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722 lines
20 KiB
C++
722 lines
20 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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#include "DMAudio.h"
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struct CPathNode;
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struct CPedAudioData
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{
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int m_nFixedDelayTime;
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int m_nOverrideFixedDelayTime;
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int m_nOverrideMaxRandomDelayTime;
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int m_nMaxRandomDelayTime;
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};
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enum
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{
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ENDFIGHT_NORMAL,
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ENDFIGHT_WITH_A_STEP,
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ENDFIGHT_FAST
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};
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enum PedRouteType
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{
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PEDROUTE_STOP_WHEN_DONE = 1,
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PEDROUTE_GO_BACKWARD_WHEN_DONE,
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PEDROUTE_GO_TO_START_WHEN_DONE
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};
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struct FightMove
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{
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AnimationId animId;
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float startFireTime;
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float endFireTime;
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float comboFollowOnTime;
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float strikeRadius;
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uint8 hitLevel;
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uint8 damage;
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uint8 flags;
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};
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static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
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enum PedFightMoves
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{
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FIGHTMOVE_NULL,
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// Attacker
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FIGHTMOVE_STDPUNCH,
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FIGHTMOVE_IDLE,
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FIGHTMOVE_SHUFFLE_F,
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FIGHTMOVE_KNEE,
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FIGHTMOVE_HEADBUTT,
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FIGHTMOVE_PUNCHJAB,
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FIGHTMOVE_PUNCHHOOK,
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FIGHTMOVE_KICK,
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FIGHTMOVE_LONGKICK,
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FIGHTMOVE_ROUNDHOUSE,
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FIGHTMOVE_BODYBLOW,
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FIGHTMOVE_GROUNDKICK,
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// Opponent
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FIGHTMOVE_HITFRONT,
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FIGHTMOVE_HITBACK,
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FIGHTMOVE_HITRIGHT,
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FIGHTMOVE_HITLEFT,
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FIGHTMOVE_HITBODY,
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FIGHTMOVE_HITCHEST,
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FIGHTMOVE_HITHEAD,
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FIGHTMOVE_HITBIGSTEP,
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FIGHTMOVE_HITONFLOOR,
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FIGHTMOVE_HITBEHIND,
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FIGHTMOVE_IDLE2NORM
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};
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enum ePedPieceTypes
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{
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PEDPIECE_TORSO,
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PEDPIECE_MID,
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PEDPIECE_LEFTARM,
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PEDPIECE_RIGHTARM,
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PEDPIECE_LEFTLEG,
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PEDPIECE_RIGHTLEG,
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PEDPIECE_HEAD,
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};
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enum eWaitState {
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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 {
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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_IN_FRONT_OF_ATTACKER,
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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 bIsAttacking : 1; // doesn't reset after fist fight, also 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 bIsRunning : 1; // not fleeing
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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 bRenderPedInCar : 1;
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uint8 bChangedSeat : 1;
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uint8 bUpdateAnimHeading : 1;
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uint8 bBodyPartJustCameOff : 1;
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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; // seen an event
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD8 : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 bIsFleeing : 1;
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uint8 m_ped_flagD40 : 1; // reset when objective changes
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uint8 bScriptObjectiveCompleted : 1;
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uint8 bKindaStayInSamePlace : 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 bGetUpAnimStarted : 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 bWillBeQuickJacked : 1;
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uint8 m_ped_flagF20 : 1;
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uint8 m_ped_flagF40 : 1;
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uint8 bDuckAndCover : 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; // ped starts to go somewhere when set
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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 bClearObjective : 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 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 m_ped_flagI4 : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 bIsFell : 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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CVector m_nextRoutePointPos;
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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_eventOrThreat;
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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_nStoredMoveState;
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int32 m_nPrevMoveState;
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eWaitState m_nWaitState;
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uint32 m_nWaitTimer;
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void *m_pPathNodesStates[8]; // seems unused
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CVector2D m_stPathNodeStates[10];
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uint16 m_nPathNodes;
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int16 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_pLastPathNode;
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CPathNode *m_pNextPathNode;
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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_routeStartPoint;
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int16 m_routePointsPassed;
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int16 m_routeType;
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int16 m_routePointsBeingPassed;
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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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uint16 m_vehEnterType; // TODO: this is more like a door, not a type
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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_vecSeekPos;
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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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float m_distanceToCountSeekDone;
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bool bRunningToPhone;
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uint8 field_31D;
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int16 m_phoneId;
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uint32 m_lookingForPhone; // unused
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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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CEntity* m_collidingEntityWhileFleeing;
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uint32 m_collidingThingTimer;
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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[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
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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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PedFightMoves m_lastFightMove;
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uint8 m_fightButtonPressure;
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int8 m_fightUnk2; // TODO
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bool m_takeAStepAfterAttack;
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uint8 pad_4B3;
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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; // obviously not correct
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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 m_duckAndCoverTimer;
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int32 m_bloodyFootprintCount;
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uint8 m_panicCounter;
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uint8 m_deadBleeding;
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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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uint32 m_lastSoundStart;
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uint32 m_soundStart;
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uint16 m_lastQueuedSound;
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uint16 m_queuedSound;
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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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~CPed(void);
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void SetModelIndex(uint32 mi);
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void ProcessControl(void);
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void Teleport(CVector);
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void PreRender(void);
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void Render(void);
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bool SetupLighting(void);
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void RemoveLighting(bool);
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void FlagToDestroyWhenNextProcessed(void);
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int32 ProcessEntityCollision(CEntity*, CColPoint*);
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virtual void SetMoveAnim(void);
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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 SetDead(void);
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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, int8 direction);
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void SpawnFlyingComponent(int, int8);
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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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void CheckAroundForPossibleCollisions(void);
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void SetSeek(CVector, float);
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void SetSeek(CEntity*, float);
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bool MakePhonecall(void);
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bool FacePhone(void);
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CPed *CheckForDeadPeds(void);
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bool CheckForExplosions(CVector2D &area);
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CPed *CheckForGunShots(void);
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uint8 CheckForPointBlankPeds(CPed*);
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bool CheckIfInTheAir(void);
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void ClearAll(void);
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void SetPointGunAt(CEntity*);
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bool Seek(void);
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bool SetWanderPath(int8);
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void SetFollowPath(CVector);
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void ClearAttackByRemovingAnim(void);
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void SetStoredState(void);
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void StopNonPartialAnims(void);
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bool InflictDamage(CEntity*, eWeaponType, float, ePedPieceTypes, uint8);
