mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-10 18:09:16 +00:00
1169 lines
33 KiB
C++
1169 lines
33 KiB
C++
#pragma once
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#include "RwHelper.h"
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#include "AnimManager.h"
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#include "Crime.h"
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#include "EventList.h"
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#include "PedIK.h"
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#include "PedType.h"
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#include "Physical.h"
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#include "Weapon.h"
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#include "WeaponInfo.h"
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#include "AnimationId.h"
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#include "PathFind.h"
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#define FEET_OFFSET 1.04f
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#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
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#define ENTER_CAR_MAX_DIST 30.0f
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#define CAN_SEE_ENTITY_ANGLE_THRESHOLD DEGTORAD(60.0f)
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class CAccident;
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class CObject;
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class CFire;
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struct AnimBlendFrameData;
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class CAnimBlendAssociation;
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class CPedAttractor;
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struct PedAudioData
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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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ATTACK_IN_PROGRESS,
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CANT_ATTACK,
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WATCH_UNTIL_HE_DISAPPEARS,
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};
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enum eFormation
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{
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FORMATION_UNDEFINED,
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FORMATION_REAR,
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FORMATION_REAR_LEFT,
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FORMATION_REAR_RIGHT,
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FORMATION_FRONT_LEFT,
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FORMATION_FRONT_RIGHT,
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FORMATION_LEFT,
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FORMATION_RIGHT,
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FORMATION_FRONT
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};
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enum FightState {
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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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{
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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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enum FightMoveHitLevel
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{
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HITLEVEL_NULL,
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HITLEVEL_GROUND,
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HITLEVEL_LOW,
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HITLEVEL_MEDIUM,
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HITLEVEL_HIGH
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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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float extendReachMultiplier;
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uint8 hitLevel; // FightMoveHitLevel
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uint8 damage;
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uint8 flags;
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};
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// TODO: This is eFightState on mobile.
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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_PUNCHHOOK,
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FIGHTMOVE_PUNCHJAB,
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FIGHTMOVE_PUNCH,
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FIGHTMOVE_LONGKICK,
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FIGHTMOVE_ROUNDHOUSE,
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// Directionals
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FIGHTMOVE_FWDLEFT,
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FIGHTMOVE_FWDRIGHT,
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FIGHTMOVE_BACKKICK,
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FIGHTMOVE_BACKFLIP,
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FIGHTMOVE_BACKLEFT,
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FIGHTMOVE_BACKRIGHT,
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FIGHTMOVE_RIGHTSWEEP,
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// Special
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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_MELEE1,
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FIGHTMOVE_MELEE2,
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FIGHTMOVE_MELEE3,
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FIGHTMOVE_IDLE2NORM,
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NUM_FIGHTMOVES
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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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WAITSTATE_SIT_DOWN,
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WAITSTATE_SIT_DOWN_RVRS,
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WAITSTATE_SIT_UP,
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WAITSTATE_SIT_IDLE,
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WAITSTATE_USE_ATM,
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WAITSTATE_SUN_BATHE_PRE,
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WAITSTATE_SUN_BATHE_DOWN,
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WAITSTATE_SUN_BATHE_IDLE,
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WAITSTATE_RIOT,
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WAITSTATE_FAST_FALL,
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WAITSTATE_BOMBER,
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WAITSTATE_STRIPPER,
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WAITSTATE_GROUND_ATTACK,
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WAITSTATE_LANCESITTING,
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WAITSTATE_PLAYANIM_HANDSUP_SIMPLE,
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};
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enum eObjective {
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OBJECTIVE_NONE,
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OBJECTIVE_WAIT_ON_FOOT,
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OBJECTIVE_WAIT_ON_FOOT_FOR_COP,
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OBJECTIVE_FLEE_ON_FOOT_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_GET_OUT,
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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_GOTO_CHAR_ON_FOOT_WALKING,
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OBJECTIVE_HASSLE_CHAR,
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OBJECTIVE_FOLLOW_CHAR_IN_FORMATION,
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OBJECTIVE_LEAVE_CAR,
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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_OBJECT_FROM_VEHICLE,
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OBJECTIVE_DESTROY_OBJECT,
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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_GOTO_AREA_IN_CAR,
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OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET,
