +524,20 @@ public:
int32 m_nPrevMoveState;
eWaitState m_nWaitState;
uint32 m_nWaitTimer;
void *m_pPathNodesStates[8]; // unused, probably leftover from VC
CVector2D m_stPathNodeStates[10];
uint16 m_nPathNodes;
int16 m_nCurPathNode;
int8 m_nPathDir;
CPathNode *m_pLastPathNode;
CPathNode *m_pNextPathNode;
CPathNode* m_pathNodesToGo[8];
int16 m_nNumPathNodes;
int16 m_nCurPathNodeId;
CEntity* m_followPathWalkAroundEnt;
CEntity* m_followPathTargetEnt;
uint32 m_pathNodeTimer;
CPathNode m_pathNodeObjPool[8];
CPathNode* m_pCurPathNode;
char m_nPathDir;
CPathNode* m_pLastPathNode;
CPathNode* m_pNextPathNode;
CVector m_followPathDestPos;
float m_followPathAbortDist;
eMoveState m_followPathMoveState;
float m_fHealth;
float m_fArmour;
uint32 m_nExtendedRangeTimer;
@ -584,6 +594,7 @@ public:
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint32 m_lastFightMove;
uint32 m_lastHitState; // TODO(Miami): What's this?
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
@ -746,7 +757,8 @@ public:
void SetAttack(CEntity*);
void StartFightAttack(uint8);
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&);
bool FightStrike(CVector&, bool);
void FightHitPed(CPed*, CVector&, CVector&, int16);
int GetLocalDirection(const CVector2D &);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
@ -756,6 +768,7 @@ public:
void RemoveInCarAnims(void);
void CollideWithPed(CPed*);
void SetDirectionToWalkAroundObject(CEntity*);
bool SetDirectionToWalkAroundVehicle(CVehicle*);
void RemoveWeaponAnims(int, float);
void CreateDeadPedMoney(void);
void CreateDeadPedWeaponPickups(void);
@ -778,7 +791,7 @@ public:
bool FindBestCoordsFromNodes(CVector, CVector*);
void Wait(void);
void ProcessObjective(void);
bool SeekFollowingPath(CVector*);
CVector *SeekFollowingPath(void);
void Flee(void);
void FollowPath(void);
CVector GetFormationPosition(void);
@ -1009,6 +1022,13 @@ public:
else
return (AnimationId)0;
}
static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bFightMode)
return ANIM_MELEE_IDLE_FIGHTMODE;
else
return (AnimationId)0;
}
// --
// My additions, because there were many, many instances of that.