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https://github.com/GTAmodding/re3.git
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Merge branch 'miami' into miami
This commit is contained in:
commit
d322a8033e
33 changed files with 2738 additions and 1531 deletions
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@ -10,11 +10,11 @@
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#include "Weapon.h"
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#include "WeaponInfo.h"
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#include "AnimationId.h"
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#include "PathFind.h"
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#define FEET_OFFSET 1.04f
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#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
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struct CPathNode;
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class CAccident;
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class CObject;
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class CFire;
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@ -346,6 +346,9 @@ enum eMoveState {
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PEDMOVE_NONE,
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PEDMOVE_STILL,
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PEDMOVE_WALK,
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PEDMOVE_UNK,
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PEDMOVE_RUN,
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PEDMOVE_SPRINT,
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};
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@ -521,13 +524,20 @@ public:
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int32 m_nPrevMoveState;
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eWaitState m_nWaitState;
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uint32 m_nWaitTimer;
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void *m_pPathNodesStates[8]; // unused, probably leftover from VC
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CVector2D m_stPathNodeStates[10];
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uint16 m_nPathNodes;
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int16 m_nCurPathNode;
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int8 m_nPathDir;
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CPathNode *m_pLastPathNode;
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CPathNode *m_pNextPathNode;
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CPathNode* m_pathNodesToGo[8];
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int16 m_nNumPathNodes;
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int16 m_nCurPathNodeId;
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CEntity* m_followPathWalkAroundEnt;
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CEntity* m_followPathTargetEnt;
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uint32 m_pathNodeTimer;
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CPathNode m_pathNodeObjPool[8];
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CPathNode* m_pCurPathNode;
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char m_nPathDir;
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CPathNode* m_pLastPathNode;
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CPathNode* m_pNextPathNode;
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CVector m_followPathDestPos;
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float m_followPathAbortDist;
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eMoveState m_followPathMoveState;
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float m_fHealth;
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float m_fArmour;
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uint32 m_nExtendedRangeTimer;
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@ -584,6 +594,7 @@ public:
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CEntity *m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint32 m_lastFightMove;
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uint32 m_lastHitState; // TODO(Miami): What's this?
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uint8 m_fightButtonPressure;
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FightState m_fightState;
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bool m_takeAStepAfterAttack;
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@ -746,7 +757,8 @@ public:
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void SetAttack(CEntity*);
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void StartFightAttack(uint8);
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void SetWaitState(eWaitState, void*);
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bool FightStrike(CVector&);
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bool FightStrike(CVector&, bool);
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void FightHitPed(CPed*, CVector&, CVector&, int16);
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int GetLocalDirection(const CVector2D &);
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void StartFightDefend(uint8, uint8, uint8);
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void PlayHitSound(CPed*);
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@ -756,6 +768,7 @@ public:
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void RemoveInCarAnims(void);
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void CollideWithPed(CPed*);
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void SetDirectionToWalkAroundObject(CEntity*);
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bool SetDirectionToWalkAroundVehicle(CVehicle*);
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void RemoveWeaponAnims(int, float);
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void CreateDeadPedMoney(void);
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void CreateDeadPedWeaponPickups(void);
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@ -778,7 +791,7 @@ public:
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bool FindBestCoordsFromNodes(CVector, CVector*);
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void Wait(void);
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void ProcessObjective(void);
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bool SeekFollowingPath(CVector*);
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CVector *SeekFollowingPath(void);
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void Flee(void);
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void FollowPath(void);
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CVector GetFormationPosition(void);
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@ -1009,6 +1022,13 @@ public:
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else
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return (AnimationId)0;
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}
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static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
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if (!!weapon->m_bFightMode)
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return ANIM_MELEE_IDLE_FIGHTMODE;
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else
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return (AnimationId)0;
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}
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// --
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// My additions, because there were many, many instances of that.
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