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OBJECTIVE_GUARD_ATTACK,
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OBJECTIVE_SET_LEADER,
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OBJECTIVE_FOLLOW_ROUTE,
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OBJECTIVE_SOLICIT_VEHICLE,
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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_STEAL_ANY_MISSION_CAR,
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OBJECTIVE_MUG_CHAR,
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OBJECTIVE_LEAVE_CAR_AND_DIE,
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OBJECTIVE_GOTO_SEAT_ON_FOOT,
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OBJECTIVE_GOTO_ATM_ON_FOOT,
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OBJECTIVE_FLEE_CAR,
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OBJECTIVE_SUN_BATHE,
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OBJECTIVE_GOTO_BUS_STOP_ON_FOOT,
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OBJECTIVE_GOTO_PIZZA_ON_FOOT,
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OBJECTIVE_GOTO_SHELTER_ON_FOOT,
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OBJECTIVE_AIM_GUN_AT,
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OBJECTIVE_WANDER,
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OBJECTIVE_WAIT_ON_FOOT_AT_SHELTER,
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OBJECTIVE_SPRINT_TO_AREA,
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OBJECTIVE_KILL_CHAR_ON_BOAT,
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OBJECTIVE_SOLICIT_FOOT,
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OBJECTIVE_WAIT_ON_FOOT_AT_BUS_STOP,
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OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT,
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OBJECTIVE_WAIT_ON_FOOT_AT_ICE_CREAM_VAN,
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OBJ_55,
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OBJ_56,
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OBJ_57,
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OBJ_58,
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OBJ_59
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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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UNK_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, // Buggy. Used for cops arresting you from passenger door
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LINE_UP_TO_CAR_FALL
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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 PointBlankNecessity {
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NO_POINT_BLANK_PED,
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POINT_BLANK_FOR_WANTED_PED,
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POINT_BLANK_FOR_SOMEONE_ELSE
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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_MODE,
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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_SUN_BATHE,
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PED_FLASH,
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PED_JOG,
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PED_ANSWER_MOBILE,
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PED_UNKNOWN, // Same with IDLE, but also infects up to 5 peds with same pedType and WANDER_PATH, so they become stone too. HANG_OUT in Fire_Head's idb
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PED_STATES_NO_AI,
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PED_ABSEIL,
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PED_SIT,
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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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PED_DEPLOY_STINGER
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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_JOG,
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PEDMOVE_RUN,
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PEDMOVE_SPRINT,
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PEDMOVE_THROWN
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};
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extern float gfTommyFatness;
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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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#ifdef USE_CUTSCENE_SHADOW_FOR_PED
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class CCutsceneShadow *m_pRTShadow;
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#endif
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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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uint32 bIsStanding : 1;
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uint32 bWasStanding : 1;
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uint32 bIsAttacking : 1; // doesn't reset after fist fight
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uint32 bIsPointingGunAt : 1;
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uint32 bIsLooking : 1;
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uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
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uint32 bIsRestoringLook : 1;
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uint32 bIsAimingGun : 1;
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uint32 bIsRestoringGun : 1;
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uint32 bCanPointGunAtTarget : 1;
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uint32 bIsTalking : 1;
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uint32 bIsInTheAir : 1;
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uint32 bIsLanding : 1;
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uint32 bIsRunning : 1; // on some conditions
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uint32 bHitSomethingLastFrame : 1;
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uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
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uint32 bCanPedEnterSeekedCar : 1;
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uint32 bRespondsToThreats : 1;
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uint32 bRenderPedInCar : 1;
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uint32 bChangedSeat : 1;
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uint32 bUpdateAnimHeading : 1;
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uint32 bBodyPartJustCameOff : 1;
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uint32 bIsShooting : 1;
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uint32 bFindNewNodeAfterStateRestore : 1;
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uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
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uint32 bGonnaInvestigateEvent : 1;
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uint32 bPedIsBleeding : 1;
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uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
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uint32 bIsPedDieAnimPlaying : 1;
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uint32 bUsePedNodeSeek : 1;
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uint32 bObjectiveCompleted : 1;
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uint32 bScriptObjectiveCompleted : 1;
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uint32 bKindaStayInSamePlace : 1;
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uint32 bBeingChasedByPolice : 1;
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uint32 bNotAllowedToDuck : 1;
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uint32 bCrouchWhenShooting : 1;
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uint32 bIsDucking : 1;
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uint32 bGetUpAnimStarted : 1;
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uint32 bDoBloodyFootprints : 1;
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uint32 bFleeAfterExitingCar : 1;
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uint32 bWanderPathAfterExitingCar : 1;
