mirror of https://github.com/Nofated095/re-GTA.git
CPed::ProcessControl and some cleanup
This commit is contained in:
parent
3ad97382d9
commit
e232b664be
|
@ -26,7 +26,7 @@ public:
|
|||
int32 m_nVisibleMoney;
|
||||
int32 m_nCollectedPackages;
|
||||
int32 m_nTotalPackages;
|
||||
int32 field_188;
|
||||
uint32 m_nLastBumpPlayerCarTimer;
|
||||
int32 m_nSwitchTaxiTime;
|
||||
bool m_bSwitchTaxi;
|
||||
int8 field_197;
|
||||
|
|
1244
src/peds/Ped.cpp
1244
src/peds/Ped.cpp
File diff suppressed because it is too large
Load Diff
|
@ -23,6 +23,13 @@ struct CPedAudioData
|
|||
int m_nMaxRandomDelayTime;
|
||||
};
|
||||
|
||||
enum FightState : int8 {
|
||||
FIGHTSTATE_MOVE_FINISHED = -2,
|
||||
FIGHTSTATE_JUST_ATTACKED,
|
||||
FIGHTSTATE_NO_MOVE,
|
||||
FIGHTSTATE_1
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
ENDFIGHT_NORMAL,
|
||||
|
@ -256,7 +263,7 @@ public:
|
|||
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
|
||||
uint8 bIsStanding : 1;
|
||||
uint8 m_ped_flagA2 : 1;
|
||||
uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
|
||||
uint8 bIsAttacking : 1; // doesn't reset after fist fight
|
||||
uint8 bIsPointingGunAt : 1;
|
||||
uint8 bIsLooking : 1;
|
||||
uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
|
||||
|
@ -268,9 +275,9 @@ public:
|
|||
uint8 bIsTalking : 1;
|
||||
uint8 bIsInTheAir : 1;
|
||||
uint8 bIsLanding : 1;
|
||||
uint8 bIsRunning : 1; // not fleeing
|
||||
uint8 m_ped_flagB40 : 1;
|
||||
uint8 m_ped_flagB80 : 1;
|
||||
uint8 bIsRunning : 1; // on some conditions
|
||||
uint8 bHitSomethingLastFrame : 1;
|
||||
uint8 m_ped_flagB80 : 1; // something related with reaction to colliding vehicle
|
||||
|
||||
uint8 m_ped_flagC1 : 1;
|
||||
uint8 bRespondsToThreats : 1;
|
||||
|
@ -283,7 +290,7 @@ public:
|
|||
|
||||
uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion
|
||||
uint8 m_ped_flagD2 : 1; // set when event has been seen
|
||||
uint8 m_ped_flagD4 : 1;
|
||||
uint8 m_ped_flagD4 : 1; // so far only creates blood pool in hands up state
|
||||
uint8 m_ped_flagD8 : 1;
|
||||
uint8 bIsPedDieAnimPlaying : 1;
|
||||
uint8 bUsePedNodeSeek : 1;
|
||||
|
@ -294,12 +301,12 @@ public:
|
|||
uint8 m_ped_flagE2 : 1;
|
||||
uint8 bNotAllowedToDuck : 1;
|
||||
uint8 bCrouchWhenShooting : 1;
|
||||
uint8 bIsDucking : 1; // set if you don't want ped to attack
|
||||
uint8 bIsDucking : 1;
|
||||
uint8 bGetUpAnimStarted : 1;
|
||||
uint8 bDoBloodyFootprints : 1;
|
||||
uint8 m_ped_flagE80 : 1;
|
||||
|
||||
uint8 m_ped_flagF1 : 1;
|
||||
uint8 bWanderPathAfterExitingCar : 1;
|
||||
uint8 m_ped_flagF2 : 1;
|
||||
uint8 m_ped_flagF4 : 1;
|
||||
uint8 m_ped_flagF8 : 1;
|
||||
|
@ -311,18 +318,18 @@ public:
|
|||
uint8 m_ped_flagG1 : 1;
|
||||
uint8 m_ped_flagG2 : 1;
|
||||
uint8 m_ped_flagG4 : 1;
|
||||
uint8 m_ped_flagG8 : 1; // ped starts to go somewhere when set
|
||||
uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
|
||||
uint8 m_ped_flagG10 : 1;
|
||||
uint8 m_ped_flagG20 : 1;
|
||||
uint8 m_ped_flagG40 : 1;
|
||||
uint8 m_ped_flagG80 : 1;
|
||||
uint8 bFadeOut : 1;
|
||||
|
||||
uint8 m_ped_flagH1 : 1;
|
||||
uint8 m_ped_flagH2 : 1;
|
||||
uint8 m_ped_flagH4 : 1;
|
||||
uint8 bClearObjective : 1;
|
||||
uint8 m_ped_flagH10 : 1;
|
||||
uint8 m_ped_flagH20 : 1;
|
||||
