sync with upstream

This commit is contained in:
Nikolay Korolev 2020-05-19 23:27:41 +03:00
commit fec0028e12
19 changed files with 821 additions and 316 deletions

View file

@ -79,11 +79,11 @@ struct FightMove
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
float extendReachMultiplier;
uint8 hitLevel; // FightMoveHitLevel
uint8 damage;
uint8 flags;
};
VALIDATE_SIZE(FightMove, 0x18);
// TODO: This is eFightState on mobile.
enum PedFightMoves
@ -94,13 +94,21 @@ enum PedFightMoves
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
FIGHTMOVE_HEADBUTT,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_KICK,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCH,
FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
FIGHTMOVE_BODYBLOW,
// Directionals
FIGHTMOVE_FWDLEFT,
FIGHTMOVE_FWDRIGHT,
FIGHTMOVE_BACKKICK,
FIGHTMOVE_BACKFLIP,
FIGHTMOVE_BACKLEFT,
FIGHTMOVE_BACKRIGHT,
FIGHTMOVE_RIGHTSWEEP,
// Special
FIGHTMOVE_GROUNDKICK,
// Opponent
FIGHTMOVE_HITFRONT,
@ -113,6 +121,9 @@ enum PedFightMoves
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_MELEE1,
FIGHTMOVE_MELEE2,
FIGHTMOVE_MELEE3,
FIGHTMOVE_IDLE2NORM,
NUM_FIGHTMOVES
};
@ -466,6 +477,7 @@ public:
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
uint8 m_gangFlags;
uint8 CharCreatedBy;
eObjective m_objective;
eObjective m_prevObjective;
@ -588,7 +600,7 @@ public:
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
uint16 m_pedMoney;
uint16 m_nPedMoney;
int8 m_lastWepDam;
CEntity *m_lastDamEntity;
CEntity *m_attachedTo;
@ -651,7 +663,7 @@ public:
void SetCurrentWeapon(eWeaponType weaponType);
void SetCurrentWeapon(int weapon);
void Duck(void);
void ClearDuck(void);
void ClearDuck(bool = false);
void ClearPointGunAt(void);
void BeingDraggedFromCar(void);
void RestartNonPartialAnims(void);
@ -679,7 +691,7 @@ public:
void ClearChat(void);
void InformMyGangOfAttack(CEntity*);
void ReactToAttack(CEntity*);
void SetDuck(uint32);
void SetDuck(uint32, bool = false);
void RegisterThreatWithGangPeds(CEntity*);
bool TurnBody(void);
void Chat(void);
@ -810,6 +822,7 @@ public:
void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
void RequestDelayedWeapon();
void AddInCarAnims(CVehicle* car, bool isDriver);
bool CanBeDamagedByThisGangMember(CPed*);
// Static methods
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
@ -915,7 +928,7 @@ public:
bool Dead(void) { return m_nPedState == PED_DEAD; }
bool Dying(void) { return m_nPedState == PED_DIE; }
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD || m_nWaitState == WAITSTATE_SUN_BATHE_IDLE; }
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
bool Driving(void) { return m_nPedState == PED_DRIVING; }
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
@ -933,10 +946,6 @@ public:
// My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_FIGHT_PPUNCH;
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
return ANIM_WEAPON_FIRE_3RD;
else
@ -944,14 +953,10 @@ public:
}
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_KICK_FLOOR;
if (!!weapon->m_bGround2nd)
return ANIM_WEAPON_CROUCHFIRE;
else if (!!weapon->m_bGround3rd)
return ANIM_WEAPON_SPECIAL;
return ANIM_WEAPON_FIRE_3RD;
else if (kickFloorIfNone)
return ANIM_KICK_FLOOR;
else
@ -959,10 +964,6 @@ public:
}
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
// TODO(Miami): Revert that when weapons got ported
if (weapon->m_AnimToPlay == ASSOCGRP_STD)
return ANIM_FIGHT_PPUNCH;
if (weapon->m_bAnimDetonate)
return ANIM_BOMBER;
else
@ -976,6 +977,13 @@ public:
return (AnimationId)0;
}
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bCrouchFire)
return ANIM_WEAPON_CROUCHFIRE;
else
return (AnimationId)0;
}
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bReload)
return ANIM_WEAPON_RELOAD;