mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-22 19:19:59 +00:00
More CPed functions and minor fixes
Signed-off-by: eray orçunus <erayorcunus@gmail.com>
This commit is contained in:
parent
8db50cea6c
commit
2f4fc5aaf0
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@ -1,4 +1,5 @@
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#include "common.h"
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#include "Stats.h"
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Int32 &CStats::DaysPassed = *(Int32*)0x8F2BB8;
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Int32 &CStats::DaysPassed = *(Int32*)0x8F2BB8;
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Int32 &CStats::HeadShots = *(Int32*)0x8F647C;
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@ -4,4 +4,5 @@ class CStats
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{
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public:
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static Int32 &DaysPassed;
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static Int32 &HeadShots;
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};
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@ -2,17 +2,21 @@
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#include "patcher.h"
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#include "Ped.h"
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#include "Pools.h"
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#include <render\Particle.h>
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#include <render\ParticleMgr.h>
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#include <Stats.h>
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Bool &CPed::bNastyLimbsCheat = *(Bool*)0x95CD44;
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Bool &CPed::bPedCheat2 = *(Bool*)0x95CD5A;
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Bool &CPed::bPedCheat3 = *(Bool*)0x95CD59;
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void *CPed::operator new(size_t sz) { return CPools::GetPedPool()->New(); }
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void CPed::operator delete(void *p, size_t sz) { CPools::GetPedPool()->Delete((CPed*)p); }
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WRAPPER void CPed::KillPedWithCar(CVehicle *veh, float impulse) { EAXJMP(0x4EC430); }
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WRAPPER void CPed::Say(uint16 audio) { EAXJMP(0x4E5A10); }
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WRAPPER void CPed::SetLookFlag(CEntity* to, bool set) { EAXJMP(0x4C6460); }
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WRAPPER void CPed::SetDie(AnimationId anim, float arg1, float arg2) { EAXJMP(0x4D37D0); }
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WRAPPER void CPed::SpawnFlyingComponent(int, signed char) { EAXJMP(0x4EB060); }
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static char ObjectiveText[34][28] = {
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"No Obj",
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@ -186,7 +190,7 @@ CPed::AddWeaponModel(int id)
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if (id != -1) {
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atm = (RpAtomic*)CModelInfo::GetModelInfo(id)->CreateInstance();
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RwFrameDestroy(RpAtomicGetFrame(atm));
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RpAtomicSetFrame(atm, m_pFrames[PED_HANDR]->frame);
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RpAtomicSetFrame(atm, GetNodeFrame(PED_HANDR));
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RpClumpAddAtomic((RpClump*)m_rwObject, atm);
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m_wepModelID = id;
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}
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@ -210,7 +214,7 @@ CPed::AimGun()
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}
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CPed::Say(0x74);
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m_ped_flagB40 = m_pedIK.PointGunAtPosition(&vector);
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m_ped_flagB2 = m_pedIK.PointGunAtPosition(&vector);
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if (m_pPedFight != m_pSeekTarget) {
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CPed::SetLookFlag(m_pSeekTarget, 1);
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}
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@ -222,11 +226,177 @@ CPed::AimGun()
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newFlag = m_pedIK.PointGunInDirection(m_fLookDirection, 0.0);
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}
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m_ped_flagB40 = newFlag;
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m_ped_flagB2 = newFlag;
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}
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}
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// After I finished this I realized it's only for SCM opcode...
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void
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CPed::ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer)
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{
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CVector pos2 = CVector(
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pos.x,
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pos.y,
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pos.z + 0.1
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);
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if (!CPed::IsPlayer() || evenOnPlayer)
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{
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++CStats::HeadShots;
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// yes. decompiled by hand.