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uint32 bIsLeader : 1;
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uint32 bDontDragMeOutCar : 1; // unfinished feature
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uint32 m_ped_flagF8 : 1;
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uint32 bWillBeQuickJacked : 1;
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uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
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uint32 bObstacleShowedUpDuringKillObjective : 1;
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uint32 bDuckAndCover : 1;
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uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
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uint32 bAllowMedicsToReviveMe : 1;
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uint32 bResetWalkAnims : 1;
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uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
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uint32 bOnBoat : 1; // not just driver, may be just standing
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uint32 bBusJacked : 1;
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uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
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uint32 bFadeOut : 1;
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uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
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uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
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uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
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uint32 bClearObjective : 1;
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uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
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uint32 bCollidedWithMyVehicle : 1;
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uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
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uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
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uint32 bShakeFist : 1; // test shake hand at look entity
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uint32 bNoCriticalHits : 1; // if set, limbs won't came off
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uint32 bVehExitWillBeInstant : 1;
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uint32 bHasAlreadyBeenRecorded : 1;
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uint32 bFallenDown : 1;
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uint32 bDontAcceptIKLookAts : 1;
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uint32 bReachedAttractorHeadingTarget : 1;
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uint32 bTurnedAroundOnAttractor : 1;
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uint32 bHasAlreadyUsedAttractor : 1;
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uint32 bHasAlreadyStoleACar : 1;
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uint32 bCarPassenger : 1;
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uint32 bFleeWhenStanding : 1;
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uint32 bGotUpOfMyOwnAccord : 1;
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uint32 bMiamiViceCop : 1;
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uint32 bMoneyHasBeenGivenByScript : 1; //
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uint32 bHasBeenPhotographed : 1; //
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uint32 bIsDrowning : 1;
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uint32 bDrownsInWater : 1;
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uint32 bWaitForLeaderToComeCloser : 1;
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uint32 bHeldHostageInCar : 1;
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uint32 bIsPlayerFriend : 1;
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uint32 bHeadStuckInCollision : 1;
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uint32 bDeadPedInFrontOfCar : 1;
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uint32 bStayInCarOnJack : 1;
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uint32 bDontFight : 1;
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uint32 bDoomAim : 1;
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uint32 bCanBeShotInVehicle : 1;
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uint32 bCanGiveUpSunbathing : 1;
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uint32 bMakeFleeScream : 1;
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uint32 bPushedAlongByCar : 1;
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uint32 bRemoveMeWhenIGotIntoCar : 1;
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uint32 bIgnoreThreatsBehindObjects : 1;
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uint32 bNeverEverTargetThisPed : 1;
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uint32 bCrouchWhenScared : 1;
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uint32 bKnockedOffBike : 1;
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uint32 b158_8 : 1;
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uint32 bCollectBusFare : 1;
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uint32 bBoughtIceCream : 1;
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uint32 bDonePositionOutOfCollision : 1;
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uint32 bCanAttackPlayerWithCops : 1;
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// our own flags
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uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
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|
|
uint8 m_gangFlags;
|
|
uint8 CharCreatedBy;
|
|
eObjective m_objective;
|
|
eObjective m_prevObjective;
|
|
CPed *m_pedInObjective;
|
|
CVehicle *m_carInObjective;
|
|
CVector m_nextRoutePointPos;
|
|
float m_attractorHeading;
|
|
CPed *m_leader;
|
|
eFormation m_pedFormation;
|
|
uint32 m_fearFlags;
|
|
CEntity *m_threatEntity;
|
|
CVector2D m_eventOrThreat;
|
|
uint32 m_eventType;
|
|
CEntity* m_pEventEntity;
|
|
float m_fAngleToEvent;
|
|
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
|
|
RpAtomic *m_pWeaponModel;
|
|
AssocGroupId m_animGroup;
|
|
CAnimBlendAssociation *m_pVehicleAnim;
|
|
CVector2D m_vecAnimMoveDelta;
|
|
CVector m_vecOffsetSeek;
|
|
CPedIK m_pedIK;
|
|
float m_actionX;
|
|
float m_actionY;
|
|
uint32 m_nPedStateTimer;
|
|
PedState m_nPedState;
|
|
PedState m_nLastPedState;
|
|
eMoveState m_nMoveState;
|
|
int32 m_nStoredMoveState;
|
|
int32 m_nPrevMoveState;
|
|
eWaitState m_nWaitState;
|
|
uint32 m_nWaitTimer;
|
|
CPathNode* m_pathNodesToGo[8];
|
|
int16 m_nNumPathNodes;
|
|
int16 m_nCurPathNodeId;
|
|
CEntity* m_followPathWalkAroundEnt;
|
|
CEntity* m_followPathTargetEnt;
|
|
uint32 m_pathNodeTimer;
|
|
CPathNode m_pathNodeObjPool[8];
|
|
CPathNode* m_pCurPathNode;
|
|
char m_nPathDir;
|
|
CPathNode* m_pLastPathNode;
|
|
CPathNode* m_pNextPathNode;
|
|
CVector m_followPathDestPos;
|
|
float m_followPathAbortDist;
|
|
eMoveState m_followPathMoveState;
|
|
float m_fHealth;
|
|
float m_fArmour;
|
|
uint32 m_nExtendedRangeTimer;
|
|
int16 m_routeLastPoint;
|
|
uint16 m_routeStartPoint;
|
|
int16 m_routePointsPassed;
|
|
int16 m_routeType; // See PedRouteType
|
|
int16 m_routePointsBeingPassed;
|
|
CVector2D m_moved;
|
|
float m_fRotationCur;
|
|
float m_fRotationDest;
|
|
float m_headingRate;
|
|
uint16 m_vehEnterType;
|
|
int16 m_walkAroundType;
|
|
CPhysical *m_pCurrentPhysSurface;
|
|
CVector m_vecOffsetFromPhysSurface;
|
|
CEntity *m_pCurSurface;
|
|
CVector m_vecSeekPos;
|
|
CEntity *m_pSeekTarget;
|
|
CVehicle *m_pMyVehicle;
|
|
bool bInVehicle;
|
|
float m_distanceToCountSeekDone;
|
|
float m_acceptableHeadingOffset;
|
|
CVehicle* m_vehicleInAccident;
|
|
CPedAttractor* m_attractor;
|
|
int32 m_positionInQueue;
|
|
bool bRunningToPhone;
|
|
int16 m_phoneId;
|
|
eCrimeType m_crimeToReportOnPhone;
|
|
uint32 m_phoneTalkTimer;
|
|
CAccident *m_lastAccident;
|
|
uint32 m_nPedType;
|
|
CPedStats *m_pedStats;
|
|
CVector2D m_fleeFromPos;
|
|
CEntity *m_fleeFrom;
|
|
uint32 m_fleeTimer;
|
|
CEntity* m_threatEx; // TODO(Miami): What is this?
