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author | Sergeanur <s.anureev@yandex.ua> | 2020-04-18 10:31:53 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-04-18 10:31:53 +0200 |
commit | 555f933780653012e7c2c664f91f88914a42e05e (patch) | |
tree | 861011464aa08fead52ab03cf92b8e4dbd8a8f39 /src/peds/Ped.h | |
parent | Merge pull request #465 from erorcun/erorcun (diff) | |
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Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r-- | src/peds/Ped.h | 174 |
1 files changed, 81 insertions, 93 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 9f660693..fc53e4bc 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -301,95 +301,92 @@ public: float m_fCollisionSpeed; // 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; // bWasStanding? - 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 - uint8 bIsRestoringLook : 1; - uint8 bIsAimingGun : 1; - - uint8 bIsRestoringGun : 1; - uint8 bCanPointGunAtTarget : 1; - uint8 bIsTalking : 1; - uint8 bIsInTheAir : 1; - uint8 bIsLanding : 1; - uint8 bIsRunning : 1; // on some conditions - uint8 bHitSomethingLastFrame : 1; - uint8 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there - - uint8 bCanPedEnterSeekedCar : 1; - uint8 bRespondsToThreats : 1; - uint8 bRenderPedInCar : 1; - uint8 bChangedSeat : 1; - uint8 bUpdateAnimHeading : 1; - uint8 bBodyPartJustCameOff : 1; - uint8 bIsShooting : 1; - uint8 bFindNewNodeAfterStateRestore : 1; - - uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion - uint8 bGonnaInvestigateEvent : 1; - uint8 bPedIsBleeding : 1; - uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun - uint8 bIsPedDieAnimPlaying : 1; - uint8 bUsePedNodeSeek : 1; - uint8 bObjectiveCompleted : 1; - uint8 bScriptObjectiveCompleted : 1; - - uint8 bKindaStayInSamePlace : 1; - uint8 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members - uint8 bNotAllowedToDuck : 1; - uint8 bCrouchWhenShooting : 1; - uint8 bIsDucking : 1; - uint8 bGetUpAnimStarted : 1; - uint8 bDoBloodyFootprints : 1; - uint8 bFleeAfterExitingCar : 1; - - uint8 bWanderPathAfterExitingCar : 1; - uint8 bIsLeader : 1; - uint8 bDontDragMeOutCar : 1; // unfinished feature - uint8 m_ped_flagF8 : 1; - uint8 bWillBeQuickJacked : 1; - uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked - uint8 bObstacleShowedUpDuringKillObjective : 1; - uint8 bDuckAndCover : 1; - - uint8 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision - uint8 bAllowMedicsToReviveMe : 1; - uint8 bResetWalkAnims : 1; - uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found - uint8 bOnBoat : 1; // not just driver, may be just standing - uint8 bBusJacked : 1; - uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police - uint8 bFadeOut : 1; - - uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision - uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type) - uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks) - uint8 bClearObjective : 1; - uint8 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land - uint8 bCollidedWithMyVehicle : 1; - uint8 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people - uint8 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such) - - uint8 bShakeFist : 1; // test shake hand at look entity - uint8 bNoCriticalHits : 1; // if set, limbs won't came off - uint8 bVehExitWillBeInstant : 1; - uint8 bHasAlreadyBeenRecorded : 1; - uint8 bFallenDown : 1; + uint32 bIsStanding : 1; + uint32 m_ped_flagA2 : 1; // bWasStanding? + uint32 bIsAttacking : 1; // doesn't reset after fist fight + uint32 bIsPointingGunAt : 1; + uint32 bIsLooking : 1; + uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles + uint32 bIsRestoringLook : 1; + uint32 bIsAimingGun : 1; + + uint32 bIsRestoringGun : 1; + uint32 bCanPointGunAtTarget : 1; + uint32 bIsTalking : 1; + uint32 bIsInTheAir : 1; + uint32 bIsLanding : 1; + uint32 bIsRunning : 1; // on some conditions + uint32 bHitSomethingLastFrame : 1; + uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there + + uint32 bCanPedEnterSeekedCar : 1; + uint32 bRespondsToThreats : 1; + uint32 bRenderPedInCar : 1; + uint32 bChangedSeat : 1; + uint32 bUpdateAnimHeading : 1; + uint32 bBodyPartJustCameOff : 1; + uint32 bIsShooting : 1; + uint32 bFindNewNodeAfterStateRestore : 1; + + uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion + uint32 bGonnaInvestigateEvent : 1; + uint32 bPedIsBleeding : 1; + uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun + uint32 bIsPedDieAnimPlaying : 1; + uint32 bUsePedNodeSeek : 1; + uint32 bObjectiveCompleted : 1; + uint32 bScriptObjectiveCompleted : 1; + + uint32 bKindaStayInSamePlace : 1; + uint32 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members + uint32 bNotAllowedToDuck : 1; + uint32 bCrouchWhenShooting : 1; + uint32 bIsDucking : 1; + uint32 bGetUpAnimStarted : 1; + uint32 bDoBloodyFootprints : 1; + uint32 bFleeAfterExitingCar : 1; + + uint32 bWanderPathAfterExitingCar : 1; + uint32 bIsLeader : 1; + uint32 bDontDragMeOutCar : 1; // unfinished feature + uint32 m_ped_flagF8 : 1; + uint32 bWillBeQuickJacked : 1; + uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked + uint32 bObstacleShowedUpDuringKillObjective : 1; + uint32 bDuckAndCover : 1; + + uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision + uint32 bAllowMedicsToReviveMe : 1; + uint32 bResetWalkAnims : 1; + uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found + uint32 bOnBoat : 1; // not just driver, may be just standing + uint32 bBusJacked : 1; + uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police + uint32 bFadeOut : 1; + + uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision + uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type) + uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks) + uint32 bClearObjective : 1; + uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land + uint32 bCollidedWithMyVehicle : 1; + uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people + uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such) + + uint32 bShakeFist : 1; // test shake hand at look entity + uint32 bNoCriticalHits : 1; // if set, limbs won't came off + uint32 bVehExitWillBeInstant : 1; + uint32 bHasAlreadyBeenRecorded : 1; + uint32 bFallenDown : 1; #ifdef VC_PED_PORTS - uint8 bSomeVCflag1 : 1; + uint32 bSomeVCflag1 : 1; #else - uint8 m_ped_flagI20 : 1; + uint32 m_ped_flagI20 : 1; #endif - uint8 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator - uint8 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle + 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 stuff10[3]; uint8 CharCreatedBy; - uint8 field_161; - uint8 pad_162[2]; eObjective m_objective; eObjective m_prevObjective; CPed *m_pedInObjective; @@ -424,8 +421,6 @@ public: uint16 m_nPathNodes; int16 m_nCurPathNode; int8 m_nPathDir; -private: - int8 _pad2B5[3]; public: CPathNode *m_pLastPathNode; CPathNode *m_pNextPathNode; @@ -436,7 +431,6 @@ public: int16 m_routePointsPassed; int16 m_routeType; // See PedRouteType int16 m_routePointsBeingPassed; - uint16 field_2D2; CVector2D m_moved; float m_fRotationCur; float m_fRotationDest; @@ -450,10 +444,8 @@ public: CEntity *m_pSeekTarget; CVehicle *m_pMyVehicle; bool bInVehicle; - uint8 pad_315[3]; float m_distanceToCountSeekDone; bool bRunningToPhone; - uint8 field_31D; int16 m_phoneId; eCrimeType m_crimeToReportOnPhone; uint32 m_phoneTalkTimer; @@ -468,7 +460,6 @@ public: uint32 m_collidingThingTimer; CEntity *m_pCollidingEntity; uint8 m_stateUnused; - uint8 pad_351[3]; uint32 m_timerUnused; CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS]; @@ -483,7 +474,6 @@ public: uint8 m_fightButtonPressure; FightState m_fightState; bool m_takeAStepAfterAttack; - uint8 pad_4B3; CFire *m_pFire; CEntity *m_pLookTarget; float m_fLookDirection; @@ -502,11 +492,9 @@ public: uint8 m_panicCounter; bool m_deadBleeding; int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't - uint8 m_field_4F3; CPed *m_nearPeds[10]; uint16 m_numNearPeds; int8 m_lastWepDam; - uint8 pad_51F; uint32 m_lastSoundStart; uint32 m_soundStart; uint16 m_lastQueuedSound; |