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Reorganize CPed functions into their original cpp files
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54214dd2c4
commit
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16 changed files with 17686 additions and 17665 deletions
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@ -5,7 +5,7 @@
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#include "Crime.h"
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#include "EventList.h"
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#include "PedIK.h"
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#include "PedStats.h"
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#include "PedType.h"
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#include "Physical.h"
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#include "Weapon.h"
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#include "WeaponInfo.h"
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@ -15,6 +15,7 @@
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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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#define ENTER_CAR_MAX_DIST 30.0f
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#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
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class CAccident;
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class CObject;
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@ -652,6 +653,7 @@ public:
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CPed(uint32 pedType);
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~CPed(void);
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void DeleteRwObject();
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void SetModelIndex(uint32 mi);
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void ProcessControl(void);
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void Teleport(CVector);
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@ -701,7 +703,7 @@ public:
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void CalculateNewOrientation(void);
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float WorkOutHeadingForMovingFirstPerson(float);
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void CalculateNewVelocity(void);
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bool CanSeeEntity(CEntity*, float);
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bool CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD);
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void RestorePreviousObjective(void);
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void SetIdle(void);
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#ifdef _MSC_VER
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@ -771,6 +773,7 @@ public:
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void SetFall(int, AnimationId, uint8);
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void SetFlee(CEntity*, int);
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void SetFlee(CVector2D const &, int);
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void RemoveDrivebyAnims(void);
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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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@ -907,7 +910,7 @@ public:
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static void PedAnimShuffleCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetGetInCarPositionCB(CAnimBlendAssociation* assoc, void* arg);
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bool IsPlayer(void);
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bool IsPlayer(void) const;
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bool IsFemale(void) { return m_nPedType == PEDTYPE_CIVFEMALE || m_nPedType == PEDTYPE_PROSTITUTE; }
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bool UseGroundColModel(void);
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bool CanSetPedState(void);
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@ -927,7 +930,7 @@ public:
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void SetStoredObjective(void);
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void SetLeader(CEntity* leader);
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void SetPedStats(ePedStats);
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bool IsGangMember(void);
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bool IsGangMember(void) const;
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void Die(void);
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#ifdef GTA_TRAIN
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void EnterTrain(void);
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@ -953,7 +956,7 @@ public:
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void UpdatePosition(void);
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CObject *SpawnFlyingComponent(int, int8);
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void SetCarJack_AllClear(CVehicle*, uint32, uint32);
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bool CanPedJumpThis(CEntity*, CVector*);
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bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil);
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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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void Undress(const char*);
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@ -983,7 +986,7 @@ 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 HasAttractor(void);
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bool IsUseAttractorObjective(eObjective obj) {
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return obj == OBJECTIVE_GOTO_ATM_ON_FOOT || obj == OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT ||
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obj == OBJECTIVE_GOTO_PIZZA_ON_FOOT || obj == OBJECTIVE_GOTO_SEAT_ON_FOOT ||
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@ -992,7 +995,10 @@ public:
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void ReplaceWeaponWhenExitingVehicle(void);
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void RemoveWeaponWhenEnteringVehicle(void);
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bool IsNotInWreckedVehicle();
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bool IsNotInWreckedVehicle()
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{
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return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED;
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}
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// My names. Inlined in VC
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AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
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