|
|
CEntity* m_collidingEntityWhileFleeing;
|
|
uint32 m_collidingThingTimer;
|
|
CEntity *m_pCollidingEntity;
|
|
uint8 m_stateUnused;
|
|
uint32 m_timerUnused;
|
|
class CRange2D *m_wanderRangeBounds;
|
|
CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
|
|
eWeaponType m_storedWeapon;
|
|
eWeaponType m_delayedWeapon;
|
|
uint32 m_delayedWeaponAmmo;
|
|
uint8 m_currentWeapon; // eWeaponType
|
|
uint8 m_maxWeaponTypeAllowed; // eWeaponType
|
|
uint8 m_wepSkills;
|
|
uint8 m_wepAccuracy;
|
|
CEntity *m_pPointGunAt;
|
|
CVector m_vecHitLastPos;
|
|
uint32 m_curFightMove;
|
|
uint32 m_lastFightMove;
|
|
uint8 m_fightButtonPressure;
|
|
int8 m_fightState;
|
|
bool m_takeAStepAfterAttack;
|
|
uint8 m_bleedCounter;
|
|
CFire *m_pFire;
|
|
CEntity *m_pLookTarget;
|
|
float m_fLookDirection;
|
|
int32 m_wepModelID;
|
|
uint32 m_leaveCarTimer;
|
|
uint32 m_getUpTimer;
|
|
uint32 m_lookTimer;
|
|
uint32 m_standardTimer;
|
|
uint32 m_attackTimer;
|
|
uint32 m_shootTimer; // shooting is a part of attack
|
|
uint32 m_hitRecoverTimer;
|
|
uint32 m_objectiveTimer;
|
|
uint32 m_duckTimer;
|
|
uint32 m_duckAndCoverTimer;
|
|
uint32 m_bloodyFootprintCountOrDeathTime; // Death time when bDoBloodyFootprints is false. Weird decision
|
|
uint32 m_shotTime;
|
|
uint32 m_ceaseAttackTimer;
|
|
uint8 m_panicCounter;
|
|
bool m_deadBleeding;
|
|
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
|
|
CPed *m_nearPeds[10];
|
|
uint16 m_numNearPeds;
|
|
uint16 m_nPedMoney;
|
|
int8 m_lastWepDam;
|
|
CEntity *m_lastDamEntity;
|
|
CEntity *m_attachedTo;
|
|
CVector m_vecAttachOffset;
|
|
uint16 m_attachType;
|
|
float m_attachRotStep;
|
|
uint32 m_attachWepAmmo;
|
|
uint32 m_threatFlags;
|
|
uint32 m_threatCheckTimer;
|
|
uint32 m_threatCheckInterval;
|
|
uint32 m_delayedSoundID;
|
|
uint32 m_delayedSoundTimer;
|
|
uint32 m_lastSoundStart;
|
|
uint32 m_soundStart;
|
|
uint16 m_lastQueuedSound;
|
|
uint16 m_queuedSound;
|
|
bool m_canTalk;
|
|
uint32 m_lastComment;
|
|
CVector m_vecSpotToGuard;
|
|
float m_radiusToGuard;
|
|
|
|
static void *operator new(size_t);
|
|
static void *operator new(size_t, int);
|
|
static void operator delete(void*, size_t);
|
|
static void operator delete(void*, int);
|
|
|
|
CPed(uint32 pedType);
|
|
~CPed(void);
|
|
|
|
void DeleteRwObject();
|
|
void SetModelIndex(uint32 mi);
|
|
void ProcessControl(void);
|
|
void Teleport(CVector);
|
|
void PreRender(void);
|
|
void Render(void);
|
|
bool SetupLighting(void);
|
|
void RemoveLighting(bool);
|
|
void FlagToDestroyWhenNextProcessed(void);
|
|
int32 ProcessEntityCollision(CEntity*, CColPoint*);
|
|
|
|
virtual void SetMoveAnim(void);
|
|
|
|
void AddWeaponModel(int id);
|
|
void AimGun(void);
|
|
void KillPedWithCar(CVehicle *veh, float impulse);
|
|
void Say(uint16 audio);
|
|
void Say(uint16 audio, int32 time);
|
|
void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false);
|
|
void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false);
|
|
void SetLookTimer(int time);
|
|
void SetDie(AnimationId anim = ANIM_KO_SHOT_FRONT1, float arg1 = 4.0f, float arg2 = 0.0f);
|
|
void SetDead(void);
|
|
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
|
|
void RemoveBodyPart(PedNode nodeId, int8 direction);
|
|
bool OurPedCanSeeThisOne(CEntity *target, bool shootablesDoBlock = false);
|
|
void Avoid(void);
|
|
void Attack(void);
|
|
void ClearAimFlag(void);
|
|
void ClearLookFlag(void);
|
|
void RestorePreviousState(void);
|
|
void ClearAttack(void);
|
|
bool IsPedHeadAbovePos(float zOffset);
|
|
void RemoveWeaponModel(int modelId);
|
|
void SetCurrentWeapon(eWeaponType weaponType);
|
|
void SetCurrentWeapon(int weapon);
|
|
void Duck(void);
|
|
void ClearDuck(bool = false);
|
|
void ClearPointGunAt(void);
|
|
void BeingDraggedFromCar(void);
|
|
void RestartNonPartialAnims(void);
|
|
void LineUpPedWithCar(PedLineUpPhase phase);
|
|
void SetPedPositionInCar(void);
|
|
void PlayFootSteps(void);
|
|
void QuitEnteringCar(void);
|
|
void BuildPedLists(void);
|
|
int32 GiveWeapon(eWeaponType weaponType, uint32 ammo, bool unused = true);
|
|
