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authoreray orçunus <erayorcunus@gmail.com>2019-09-29 18:44:51 +0200
committereray orçunus <erayorcunus@gmail.com>2019-10-01 18:16:36 +0200
commitc03efd0aa152ed3c82d8990ac208933baebc826e (patch)
treec521789bc66ff0ea0514b8f93e23d94e44221ebb /src/peds/Ped.h
parentMerge pull request #213 from Sergeanur/PlayerSkin (diff)
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Diffstat (limited to '')
-rw-r--r--src/peds/Ped.h28
1 files changed, 16 insertions, 12 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 29916bf4..91cd8f99 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -266,7 +266,7 @@ public:
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
uint8 bIsStanding : 1;
- uint8 m_ped_flagA2 : 1;
+ uint8 m_ped_flagA2 : 1; // bWasStanding?
uint8 bIsAttacking : 1; // doesn't reset after fist fight
uint8 bIsPointingGunAt : 1;
uint8 bIsLooking : 1;
@@ -281,9 +281,9 @@ public:
uint8 bIsLanding : 1;
uint8 bIsRunning : 1; // on some conditions
uint8 bHitSomethingLastFrame : 1;
- uint8 m_ped_flagB80 : 1; // bIsNearCar? something related with reaction to colliding vehicle
+ uint8 m_ped_flagB80 : 1; // bIsNearCar? it's sure that it's related with cars and used for deciding whether we should move
- uint8 m_ped_flagC1 : 1;
+ uint8 m_ped_flagC1 : 1; // bCanPedEnterSeekedCar?
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
@@ -294,15 +294,15 @@ public:
uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
uint8 m_ped_flagD2 : 1; // set when ped witnessed an event
- uint8 m_ped_flagD4 : 1; // bPedIsBleeding? so far only creates blood pool in hands up state
- uint8 m_ped_flagD8 : 1;
+ uint8 bPedIsBleeding : 1;
+ uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
uint8 bIsPedDieAnimPlaying : 1;
uint8 bUsePedNodeSeek : 1;
- uint8 m_ped_flagD40 : 1; // reset when objective changes
+ uint8 bObjectiveCompleted : 1;
uint8 bScriptObjectiveCompleted : 1;
uint8 bKindaStayInSamePlace : 1;
- uint8 m_ped_flagE2 : 1;
+ uint8 m_ped_flagE2 : 1; // bBeingChasedByPolice?
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1;
@@ -316,7 +316,7 @@ public:
uint8 m_ped_flagF8 : 1;
uint8 bWillBeQuickJacked : 1;
uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
- uint8 m_ped_flagF40 : 1;
+ uint8 bObstacleShowedUpDuringKillObjective : 1;
uint8 bDuckAndCover : 1;
uint8 m_ped_flagG1 : 1;
@@ -328,7 +328,7 @@ public:
uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
uint8 bFadeOut : 1;
- uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
+ uint8 bKnockedUpIntoAir : 1; // NOT CERTAIN - has ped been knocked up into the air by a car collision
uint8 m_ped_flagH2 : 1;
uint8 m_ped_flagH4 : 1;
uint8 bClearObjective : 1;
@@ -339,7 +339,7 @@ public:
uint8 bShakeFist : 1; // test shake hand at look entity
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
- uint8 m_ped_flagI4 : 1;
+ uint8 m_ped_flagI4 : 1; // seems like related with cars
uint8 bHasAlreadyBeenRecorded : 1;
uint8 bFallenDown : 1;
uint8 m_ped_flagI20 : 1;
@@ -402,7 +402,7 @@ public:
float m_fRotationDest;
float m_headingRate;
uint16 m_vehEnterType; // TODO: this is more like a door, not a type
- uint16 m_walkAroundType;
+ int16 m_walkAroundType;
CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
@@ -530,7 +530,6 @@ public:
void CalculateNewOrientation(void);
float WorkOutHeadingForMovingFirstPerson(float);
void CalculateNewVelocity(void);
- bool CanPedJumpThis(CEntity*);
bool CanSeeEntity(CEntity*, float);
void RestorePreviousObjective(void);
void SetIdle(void);
@@ -732,6 +731,11 @@ public:
void SetSeekCar(CVehicle*, uint32);
void SetSeekBoatPosition(CVehicle*);
void SetExitTrain(CVehicle*);
+#ifdef VC_PED_PORTS
+ bool CanPedJumpThis(CEntity*, CVector*);
+#else
+ bool CanPedJumpThis(CEntity*);
+#endif
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }