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https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-24 01:10:01 +00:00
CPed::ProcessControl and some cleanup
This commit is contained in:
parent
3ad97382d9
commit
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@ -26,7 +26,7 @@ public:
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int32 m_nVisibleMoney;
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int32 m_nVisibleMoney;
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int32 m_nCollectedPackages;
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int32 m_nCollectedPackages;
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int32 m_nTotalPackages;
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int32 m_nTotalPackages;
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int32 field_188;
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uint32 m_nLastBumpPlayerCarTimer;
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int32 m_nSwitchTaxiTime;
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int32 m_nSwitchTaxiTime;
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bool m_bSwitchTaxi;
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bool m_bSwitchTaxi;
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int8 field_197;
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int8 field_197;
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1244
src/peds/Ped.cpp
1244
src/peds/Ped.cpp
File diff suppressed because it is too large
Load diff
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@ -23,6 +23,13 @@ struct CPedAudioData
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int m_nMaxRandomDelayTime;
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int m_nMaxRandomDelayTime;
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};
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};
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enum FightState : int8 {
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FIGHTSTATE_MOVE_FINISHED = -2,
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FIGHTSTATE_JUST_ATTACKED,
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FIGHTSTATE_NO_MOVE,
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FIGHTSTATE_1
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};
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enum
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enum
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{
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{
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ENDFIGHT_NORMAL,
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ENDFIGHT_NORMAL,
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@ -256,7 +263,7 @@ public:
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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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// 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 bIsStanding : 1;
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uint8 m_ped_flagA2 : 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 bIsAttacking : 1; // doesn't reset after fist fight
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uint8 bIsPointingGunAt : 1;
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uint8 bIsPointingGunAt : 1;
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uint8 bIsLooking : 1;
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uint8 bIsLooking : 1;
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uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
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uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
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@ -268,9 +275,9 @@ public:
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uint8 bIsTalking : 1;
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uint8 bIsTalking : 1;
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uint8 bIsInTheAir : 1;
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uint8 bIsInTheAir : 1;
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uint8 bIsLanding : 1;
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uint8 bIsLanding : 1;
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uint8 bIsRunning : 1; // not fleeing
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uint8 bIsRunning : 1; // on some conditions
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uint8 m_ped_flagB40 : 1;
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uint8 bHitSomethingLastFrame : 1;
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uint8 m_ped_flagB80 : 1;
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uint8 m_ped_flagB80 : 1; // something related with reaction to colliding vehicle
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uint8 m_ped_flagC1 : 1;
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uint8 m_ped_flagC1 : 1;
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uint8 bRespondsToThreats : 1;
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uint8 bRespondsToThreats : 1;
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@ -283,7 +290,7 @@ public:
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uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion
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uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion
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uint8 m_ped_flagD2 : 1; // set when event has been seen
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uint8 m_ped_flagD2 : 1; // set when event has been seen
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD4 : 1; // so far only creates blood pool in hands up state
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uint8 m_ped_flagD8 : 1;
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uint8 m_ped_flagD8 : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 bUsePedNodeSeek : 1;
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uint8 bUsePedNodeSeek : 1;
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@ -294,12 +301,12 @@ public:
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uint8 m_ped_flagE2 : 1;
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uint8 m_ped_flagE2 : 1;
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uint8 bNotAllowedToDuck : 1;
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uint8 bNotAllowedToDuck : 1;
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uint8 bCrouchWhenShooting : 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 bIsDucking : 1;
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uint8 bGetUpAnimStarted : 1;
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uint8 bGetUpAnimStarted : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagF1 : 1;
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uint8 bWanderPathAfterExitingCar : 1;
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uint8 m_ped_flagF2 : 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_flagF4 : 1;
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uint8 m_ped_flagF8 : 1;
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uint8 m_ped_flagF8 : 1;
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@ -311,18 +318,18 @@ public:
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uint8 m_ped_flagG1 : 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_flagG2 : 1;
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uint8 m_ped_flagG4 : 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 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
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uint8 m_ped_flagG10 : 1;
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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_flagG20 : 1;
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uint8 m_ped_flagG40 : 1;
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uint8 m_ped_flagG40 : 1;
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uint8 m_ped_flagG80 : 1;
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uint8 bFadeOut : 1;
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uint8 m_ped_flagH1 : 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_flagH2 : 1;
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uint8 m_ped_flagH4 : 1;
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uint8 m_ped_flagH4 : 1;
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uint8 bClearObjective : 1;
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uint8 bClearObjective : 1;
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uint8 m_ped_flagH10 : 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_flagH20 : 1; // set if our own vehicle damaged us. I don't know how is that possible
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uint8 m_ped_flagH40 : 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_flagH80 : 1;
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@ -430,7 +437,7 @@ public:
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CVector m_vecHitLastPos;
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CVector m_vecHitLastPos;
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PedFightMoves m_lastFightMove;
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PedFightMoves m_lastFightMove;
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uint8 m_fightButtonPressure;
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uint8 m_fightButtonPressure;
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int8 m_fightUnk2; // TODO
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FightState m_fightState;
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bool m_takeAStepAfterAttack;
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bool m_takeAStepAfterAttack;