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if (m_nPedState != PED_PASSENGER || m_nPedState != PED_TAXI_PASSENGER) {
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CPed::SetDie(ANIM_KO_SHOT_FRONT1, 4.0, 0.0);
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}
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m_ped_flagC20 = 1;
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m_nPedStateTimer = CTimer::GetTimeInMilliseconds() + 150;
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CParticle::AddParticle(PARTICLE_TEST, pos2,
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CVector(
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0.0,
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0.0,
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0.0
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), NULL, 0.2f, 0, 0, 0, 0);
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if (CEntity::GetIsOnScreen())
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{
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for(int i=0; i<0x20; i++) {
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
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pos2,
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CVector(
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0.0,
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0.0,
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0.03
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), NULL, 0.0f, 0, 0, 0, 0);
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}
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for (int i = 0; i < 0x10; i++) {
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CParticle::AddParticle(PARTICLE_DEBRIS2,
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pos2,
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CVector(
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0.0,
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0.0,
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0.0099999998
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), NULL, 0.0f, 0, 0, 0, 0);
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}
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}
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}
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}
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void
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CPed::RemoveBodyPart(PedNode nodeId, char arg4)
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{
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RwFrame *frame;
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RwFrame *fp;
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RwV3d zero;
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frame = GetNodeFrame(nodeId);
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if (frame)
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{
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if (CGame::nastyGame)
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{
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if (nodeId != PED_HEAD)
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CPed::SpawnFlyingComponent(nodeId, arg4);
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RecurseFrameChildrenVisibilityCB(frame, 0);
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zero.x = 0.0;
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zero.z = 0.0;
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zero.y = 0.0;
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for (fp = RwFrameGetParent(frame); fp; fp = RwFrameGetParent(frame))
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RwV3dTransformPoints(&zero, &zero, 1, &fp->modelling);
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if (CEntity::GetIsOnScreen())
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{
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CParticle::AddParticle(PARTICLE_TEST, zero,
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CVector(
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0.0,
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0.0,
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0.0
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), NULL, 0.2f, 0, 0, 0, 0);
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for (int i = 0; i < 0x10; i++) {
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CParticle::AddParticle(PARTICLE_BLOOD_SMALL,
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zero,
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CVector(
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0.0,
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0.0,
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0.03
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), NULL, 0.0f, 0, 0, 0, 0);
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}
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}
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m_ped_flagC20 = 1;
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m_bodyPartBleeding = nodeId;
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}
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}
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else
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{
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printf("Trying to remove ped component");
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}
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}
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RwObject*
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CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
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{
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RwObject *result = object;
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if (!data)
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object->flags = 0;
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return result;
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}
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RwFrame*
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CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
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{
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RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
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RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0);
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return frame;
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}
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void
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CPed::SetLookFlag(CPed *to, bool set)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds())
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{
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m_ped_flagA10 = 1;
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m_ped_flagA40 = 0;
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m_pPedFight = to;
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m_pPedFight->RegisterReference((CEntity**)&m_pPedFight);
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m_fLookDirection = 999999;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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// Resets second right most bit
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m_pedIK.m_flags &= 0xFFFFFFFD;
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}
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}
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}
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void
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CPed::SetLookFlag(float angle, bool set)
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{
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if (m_lookTimer < CTimer::GetTimeInMilliseconds())
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{
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m_ped_flagA10 = 1;
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m_ped_flagA40 = 0;
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m_pPedFight = 0;
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m_fLookDirection = angle;
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m_lookTimer = 0;
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m_ped_flagA20_look = set;
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if (m_nPedState != PED_DRIVING) {
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// Resets second right most bit
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m_pedIK.m_flags &= 0xFFFFFFFD;
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}
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}
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}
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STARTPATCHES
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InjectHook(0x4CF8F0, &CPed::AddWeaponModel, PATCH_JUMP);
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InjectHook(0x4C6AA0, &CPed::AimGun, PATCH_JUMP);
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InjectHook(0x4EB470, &CPed::ApplyHeadShot, PATCH_JUMP);
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InjectHook(0x4EAEE0, &CPed::RemoveBodyPart, PATCH_JUMP);
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InjectHook(0x4C6460, (void (CPed::*)(CPed*, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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InjectHook(0x4C63E0, (void (CPed::*)(float, bool)) &CPed::SetLookFlag, PATCH_JUMP);
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ENDPATCHES
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@ -3,6 +3,7 @@
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#include "Physical.h"
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#include "Weapon.h"
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#include "PedIK.h"
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#include <animation\AnimManager.h>
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#include <animation\AnimBlendClumpData.h>
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enum {
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uint8 m_ped_flagA4 : 1;
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uint8 m_ped_flagA8 : 1;
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uint8 m_ped_flagA10 : 1;
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uint8 m_ped_flagA20 : 1;
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uint8 m_ped_flagA20_look : 1;
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uint8 m_ped_flagA40 : 1;
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uint8 m_ped_flagA80 : 1;
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uint8 m_ped_flagB1 : 1;
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uint8 m_ped_flagI80 : 1;
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uint8 stuff10[60];
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int32 m_pEventEntity;
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int32 m_fAngleToEvent;
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float m_fAngleToEvent;
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AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
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int32 m_animGroup;
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int32 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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uint8 stuff1[12];
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uint8 stuff1[8];
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int32 m_nPedStateTimer;
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int32 m_nPedState;
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int32 m_nLastPedState;
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int32 m_nMoveState;
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CPed *m_pPedFight;
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float m_fLookDirection;
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int32 m_wepModelID;
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uint8 stuff9[120];
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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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uint8 stuff9[34];
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uint8 m_bodyPartBleeding;
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uint8 stuff11[73];
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static void *operator new(size_t);
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static void operator delete(void*, size_t);
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void AimGun();
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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 *to, bool set);
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void SetLookFlag(CPed *to, bool set);
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void SetLookFlag(float angle, bool set);
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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, char arg4);
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void SpawnFlyingComponent(int, signed char);
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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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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 Bool &bNastyLimbsCheat;
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static Bool &bPedCheat2;
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@ -223,4 +239,6 @@ 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(sizeof(CPed) == 0x53C, "CPed: error");
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