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577 lines
16 KiB
C++
577 lines
16 KiB
C++
#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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enum eWaitState : uint32 {
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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,
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WAITSTATE_LOOK_ACCIDENT,
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WAITSTATE_FACEOFF_GANG,
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WAITSTATE_DOUBLEBACK,
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WAITSTATE_HITWALL,
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WAITSTATE_TURN180,
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WAITSTATE_SURPRISE,
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WAITSTATE_STUCK,
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WAITSTATE_LOOK_ABOUT,
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WAITSTATE_PLAYANIM_DUCK,
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WAITSTATE_PLAYANIM_COWER,
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WAITSTATE_PLAYANIM_TAXI,
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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,
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OBJECTIVE_GUARD_AREA,
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OBJECTIVE_WAIT_IN_CAR,
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OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT,
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OBJECTIVE_KILL_CHAR_ON_FOOT,
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OBJECTIVE_KILL_CHAR_ANY_MEANS,
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OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
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OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
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OBJECTIVE_GOTO_CHAR_ON_FOOT,
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OBJECTIVE_FOLLOW_PED_IN_FORMATION,
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OBJECTIVE_LEAVE_VEHICLE,
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OBJECTIVE_ENTER_CAR_AS_PASSENGER,
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OBJECTIVE_ENTER_CAR_AS_DRIVER,
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OBJECTIVE_FOLLOW_CAR_IN_CAR,
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OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE,
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OBJECTIVE_DESTROY_OBJ,
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OBJECTIVE_DESTROY_CAR,
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OBJECTIVE_GOTO_AREA_ANY_MEANS,
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OBJECTIVE_GOTO_AREA_ON_FOOT,
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OBJECTIVE_RUN_TO_AREA,
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OBJECTIVE_23,
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OBJECTIVE_24,
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OBJECTIVE_FIGHT_CHAR,
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OBJECTIVE_SET_LEADER,
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OBJECTIVE_FOLLOW_ROUTE,
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OBJECTIVE_SOLICIT,
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OBJECTIVE_HAIL_TAXI,
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OBJECTIVE_CATCH_TRAIN,
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OBJECTIVE_BUY_ICE_CREAM,
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OBJECTIVE_STEAL_ANY_CAR,
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OBJECTIVE_MUG_CHAR,
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OBJECTIVE_FLEE_CAR,
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OBJECTIVE_35
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};
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enum eVehEnter : uint16 {
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VEHICLE_ENTER_FRONT_RIGHT = 11,
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VEHICLE_ENTER_REAR_RIGHT = 12,
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VEHICLE_ENTER_FRONT_LEFT = 15,
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VEHICLE_ENTER_REAR_LEFT = 16,
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};
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enum {
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RANDOM_CHAR = 1,
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MISSION_CHAR,
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};
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enum PedLineUpPhase {
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LINE_UP_TO_CAR_START,
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LINE_UP_TO_CAR_END,
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LINE_UP_TO_CAR_2
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};
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enum PedOnGroundState {
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NO_PED,
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PED_BELOW_PLAYER,
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PED_ON_THE_FLOOR,
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PED_DEAD_ON_THE_FLOOR
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};
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enum PedState
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{
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PED_NONE,
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PED_IDLE,
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PED_LOOK_ENTITY,
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PED_LOOK_HEADING,
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PED_WANDER_RANGE,
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PED_WANDER_PATH,
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PED_SEEK_POS,
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PED_SEEK_ENTITY,
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PED_FLEE_POS,
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PED_FLEE_ENTITY,
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PED_PURSUE,
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PED_FOLLOW_PATH,
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PED_SNIPER_MODE,
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PED_ROCKET_ODE,
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PED_DUMMY,
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PED_PAUSE,
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PED_ATTACK,
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PED_FIGHT,
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PED_FACE_PHONE,
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PED_MAKE_CALL,
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PED_CHAT,
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PED_MUG,
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PED_AIM_GUN,
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PED_AI_CONTROL,
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PED_SEEK_CAR,
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PED_SEEK_IN_BOAT,
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PED_FOLLOW_ROUTE,
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PED_CPR,
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PED_SOLICIT,
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PED_BUY_ICECREAM,
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PED_INVESTIGATE,
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PED_STEP_AWAY,
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PED_ON_FIRE,
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PED_UNKNOWN, // HANG_OUT in Fire_Head's idb
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PED_STATES_NO_AI,
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PED_JUMP,
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PED_FALL,
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PED_GETUP,
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PED_STAGGER,
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PED_DIVE_AWAY,
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PED_STATES_NO_ST,
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PED_ENTER_TRAIN,
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PED_EXIT_TRAIN,
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PED_ARREST_PLAYER,
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PED_DRIVING,
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PED_PASSENGER,
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PED_TAXI_PASSENGER,
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PED_OPEN_DOOR,
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PED_DIE,
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PED_DEAD,
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PED_CARJACK,
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PED_DRAG_FROM_CAR,
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PED_ENTER_CAR,
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PED_STEAL_CAR,
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PED_EXIT_CAR,
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PED_HANDS_UP,
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PED_ARRESTED,
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};
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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_RUN,
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PEDMOVE_SPRINT,
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};
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class CVehicle;
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class CPed : public CPhysical
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{
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public:
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// 0x128
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CStoredCollPoly m_collPoly;
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float m_fCollisionSpeed;
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
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uint8 bIsStanding : 1;
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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;
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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;
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uint8 bIsAimingGun : 1;
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uint8 bIsRestoringGun : 1;
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uint8 bCanPointGunAtTarget : 1;
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uint8 bIsTalking : 1;
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uint8 bIsInTheAir : 1;
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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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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;
