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author | erorcun <erayorcunus@gmail.com> | 2020-12-02 12:35:06 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-12-02 12:35:06 +0100 |
commit | 774aa1570fc4985b1a713b5979ffe16719a991c0 (patch) | |
tree | cd49718c4ab2a9f3c899b7e6627055faa4b14406 /src/peds/PlayerPed.h | |
parent | cam lod dist fix (diff) | |
parent | PlayerPed and "Redefine controls" menu done, fixes (diff) | |
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Diffstat (limited to 'src/peds/PlayerPed.h')
-rw-r--r-- | src/peds/PlayerPed.h | 20 |
1 files changed, 14 insertions, 6 deletions
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h index 8a6e7576..e09a67f0 100644 --- a/src/peds/PlayerPed.h +++ b/src/peds/PlayerPed.h @@ -31,12 +31,12 @@ public: bool m_bAdrenalineActive; bool m_bHasLockOnTarget; bool m_bCanBeDamaged; - bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else + bool m_bNoPosForMeleeAttack; + bool unk1; CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree CPed *m_pPedAtSafePos[6]; CPed *m_pMeleeList[6]; // reachable peds at each direction(6) - char unused1; - int16 m_nCheckPlayersIndex; + int16 m_nAttackDirToCheck; float m_fWalkAngle; //angle between heading and walking direction float m_fFPSMoveHeading; RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model @@ -45,6 +45,8 @@ public: unsigned int m_nPadDownPressedInMilliseconds; unsigned int m_nLastBusFareCollected; + static bool bDontAllowWeaponChange; + CPlayerPed(); ~CPlayerPed(); void SetMoveAnim() { }; @@ -64,18 +66,18 @@ public: class CPlayerInfo *GetPlayerInfoForThisPlayerPed(); void SetRealMoveAnim(void); void RestoreSprintEnergy(float); - bool DoWeaponSmoothSpray(void); + float DoWeaponSmoothSpray(void); void DoStuffToGoOnFire(void); bool DoesTargetHaveToBeBroken(CVector, CWeapon*); void RunningLand(CPad*); - bool IsThisPedAttackingPlayer(CPed*); + bool IsThisPedAnAimingPriority(CPed*); void PlayerControlSniper(CPad*); void PlayerControlM16(CPad*); void PlayerControlFighter(CPad*); void ProcessWeaponSwitch(CPad*); void MakeObjectTargettable(int32); void PlayerControl1stPersonRunAround(CPad *padUsed); - void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool); + void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool, bool); void EvaluateTarget(CEntity*, CEntity**, float*, float, float, bool); bool FindNextWeaponLockOnTarget(CEntity*, bool); bool FindWeaponLockOnTarget(void); @@ -87,6 +89,12 @@ public: void RemovePedFromMeleeList(CPed*); void GetMeleeAttackCoords(CVector&, int8, float); int32 FindMeleeAttackPoint(CPed*, CVector&, uint32&); + bool CanIKReachThisTarget(CVector, CWeapon*, bool); + void RotatePlayerToTrackTarget(void); + bool MovementDisabledBecauseOfTargeting(void); + void FindNewAttackPoints(void); + void SetNearbyPedsToInteractWithPlayer(void); + void UpdateMeleeAttackers(void); static void SetupPlayerPed(int32); static void DeactivatePlayerPed(int32); |