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authorNikolay Korolev <nickvnuk@gmail.com>2019-09-11 16:52:07 +0200
committerNikolay Korolev <nickvnuk@gmail.com>2019-09-11 16:52:07 +0200
commitc86c9b3118d0d489892e7859ee6b1271c86312d8 (patch)
tree53c6e87b7f1318ffadf13f38b202ef4c55c8b19a /src/peds/Ped.h
parentccarctrl (diff)
parentMerge pull request #202 from erorcun/erorcun (diff)
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Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r--src/peds/Ped.h56
1 files changed, 38 insertions, 18 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index c1e93fdc..3003cd2d 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -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;
@@ -294,35 +301,35 @@ 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_flagF4 : 1; // Unfinished feature from VC
uint8 m_ped_flagF8 : 1;
uint8 bWillBeQuickJacked : 1;
- uint8 m_ped_flagF20 : 1; // set when couldn't open locked car door
+ uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
uint8 m_ped_flagF40 : 1;
uint8 bDuckAndCover : 1;
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 +636,15 @@ public:
void Mug(void);
void MoveHeadToLook(void);
void Pause(void);
+ void ProcessBuoyancy(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);
@@ -652,7 +668,7 @@ public:
static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg);
static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg);
static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg);
- static void SetInCarCB(CAnimBlendAssociation *assoc, void *arg);
+ static void PedSetInCarCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
@@ -694,6 +710,10 @@ public:
void Fall(void);
bool IsPedShootable(void);
void Look(void);
+ void SetInTheAir(void);
+ void RestoreHeadPosition(void);
+ void PointGunAt(void);
+ bool ServiceTalkingWhenDead(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