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void ClearFlee(void);
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void ClearFall(void);
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void SetGetUp(void);
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void ClearInvestigateEvent(void);
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void ClearLeader(void);
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void ClearLook(void);
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void ClearObjective(void);
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|
void ClearPause(void);
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void ClearSeek(void);
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void ClearWeapons(void);
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void RestoreGunPosition(void);
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|
void RestoreHeadingRate(void);
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void SetAimFlag(CEntity* to);
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void SetAimFlag(float angle);
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void SetAmmo(eWeaponType weaponType, uint32 ammo);
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void SetEvasiveStep(CEntity*, uint8);
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void GrantAmmo(eWeaponType, uint32);
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void SetEvasiveDive(CPhysical*, uint8);
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void SetAttack(CEntity*);
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void StartFightAttack(uint8);
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void SetWaitState(eWaitState, void*);
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|
bool FightStrike(CVector&);
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|
int GetLocalDirection(CVector2D const &);
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|
void StartFightDefend(uint8, uint8, uint8);
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|
void PlayHitSound(CPed*);
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|
void SetFall(int, AnimationId, uint8);
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|
void SetFlee(CEntity*, int);
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|
void SetFlee(CVector2D const &, int);
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|
void RemoveInCarAnims(void);
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|
void CollideWithPed(CPed*);
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|
void SetDirectionToWalkAroundObject(CEntity*);
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|
void CreateDeadPedMoney(void);
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|
void CreateDeadPedWeaponPickups(void);
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|
void SetAttackTimer(uint32);
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|
void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
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|
void SetRadioStation(void);
|
|
void SetBuyIceCream(void);
|
|
void SetChat(CEntity*, uint32);
|
|
void DeadPedMakesTyresBloody(void);
|
|
void MakeTyresMuddySectorList(CPtrList&);
|
|
uint8 DoesLOSBulletHitPed(CColPoint &point);
|
|
bool DuckAndCover(void);
|
|
void EndFight(uint8);
|
|
void EnterCar(void);
|
|
uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
|
|
uint8 GetNearestTrainDoor(CVehicle*, CVector&);
|
|
void LineUpPedWithTrain(void);
|
|
void ExitCar(void);
|
|
void Fight(void);
|
|
bool FindBestCoordsFromNodes(CVector unused, CVector* a6);
|
|
void Wait(void);
|
|
void ProcessObjective(void);
|
|
bool SeekFollowingPath(CVector*);
|
|
void Flee(void);
|
|
void FollowPath(void);
|
|
CVector GetFormationPosition(void);
|
|
void GetNearestDoor(CVehicle*, CVector&);
|
|
bool GetNearestPassengerDoor(CVehicle*, CVector&);
|
|
int GetNextPointOnRoute(void);
|
|
uint8 GetPedRadioCategory(uint32);
|
|
int GetWeaponSlot(eWeaponType);
|
|
void GoToNearestDoor(CVehicle*);
|
|
bool HaveReachedNextPointOnRoute(float a2);
|
|
void Idle(void);
|
|
void InTheAir(void);
|
|
void SetLanding(void);
|
|
|
|
// Static methods
|
|
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
|
static CVector GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult);
|
|
static CVector GetPositionToOpenCarDoor(CVehicle* veh, uint32 component);
|
|
static void Initialise(void);
|
|
static void SetAnimOffsetForEnterOrExitVehicle(void);
|
|
static void LoadFightData(void);
|
|
|
|
// Callbacks
|
|
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
|
|
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
|
|
static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg);
|
|
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 PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedLandCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
|
|
|
|
// functions that I see unnecessary to hook
|
|
bool IsPlayer(void);
|
|
bool UseGroundColModel(void);
|
|
bool CanSetPedState(void);
|
|
bool IsPedInControl(void);
|
|
bool CanPedDriveOff(void);
|
|
bool CanBeDeleted(void);
|
|
bool CanStrafeOrMouseControl(void);
|
|
bool CanPedReturnToState(void);
|
|
void SetMoveState(eMoveState);
|
|
bool IsTemporaryObjective(eObjective objective);
|
|
void SetObjectiveTimer(int);
|
|
bool SelectGunIfArmed(void);
|
|
bool IsPointerValid(void);
|
|
void SortPeds(CPed**, int, int);
|
|
void ForceStoredObjective(eObjective);
|
|
void SetStoredObjective(void);
|
|
void SetLeader(CEntity* leader);
|
|
void SetPedStats(ePedStats);
|
|
bool IsGangMember(void);
|
|
void Die(void);
|
|
void EnterTrain(void);
|
|
void ExitTrain(void);
|
|
void Fall(void);
|
|
|
|
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
|
|
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
|
|
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
|
|
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
|
|
PedState GetPedState(void) { return m_nPedState; }
|
|
void SetPedState(PedState state) { m_nPedState = state; }
|
|
|
|
// set by 0482:set_threat_reaction_range_multiplier opcode
|
|
static uint16 &nThreatReactionRangeMultiplier;
|
|
|
|
static bool &bNastyLimbsCheat;
|
|
static bool &bPedCheat2;
|
|
static bool &bPedCheat3;
|
|
static CVector2D &ms_vec2DFleePosition;
|
|
static CPedAudioData (&CommentWaitTime)[38];
|
|
|
|
#ifndef MASTER
|
|
static void SwitchDebugDisplay(void);
|
|
void DebugRenderOnePedText(void);
|
|
static bool bUnusedFightThingOnPlayer;
|
|
#endif
|
|
};
|
|
|
|
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
|
|
|
|
static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
|
|
static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
|
|
static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
|
|
static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
|
|
static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
|
|
static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
|
|
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
|
|
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
|
|
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
|
|
static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
|
|
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
|
|
static_assert(sizeof(CPed) == 0x53C, "CPed: error");
|