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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;
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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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uint8 m_ped_flagI1 : 1;
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uint8 m_ped_flagI2 : 1;
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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;
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eObjective m_prevObjective;
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CPed *m_pedInObjective;
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CVehicle *m_carInObjective;
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uint32 field_174;
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uint32 field_178;
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uint32 field_17C;
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CPed *m_leader;
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uint32 m_pedFormation;
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uint32 m_fearFlags;
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CEntity *m_threatEntity;
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CVector2D m_eventOrThread;
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uint32 m_eventType;
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CEntity* m_pEventEntity;
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float m_fAngleToEvent;
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AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
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AssocGroupId m_animGroup;
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CAnimBlendAssociation *m_pVehicleAnim;
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CVector2D m_vecAnimMoveDelta;
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CVector m_vecOffsetSeek;
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CPedIK m_pedIK;
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float m_actionX;
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float m_actionY;
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uint32 m_nPedStateTimer;
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PedState m_nPedState;
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PedState m_nLastPedState;
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eMoveState m_nMoveState;
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int32 m_nStoredActionState;
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int32 m_nPrevActionState;
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eWaitState m_nWaitState;
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uint32 m_nWaitTimer;
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void *m_pPathNodesStates[8];
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CVector2D m_stPathNodeStates[10];
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uint16 m_nPathNodes;
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uint8 m_nCurPathNode;
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int8 m_nPathState;
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private:
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int8 _pad2B5[3];
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public:
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CPathNode *m_pNextPathNode;
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CPathNode *m_pLastPathNode;
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float m_fHealth;
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float m_fArmour;
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int16 m_routeLastPoint;
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uint16 m_routePoints;
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int16 m_routePos;
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int16 m_routeType;
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int16 m_routeCurDir;
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uint16 field_2D2;
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CVector2D m_moved;
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float m_fRotationCur;
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float m_fRotationDest;
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float m_headingRate;
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eVehEnter m_vehEnterType;
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uint16 m_walkAroundType;
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CEntity *m_pCurrentPhysSurface;
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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CVector m_vecSeekVehicle;
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CEntity *m_pSeekTarget;
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CVehicle *m_pMyVehicle;
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bool bInVehicle;
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uint8 pad_315[3];
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uint32 field_318;
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uint8 field_31C;
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uint8 field_31D;
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int16 m_phoneId;
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uint32 m_lookingForPhone;
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uint32 m_phoneTalkTimer;
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void *m_lastAccident;
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int32 m_nPedType;
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CPedStats *m_pedStats;
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float m_fleeFromPosX;
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float m_fleeFromPosY;
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CEntity *m_fleeFrom;
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uint32 m_fleeTimer;
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uint32 field_344;
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uint32 m_lastThreatTimer;
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CEntity *m_pCollidingEntity;
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uint8 m_stateUnused;
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uint8 pad_351[3];
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uint32 m_timerUnused;
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CEntity *m_targetUnused;
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CWeapon m_weapons[NUM_PED_WEAPONTYPES];
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eWeaponType m_storedWeapon;
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uint8 m_currentWeapon; // eWeaponType
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uint8 m_maxWeaponTypeAllowed; // eWeaponType
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uint8 m_wepSkills;
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uint8 m_wepAccuracy;
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CEntity *m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint32 m_lastHitState;
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uint8 m_fightFlags1;
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uint8 m_fightFlags2;
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uint8 pad_4B2[2];
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CFire* m_pFire;
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CEntity *m_pLookTarget;
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float m_fLookDirection;
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int32 m_wepModelID;
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uint32 m_leaveCarTimer;
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uint32 m_getUpTimer;
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uint32 m_lookTimer;
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uint32 m_standardTimer;
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uint32 m_attackTimer;
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uint32 m_lastHitTime;
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uint32 m_hitRecoverTimer;
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uint32 m_objectiveTimer;
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uint32 m_duckTimer;
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uint32 field_4E8;
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int32 m_bloodyFootprintCount;
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uint8 stuff9[2];
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int8 m_bodyPartBleeding; // PedNode
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uint8 m_field_4F3;
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CPed *m_nearPeds[10];
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uint16 m_numNearPeds;
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int8 m_lastWepDam;
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uint8 pad_51F;
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uint8 field_520;
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uint8 pad_521[3];
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uint32 m_talkTimer;
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uint16 m_talkTypeLast;
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uint16 m_talkType;
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CVector m_vecSeekPosEx;
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float m_seekExAngle;
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static void *operator new(size_t);
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static void *operator new(size_t, int);
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static void operator delete(void*, size_t);
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static void operator delete(void*, int);
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CPed(uint32 pedType);
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virtual ~CPed(void);
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virtual void SetModelIndex(uint32 mi);
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virtual void ProcessControl(void);
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virtual void Teleport(CVector);
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virtual void PreRender(void);
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virtual void Render(void);
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virtual bool SetupLighting(void);
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virtual void RemoveLighting(bool);
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virtual void FlagToDestroyWhenNextProcessed(void);
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virtual int32 ProcessEntityCollision(CEntity*, CColPoint*);