void CalculateNewOrientation(void);
|
|
float WorkOutHeadingForMovingFirstPerson(float);
|
|
void CalculateNewVelocity(void);
|
|
bool CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD);
|
|
void RestorePreviousObjective(void);
|
|
void SetIdle(void);
|
|
#ifdef _MSC_VER
|
|
__declspec(noinline) // workaround for a compiler bug, hooray MS :P
|
|
#endif
|
|
void SetObjective(eObjective, void*);
|
|
void SetObjective(eObjective);
|
|
void SetObjective(eObjective, int16, int16);
|
|
void SetObjective(eObjective, CVector);
|
|
void SetObjective(eObjective, float, const CVector&);
|
|
void ClearChat(void);
|
|
void InformMyGangOfAttack(CEntity*);
|
|
void ReactToAttack(CEntity*);
|
|
void SetDuck(uint32, bool = false);
|
|
void RegisterThreatWithGangPeds(CEntity*);
|
|
bool TurnBody(void);
|
|
void Chat(void);
|
|
void CheckAroundForPossibleCollisions(void);
|
|
void SetSeek(CVector, float);
|
|
void SetSeek(CEntity*, float);
|
|
bool MakePhonecall(void);
|
|
bool FacePhone(void);
|
|
CPed *CheckForDeadPeds(void);
|
|
bool CheckForExplosions(CVector2D &area);
|
|
CPed *CheckForGunShots(void);
|
|
uint8 CheckForPointBlankPeds(CPed*);
|
|
bool CheckIfInTheAir(void);
|
|
void ClearAll(void);
|
|
void SetPointGunAt(CEntity*);
|
|
bool Seek(void);
|
|
bool SetWanderPath(int8);
|
|
bool SetFollowPath(CVector dest, float radius, eMoveState state, CEntity*, CEntity*, int);
|
|
bool SetFollowPathStatic(void);
|
|
bool SetFollowPathDynamic(void);
|
|
void ClearAttackByRemovingAnim(void);
|
|
void SetStoredState(void);
|
|
void StopNonPartialAnims(void);
|
|
bool InflictDamage(CEntity*, eWeaponType, float, ePedPieceTypes, uint8);
|
|
void ClearFlee(void);
|
|
void ClearFall(void);
|
|
void SetGetUp(void);
|
|
void ClearInvestigateEvent(void);
|
|
void ClearLeader(void);
|
|
void ClearLook(void);
|
|
void ClearObjective(void);
|
|
void ClearPause(void);
|
|
void ClearSeek(void);
|
|
void ClearWeapons(void);
|
|
void RestoreGunPosition(void);
|
|
void RestoreHeadingRate(void);
|
|
void SetAimFlag(CEntity* to);
|
|
void SetAimFlag(float angle);
|
|
void SetAmmo(eWeaponType weaponType, uint32 ammo);
|
|
void SetEvasiveStep(CEntity*, uint8);
|
|
void GrantAmmo(eWeaponType, uint32);
|
|
void SetEvasiveDive(CPhysical*, uint8);
|
|
void SetAttack(CEntity*);
|
|
void StartFightAttack(uint8);
|
|
void SetWaitState(eWaitState, void*);
|
|
bool FightStrike(CVector&, bool);
|
|
void FightHitPed(CPed*, CVector&, CVector&, int16);
|
|
int32 ChooseAttackPlayer(uint8, bool);
|
|
int32 ChooseAttackAI(uint8, bool);
|
|
int GetLocalDirection(const CVector2D &);
|
|
void StartFightDefend(uint8, uint8, uint8);
|
|
void PlayHitSound(CPed*);
|
|
void SetFall(int, AnimationId, uint8);
|
|
void SetFlee(CEntity*, int);
|
|
void SetFlee(CVector2D const &, int);
|
|
void RemoveDrivebyAnims(void);
|
|
void RemoveInCarAnims(void);
|
|
void CollideWithPed(CPed*);
|
|
void SetDirectionToWalkAroundObject(CEntity*);
|
|
bool SetDirectionToWalkAroundVehicle(CVehicle*);
|
|
void RemoveWeaponAnims(int, float);
|
|
void CreateDeadPedMoney(void);
|
|
void CreateDeadPedWeaponPickups(void);
|
|
void CreateDeadPedPickupCoors(float *x, float *y, float *z);
|
|
void SetAttackTimer(uint32);
|
|
void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
|
|
void SetRadioStation(void);
|
|
void SetBuyIceCream(void);
|
|
void SetChat(CEntity*, uint32);
|
|
void DeadPedMakesTyresBloody(void);
|
|
void MakeTyresMuddySectorList(CPtrList&);
|
|
bool DuckAndCover(void);
|
|
void EndFight(uint8);
|
|
void EnterCar(void);
|
|
uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
|
|
uint8 GetNearestTrainDoor(CVehicle*, CVector&);
|
|
void ExitCar(void);
|
|
void Fight(void);
|
|
bool FindBestCoordsFromNodes(CVector, CVector*);
|
|
void Wait(void);
|
|
void ProcessObjective(void);
|
|
CVector *SeekFollowingPath(void);
|
|
void Flee(void);
|
|
void FollowPath(void);
|
|
CVector GetFormationPosition(void);
|
|
void GetNearestDoor(CVehicle*, CVector&);
|
|
bool GetNearestPassengerDoor(CVehicle*, CVector&);
|
|
int GetNextPointOnRoute(void);
|
|
int GetWeaponSlot(eWeaponType);
|
|