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uint8 pad_4B3;
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uint8 pad_4B3;
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CFire *m_pFire;
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CFire *m_pFire;
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@ -442,14 +449,14 @@ public:
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uint32 m_lookTimer;
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uint32 m_lookTimer;
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uint32 m_standardTimer;
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uint32 m_standardTimer;
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uint32 m_attackTimer;
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uint32 m_attackTimer;
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uint32 m_lastHitTime; // obviously not correct
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uint32 m_shootTimer; // shooting is a part of attack
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uint32 m_hitRecoverTimer;
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uint32 m_hitRecoverTimer;
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uint32 m_objectiveTimer;
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uint32 m_objectiveTimer;
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uint32 m_duckTimer;
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uint32 m_duckTimer;
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uint32 m_duckAndCoverTimer;
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uint32 m_duckAndCoverTimer;
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int32 m_bloodyFootprintCount;
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int32 m_bloodyFootprintCount;
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uint8 m_panicCounter;
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uint8 m_panicCounter;
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uint8 m_deadBleeding;
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bool m_deadBleeding;
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int8 m_bodyPartBleeding; // PedNode
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int8 m_bodyPartBleeding; // PedNode
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uint8 m_field_4F3;
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uint8 m_field_4F3;
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CPed *m_nearPeds[10];
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CPed *m_nearPeds[10];
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@ -519,7 +526,7 @@ public:
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void CalculateNewOrientation(void);
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void CalculateNewOrientation(void);
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float WorkOutHeadingForMovingFirstPerson(float);
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float WorkOutHeadingForMovingFirstPerson(float);
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void CalculateNewVelocity(void);
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void CalculateNewVelocity(void);
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bool CanPedJumpThis(int32);
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bool CanPedJumpThis(CEntity*);
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bool CanSeeEntity(CEntity*, float);
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bool CanSeeEntity(CEntity*, float);
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void RestorePreviousObjective(void);
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void RestorePreviousObjective(void);
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void SetIdle(void);
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void SetIdle(void);
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@ -629,6 +636,16 @@ public:
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void Mug(void);
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void Mug(void);
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void MoveHeadToLook(void);
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void MoveHeadToLook(void);
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void Pause(void);
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void Pause(void);
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void ProcessBuoyancy(void);
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bool ServiceTalkingWhenDead(void);
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void ServiceTalking(void);
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void SetJump(void);
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void UpdatePosition(void);
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void WanderRange(void);
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void WanderPath(void);
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void ReactToPointGun(CEntity*);
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void SeekCar(void);
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void SeekBoatPosition(void);
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// Static methods
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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@ -694,6 +711,9 @@ public:
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void Fall(void);
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void Fall(void);
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bool IsPedShootable(void);
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bool IsPedShootable(void);
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void Look(void);
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void Look(void);
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void SetInTheAir(void);
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void RestoreHeadPosition(void);
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void PointGunAt(void);
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bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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@ -708,7 +728,7 @@ public:
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static bool &bNastyLimbsCheat;
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static bool &bNastyLimbsCheat;
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static bool &bPedCheat2;
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static bool &bPedCheat2;
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static bool &bPedCheat3;
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static bool &bPedCheat3;
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static CVector2D &ms_vec2DFleePosition;
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static CVector2D ms_vec2DFleePosition;
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static CPedAudioData (&CommentWaitTime)[38];
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static CPedAudioData (&CommentWaitTime)[38];
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#ifndef MASTER
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#ifndef MASTER
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@ -8,6 +8,7 @@ WRAPPER bool CPedIK::PointGunInDirection(float phi, float theta) { EAXJMP(0x4ED9
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WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
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WRAPPER bool CPedIK::PointGunAtPosition(CVector *position) { EAXJMP(0x4ED920); }
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WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
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WRAPPER void CPedIK::ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED2C0); }
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WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
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WRAPPER void CPedIK::ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*) { EAXJMP(0x4ED140); }
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WRAPPER bool CPedIK::RestoreLookAt(void) { EAXJMP(0x4ED810); }
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// TODO: These are hardcoded into exe, reverse it.
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// TODO: These are hardcoded into exe, reverse it.
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LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
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LimbMovementInfo &CPedIK::ms_torsoInfo = *(LimbMovementInfo*)0x5F9F8C;
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@ -57,5 +57,6 @@ public:
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bool RestoreGunPosn(void);
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bool RestoreGunPosn(void);
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bool LookInDirection(float phi, float theta);
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bool LookInDirection(float phi, float theta);
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bool LookAtPosition(CVector const& pos);
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bool LookAtPosition(CVector const& pos);
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bool RestoreLookAt(void);
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};
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};
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static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
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static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");
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