uint8 m_ped_flagH20 : 1; // set if our own vehicle damaged us. I don't know how is that possible
|
||||
uint8 m_ped_flagH40 : 1;
|
||||
uint8 m_ped_flagH80 : 1;
|
||||
|
||||
|
@ -430,7 +437,7 @@ public:
|
|||
CVector m_vecHitLastPos;
|
||||
PedFightMoves m_lastFightMove;
|
||||
uint8 m_fightButtonPressure;
|
||||
int8 m_fightUnk2; // TODO
|
||||
FightState m_fightState;
|
||||
bool m_takeAStepAfterAttack;
|
||||
uint8 pad_4B3;
|
||||
CFire *m_pFire;
|
||||
|
@ -442,14 +449,14 @@ public:
|
|||
uint32 m_lookTimer;
|
||||
uint32 m_standardTimer;
|
||||
uint32 m_attackTimer;
|
||||
uint32 m_lastHitTime; // obviously not correct
|
||||
uint32 m_shootTimer; // shooting is a part of attack
|
||||
uint32 m_hitRecoverTimer;
|
||||
uint32 m_objectiveTimer;
|
||||
uint32 m_duckTimer;
|
||||
uint32 m_duckAndCoverTimer;
|
||||
int32 m_bloodyFootprintCount;
|
||||
uint8 m_panicCounter;
|
||||
uint8 m_deadBleeding;
|
||||
bool m_deadBleeding;
|
||||
int8 m_bodyPartBleeding; // PedNode
|
||||
uint8 m_field_4F3;
|
||||
CPed *m_nearPeds[10];
|
||||
|
@ -519,7 +526,7 @@ public:
|
|||
void CalculateNewOrientation(void);
|
||||
float WorkOutHeadingForMovingFirstPerson(float);
|
||||
void CalculateNewVelocity(void);
|
||||
bool CanPedJumpThis(int32);
|
||||
bool CanPedJumpThis(CEntity*);
|
||||
bool CanSeeEntity(CEntity*, float);
|
||||
void RestorePreviousObjective(void);
|
||||
void SetIdle(void);
|
||||
|
@ -629,6 +636,16 @@ public:
|
|||
void Mug(void);
|
||||
void MoveHeadToLook(void);
|
||||
void Pause(void);
|
||||
void ProcessBuoyancy(void);
|
||||
bool ServiceTalkingWhenDead(void);
|
||||
void ServiceTalking(void);
|
||||
void SetJump(void);
|
||||
void UpdatePosition(void);
|
||||
void WanderRange(void);
|
||||
void WanderPath(void);
|
||||
void ReactToPointGun(CEntity*);
|
||||
void SeekCar(void);
|
||||
void SeekBoatPosition(void);
|
||||
|
||||
// Static methods
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
|
@ -694,6 +711,9 @@ public:
|
|||
void Fall(void);
|
||||
bool IsPedShootable(void);
|
||||
void Look(void);
|
||||
void SetInTheAir(void);
|
||||
void RestoreHeadPosition(void);
|
||||
void PointGunAt(void);
|
||||
|
||||
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
||||
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
||||
|
@ -708,7 +728,7 @@ public:
|
|||
static bool &bNastyLimbsCheat;
|
||||
static bool &bPedCheat2;
|
||||
static bool &bPedCheat3;
|
||||
static CVector2D &ms_vec2DFleePosition;
|
||||
static CVector2D ms_vec2DFleePosition;
|
||||
static CPedAudioData (&CommentWaitTime)[38];
|
||||
|
||||
#ifndef MASTER
|
||||
|
|
|
@ -8,6 +8,7 @@ WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9
|
|||
WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
|
||||
WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
|
||||
WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
|
||||
WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
|
||||
|
||||
// TODO: These are hardcoded into exe, reverse it.
|
||||
LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
|
||||
|
|
|
@ -57,5 +57,6 @@ public:
|
|||
bool RestoreGunPosn(void);
|
||||
bool LookInDirection(float phi, float theta);
|
||||
bool LookAtPosition(CVector const& pos);
|
||||
bool RestoreLookAt(void);
|
||||
};
|
||||
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
|
||||
|
|
Loading…
Reference in New Issue