bool CanWeRunAndFireWithWeapon(void);
|
|
void GoToNearestDoor(CVehicle*);
|
|
bool HaveReachedNextPointOnRoute(float);
|
|
void Idle(void);
|
|
void InTheAir(void);
|
|
void SetLanding(void);
|
|
void InvestigateEvent(void);
|
|
bool IsPedDoingDriveByShooting(void);
|
|
bool IsRoomToBeCarJacked(void);
|
|
void SetInvestigateEvent(eEventType, CVector2D, float, uint16, float);
|
|
bool LookForInterestingNodes(void);
|
|
void LookForSexyCars(void);
|
|
void LookForSexyPeds(void);
|
|
void Mug(void);
|
|
void MoveHeadToLook(void);
|
|
void Pause(void);
|
|
void ProcessBuoyancy(void);
|
|
void ServiceTalking(void);
|
|
void SetJump(void);
|
|
void WanderPath(void);
|
|
void ReactToPointGun(CEntity*);
|
|
void SeekCar(void);
|
|
bool PositionPedOutOfCollision(void);
|
|
bool PositionAnyPedOutOfCollision(void);
|
|
bool RunToReportCrime(eCrimeType);
|
|
bool PlacePedOnDryLand(void);
|
|
bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*);
|
|
void UpdateFromLeader(void);
|
|
uint32 ScanForThreats(void);
|
|
void SetEnterCar(CVehicle*, uint32);
|
|
bool WarpPedToNearEntityOffScreen(CEntity*);
|
|
void SetExitCar(CVehicle*, uint32);
|
|
void SetFormation(eFormation);
|
|
bool WillChat(CPed*);
|
|
void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
|
|
void SetSolicit(uint32 time);
|
|
void ScanForInterestingStuff(void);
|
|
void WarpPedIntoCar(CVehicle*);
|
|
void SetCarJack(CVehicle*);
|
|
bool WarpPedToNearLeaderOffScreen(void);
|
|
void Solicit(void);
|
|
void SetExitBoat(CVehicle*);
|
|
void ClearFollowPath();
|
|
void GiveDelayedWeapon(eWeaponType weapon, uint32 ammo);
|
|
void RequestDelayedWeapon();
|
|
void AddInCarAnims(CVehicle* car, bool isDriver);
|
|
bool CanBeDamagedByThisGangMember(CPed*);
|
|
void AnswerMobile(void);
|
|
void BuyIceCream(void);
|
|
void CheckThreatValidity(void);
|
|
void ClearAnswerMobile(void);
|
|
void SetAnswerMobile(void);
|
|
void AttachPedToEntity(CEntity*, CVector, uint16, float, eWeaponType);
|
|
void DettachPedFromEntity();
|
|
void PedShuffle();
|
|
void DriveVehicle();
|
|
void PositionAttachedPed();
|
|
bool CanUseTorsoWhenLooking();
|
|
void ScanForDelayedResponseThreats();
|
|
void SetWeaponLockOnTarget(CEntity*);
|
|
|
|
// 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 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 PedSetInCarCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
|
#ifdef GTA_TRAIN
|
|
static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
|
|
#endif
|
|
static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void FinishedReloadCB(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);
|
|
static void DeleteSunbatheIdleAnimCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetPreviousStateCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedAnimShuffleCB(CAnimBlendAssociation *assoc, void *arg);
|
|
static void PedSetGetInCarPositionCB(CAnimBlendAssociation* assoc, void* arg);
|
|
|
|
bool IsPlayer(void) const;
|
|
bool IsFemale(void) { return m_nPedType == PEDTYPE_CIVFEMALE || m_nPedType == PEDTYPE_PROSTITUTE; }
|
|
bool UseGroundColModel(void);
|
|
bool CanSetPedState(void);
|
|
bool IsPedInControl(void);
|
|
bool CanPedDriveOff(void);
|
|
bool CanBeDeleted(void);
|
|
bool CanBeDeletedEvenInVehicle(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);
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bool IsGangMember(void) const;
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void Die(void);
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#ifdef GTA_TRAIN
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void EnterTrain(void);
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void ExitTrain(void);
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void SetExitTrain(CVehicle*);
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void SetPedPositionInTrain(void);
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void LineUpPedWithTrain(void);
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void SetEnterTrain(CVehicle*, uint32);
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#endif