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virtual void SetMoveAnim(void);
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CPed* ctor(uint32 pedType) { return ::new (this) CPed(pedType); }
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void dtor(void) { this->CPed::~CPed(); }
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void AddWeaponModel(int id);
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void AimGun(void);
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void KillPedWithCar(CVehicle *veh, float impulse);
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void Say(uint16 audio);
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void SetLookFlag(CEntity *target, bool unknown);
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void SetLookFlag(float direction, bool unknown);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim, float arg1, float arg2);
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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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bool OurPedCanSeeThisOne(CEntity *target);
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void Avoid(void);
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void Attack(void);
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void ClearAimFlag(void);
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void ClearLookFlag(void);
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void RestorePreviousState(void);
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void ClearAttack(void);
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bool IsPedHeadAbovePos(float zOffset);
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void RemoveWeaponModel(int modelId);
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void SetCurrentWeapon(uint32 weaponType);
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void Duck(void);
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void ClearDuck(void);
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void ClearPointGunAt(void);
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void BeingDraggedFromCar(void);
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void RestartNonPartialAnims(void);
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void LineUpPedWithCar(PedLineUpPhase phase);
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void SetPedPositionInCar(void);
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void PlayFootSteps(void);
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void QuitEnteringCar(void);
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void BuildPedLists(void);
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uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
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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 CanPedJumpThis(int32);
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bool CanSeeEntity(CEntity*, float);
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void RestorePreviousObjective(void);
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void SetIdle(void);
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void SetObjective(eObjective, void*);
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void SetObjective(eObjective);
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void SetObjective(eObjective, int16, int16);
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void ClearChat(void);
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void InformMyGangOfAttack(CEntity*);
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void SetFollowRoute(int16, int16);
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void ReactToAttack(CEntity*);
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void SetDuck(uint32);
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void RegisterThreatWithGangPeds(CEntity*);
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bool TurnBody(void);
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void Chat(void);
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// Static methods
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static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
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static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
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static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
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// Callbacks
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static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
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static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg);
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static void SetInCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
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static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedLandCB(CAnimBlendAssociation *assoc, void *arg);
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static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
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static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
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// functions that I see unnecessary to hook
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bool IsPlayer(void);
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bool UseGroundColModel(void);
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bool CanSetPedState(void);
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bool IsPedInControl(void);
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bool CanPedDriveOff(void);
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bool CanBeDeleted(void);
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bool CanStrafeOrMouseControl(void);
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bool CanPedReturnToState(void);
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void SetMoveState(eMoveState);
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bool IsTemporaryObjective(eObjective objective);
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void SetObjectiveTimer(int);
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bool SelectGunIfArmed(void);
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bool IsPointerValid(void);
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void SortPeds(CPed**, int, int);
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void ForceStoredObjective(eObjective);
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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 HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
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static uint8 GetVehEnterExitFlag(eVehEnter vehEnter) {
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switch (vehEnter) {
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case VEHICLE_ENTER_FRONT_RIGHT:
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return 4;
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case VEHICLE_ENTER_REAR_RIGHT:
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return 8;
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case VEHICLE_ENTER_FRONT_LEFT:
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return 1;
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case VEHICLE_ENTER_REAR_LEFT:
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return 2;
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default:
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return 0;
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}
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}
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PedState GetPedState(void) { return m_nPedState; }
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void SetPedState(PedState state) { m_nPedState = state; }
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// to make patching virtual functions possible
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void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }
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void FlagToDestroyWhenNextProcessed_(void) { CPed::FlagToDestroyWhenNextProcessed(); }
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bool SetupLighting_(void) { return CPed::SetupLighting(); }
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void RemoveLighting_(bool reset) { CPed::RemoveLighting(reset); }
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void Teleport_(CVector pos) { CPed::Teleport(pos); }
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// set by 0482:set_threat_reaction_range_multiplier opcode
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static uint16 &distanceMultToCountPedNear;
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static CVector &offsetToOpenRegularCarDoor;
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static CVector &offsetToOpenLowCarDoor;
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static CVector &offsetToOpenVanDoor;
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static bool &bNastyLimbsCheat;
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|
static bool &bPedCheat2;
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static bool &bPedCheat3;
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|
};
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void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
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static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
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static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
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static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
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static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
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static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
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static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
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static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
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static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
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static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
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static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
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static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
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static_assert(sizeof(CPed) == 0x53C, "CPed: error");
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