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void Fall(void);
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bool IsPedShootable(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 ServiceTalkingWhenDead(void);
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|
void SetShootTimer(uint32);
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void SetSeekCar(CVehicle*, uint32);
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|
void SetSeekBoatPosition(CVehicle*);
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|
void WanderRange(void);
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|
void SetFollowRoute(int16, int16);
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|
void SeekBoatPosition(void);
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|
void UpdatePosition(void);
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|
CObject *SpawnFlyingComponent(int, int8);
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|
void SetCarJack_AllClear(CVehicle*, uint32, uint32);
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bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil);
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|
void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int);
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|
void ClearWaitState(void);
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|
void Undress(const char*);
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|
void Dress(void);
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|
int32 KillCharOnFootMelee(CVector&, CVector&, CVector&);
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|
int32 KillCharOnFootArmed(CVector&, CVector&, CVector&);
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|
void SetLook(CEntity* to);
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|
void SetLook(float direction);
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|
|
|
bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; }
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CWeapon& GetWeapon(uint8 slot) { return m_weapons[slot]; }
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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|
|
|
PedState GetPedState(void) { return m_nPedState; }
|
|
void SetPedState(PedState state)
|
|
{
|
|
if (GetPedState() == PED_FOLLOW_PATH && state != PED_FOLLOW_PATH)
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|
ClearFollowPath();
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|
m_nPedState = state;
|
|
}
|
|
bool Dead(void) { return m_nPedState == PED_DEAD; }
|
|
bool Dying(void) { return m_nPedState == PED_DIE; }
|
|
bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
|
|
bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
|
|
bool OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; }
|
|
|
|
bool Driving(void) { return m_nPedState == PED_DRIVING; }
|
|
bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
|
|
bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }
|
|
bool HasAttractor(void);
|
|
bool IsUseAttractorObjective(eObjective obj) {
|
|
return obj == OBJECTIVE_GOTO_ATM_ON_FOOT || obj == OBJECTIVE_GOTO_ICE_CREAM_VAN_ON_FOOT ||
|
|
obj == OBJECTIVE_GOTO_PIZZA_ON_FOOT || obj == OBJECTIVE_GOTO_SEAT_ON_FOOT ||
|
|
obj == OBJECTIVE_GOTO_SHELTER_ON_FOOT || obj == OBJECTIVE_GOTO_BUS_STOP_ON_FOOT;
|
|
}
|
|
|
|
void ReplaceWeaponWhenExitingVehicle(void);
|
|
void RemoveWeaponWhenEnteringVehicle(void);
|
|
bool IsNotInWreckedVehicle()
|
|
{
|
|
return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED;
|
|
}
|
|
|
|
// My names. Inlined in VC
|
|
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
|
|
if (m_nPedType == PEDTYPE_COP && !!weapon->m_bCop3rd)
|
|
return ANIM_WEAPON_FIRE_3RD;
|
|
else
|
|
return GetPrimaryFireAnim(weapon);
|
|
}
|
|
|
|
static AnimationId Get3rdFireAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bCop3rd)
|
|
return ANIM_WEAPON_FIRE_3RD;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetFireAnimGround(CWeaponInfo* weapon, bool kickFloorIfNone = true) {
|
|
if (!!weapon->m_bGround2nd)
|
|
return ANIM_WEAPON_CROUCHFIRE;
|
|
else if (!!weapon->m_bGround3rd)
|
|
return ANIM_WEAPON_FIRE_3RD;
|
|
else if (kickFloorIfNone)
|
|
return ANIM_KICK_FLOOR;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetPrimaryFireAnim(CWeaponInfo* weapon) {
|
|
if (weapon->m_bAnimDetonate)
|
|
return ANIM_BOMBER;
|
|
else
|
|
return ANIM_WEAPON_FIRE;
|
|
}
|
|
|
|
static AnimationId GetCrouchReloadAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bReload)
|
|
return ANIM_WEAPON_CROUCHRELOAD;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetCrouchFireAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bCrouchFire)
|
|
return ANIM_WEAPON_CROUCHFIRE;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetReloadAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bReload)
|
|
return ANIM_WEAPON_RELOAD;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetFightIdleWithMeleeAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bFightMode)
|
|
return ANIM_MELEE_IDLE_FIGHTMODE;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bFinish3rd)
|
|
return ANIM_MELEE_ATTACK_FINISH;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bUse2nd)
|
|
return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
|
|
static AnimationId GetMeleeStartAnim(CWeaponInfo* weapon) {
|
|
if (!!weapon->m_bPartialAttack)
|
|
return ANIM_MELEE_ATTACK_START;
|
|
else
|
|
return (AnimationId)0;
|
|
}
|
|
// --
|
|
|
|
// My additions, because there were many, many instances of that.
|
|
inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
|
|
{
|
|
SetFlee(fleeFrom, time);
|
|
bUsePedNodeSeek = true;
|
|
m_pNextPathNode = nil;
|
|
if (walk)
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
|
|
inline void SetFindPathAndFlee(CVector2D const &from, int time, bool walk = false)
|
|
{
|
|
SetFlee(from, time);
|
|
bUsePedNodeSeek = true;
|
|
m_pNextPathNode = nil;
|
|
if (walk)
|
|
SetMoveState(PEDMOVE_WALK);
|
|
}
|
|
// --
|
|
|
|
// Using this to abstract nodes of skinned and non-skinned meshes
|
|
CVector GetNodePosition(int32 node)
|
|
{
|
|
RwV3d pos = { 0.0f, 0.0f, 0.0f };
|
|
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
|
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
|
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
|
pos = mats[idx].pos;
|
|
return pos;
|
|
}
|
|
void TransformToNode(CVector &pos, int32 node)
|
|
{
|
|
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
|
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
|
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
|
RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
|
|
}
|
|
|
|
// set by 0482:set_threat_reaction_range_multiplier opcode
|
|
static uint16 nThreatReactionRangeMultiplier;
|
|
|
|
// set by 0481:set_enter_car_range_multiplier opcode
|
|
static uint16 nEnterCarRangeMultiplier;
|
|
|
|
static bool bNastyLimbsCheat;
|
|
static bool bFannyMagnetCheat;
|
|
static bool bPedCheat3;
|
|
static CVector2D ms_vec2DFleePosition;
|
|
|
|
#ifndef MASTER
|
|
// Mobile things
|
|
void DebugDrawPedDestination(CPed *, int, int);
|
|
void DebugDrawPedDesiredHeading(CPed *, int, int);
|
|
void DebugDrawCollisionRadius(float, float, float, float, int);
|
|
void DebugDrawVisionRange(CVector, float);
|
|
void DebugDrawVisionSimple(CVector, float);
|
|
void DebugDrawLook();
|
|
void DebugDrawPedPsyche();
|
|
void DebugDrawDebugLines();
|
|
|
|
static void SwitchDebugDisplay(void);
|
|
static int GetDebugDisplay(void);
|
|
|
|
void DebugDrawLookAtPoints();
|
|
void DebugRenderOnePedText(void);
|
|
void DebugRenderClosePedText();
|
|
#endif
|
|
|
|
#ifdef COMPATIBLE_SAVES
|
|
virtual void Save(uint8*& buf);
|
|
virtual void Load(uint8*& buf);
|
|
#endif
|
|
};
|
|
|
|
void FinishTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
|
|
void StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
|
|
void PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount);
|
|
|
|
VALIDATE_SIZE(CPed, 0x5F4);
|
|
|
|
bool IsPedPointerValid(CPed*);
|
|
bool IsPedPointerValid_NotInWorld(CPed*);
|