1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
|
#pragma once
#include "Physical.h"
#include "Weapon.h"
#include "PedStats.h"
#include "PedType.h"
#include "PedIK.h"
#include "AnimManager.h"
#include "AnimBlendClumpData.h"
#include "AnimBlendAssociation.h"
#include "WeaponInfo.h"
#include "Fire.h"
struct CPathNode;
struct FightMove
{
AnimationId animId;
float startFireTime;
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
uint8 hitLevel;
uint8 damage;
uint8 flags;
};
static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
enum PedFightMoves
{
FIGHTMOVE_NULL,
FIGHTMOVE_STDPUNCH,
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
FIGHTMOVE_HEADBUTT,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_KICK,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
FIGHTMOVE_BODYBLOW,
FIGHTMOVE_GROUNDKICK,
FIGHTMOVE_HITFRONT,
FIGHTMOVE_HITBACK,
FIGHTMOVE_HITRIGHT,
FIGHTMOVE_HITLEFT,
FIGHTMOVE_HITBODY,
FIGHTMOVE_HITCHEST,
FIGHTMOVE_HITHEAD,
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_IDLE2NORM
};
enum ePedPieceTypes
{
PEDPIECE_TORSO,
PEDPIECE_MID,
PEDPIECE_LEFTARM,
PEDPIECE_RIGHTARM,
PEDPIECE_LEFTLEG,
PEDPIECE_RIGHTLEG,
PEDPIECE_HEAD,
};
enum eWaitState {
WAITSTATE_FALSE,
WAITSTATE_TRAFFIC_LIGHTS,
WAITSTATE_CROSS_ROAD,
WAITSTATE_CROSS_ROAD_LOOK,
WAITSTATE_LOOK_PED,
WAITSTATE_LOOK_SHOP,
WAITSTATE_LOOK_ACCIDENT,
WAITSTATE_FACEOFF_GANG,
WAITSTATE_DOUBLEBACK,
WAITSTATE_HITWALL,
WAITSTATE_TURN180,
WAITSTATE_SURPRISE,
WAITSTATE_STUCK,
WAITSTATE_LOOK_ABOUT,
WAITSTATE_PLAYANIM_DUCK,
WAITSTATE_PLAYANIM_COWER,
WAITSTATE_PLAYANIM_TAXI,
WAITSTATE_PLAYANIM_HANDSUP,
WAITSTATE_PLAYANIM_HANDSCOWER,
WAITSTATE_PLAYANIM_CHAT,
WAITSTATE_FINISH_FLEE
};
enum eObjective : uint32 {
OBJECTIVE_NONE,
OBJECTIVE_IDLE,
OBJECTIVE_FLEE_TILL_SAFE,
OBJECTIVE_GUARD_SPOT,
OBJECTIVE_GUARD_AREA,
OBJECTIVE_WAIT_IN_CAR,
OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT,
OBJECTIVE_KILL_CHAR_ON_FOOT,
OBJECTIVE_KILL_CHAR_ANY_MEANS,
OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE,
OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS,
OBJECTIVE_GOTO_CHAR_ON_FOOT,
OBJECTIVE_FOLLOW_PED_IN_FORMATION,
OBJECTIVE_LEAVE_VEHICLE,
OBJECTIVE_ENTER_CAR_AS_PASSENGER,
OBJECTIVE_ENTER_CAR_AS_DRIVER,
OBJECTIVE_FOLLOW_CAR_IN_CAR,
OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE,
OBJECTIVE_DESTROY_OBJ,
OBJECTIVE_DESTROY_CAR,
OBJECTIVE_GOTO_AREA_ANY_MEANS,
OBJECTIVE_GOTO_AREA_ON_FOOT,
OBJECTIVE_RUN_TO_AREA,
OBJECTIVE_23,
OBJECTIVE_24,
OBJECTIVE_FIGHT_CHAR,
OBJECTIVE_SET_LEADER,
OBJECTIVE_FOLLOW_ROUTE,
OBJECTIVE_SOLICIT,
OBJECTIVE_HAIL_TAXI,
OBJECTIVE_CATCH_TRAIN,
OBJECTIVE_BUY_ICE_CREAM,
OBJECTIVE_STEAL_ANY_CAR,
OBJECTIVE_MUG_CHAR,
OBJECTIVE_FLEE_CAR,
OBJECTIVE_35
};
enum {
RANDOM_CHAR = 1,
MISSION_CHAR,
};
enum PedLineUpPhase {
LINE_UP_TO_CAR_START,
LINE_UP_TO_CAR_END,
LINE_UP_TO_CAR_2
};
enum PedOnGroundState {
NO_PED,
PED_BELOW_PLAYER,
PED_ON_THE_FLOOR,
PED_DEAD_ON_THE_FLOOR
};
enum PedState
{
PED_NONE,
PED_IDLE,
PED_LOOK_ENTITY,
PED_LOOK_HEADING,
PED_WANDER_RANGE,
PED_WANDER_PATH,
PED_SEEK_POS,
PED_SEEK_ENTITY,
PED_FLEE_POS,
PED_FLEE_ENTITY,
PED_PURSUE,
PED_FOLLOW_PATH,
PED_SNIPER_MODE,
PED_ROCKET_ODE,
PED_DUMMY,
PED_PAUSE,
PED_ATTACK,
PED_FIGHT,
PED_FACE_PHONE,
PED_MAKE_CALL,
PED_CHAT,
PED_MUG,
PED_AIM_GUN,
PED_AI_CONTROL,
PED_SEEK_CAR,
PED_SEEK_IN_BOAT,
PED_FOLLOW_ROUTE,
PED_CPR,
PED_SOLICIT,
PED_BUY_ICECREAM,
PED_INVESTIGATE,
PED_STEP_AWAY,
PED_ON_FIRE,
PED_UNKNOWN, // HANG_OUT in Fire_Head's idb
PED_STATES_NO_AI,
PED_JUMP,
PED_FALL,
PED_GETUP,
PED_STAGGER,
PED_DIVE_AWAY,
PED_STATES_NO_ST,
PED_ENTER_TRAIN,
PED_EXIT_TRAIN,
PED_ARREST_PLAYER,
PED_DRIVING,
PED_PASSENGER,
PED_TAXI_PASSENGER,
PED_OPEN_DOOR,
PED_DIE,
PED_DEAD,
PED_CARJACK,
PED_DRAG_FROM_CAR,
PED_ENTER_CAR,
PED_STEAL_CAR,
PED_EXIT_CAR,
PED_HANDS_UP,
PED_ARRESTED,
};
enum eMoveState {
PEDMOVE_NONE,
PEDMOVE_STILL,
PEDMOVE_WALK,
PEDMOVE_RUN,
PEDMOVE_SPRINT,
};
class CVehicle;
class CPed : public CPhysical
{
public:
// 0x128
CStoredCollPoly m_collPoly;
float m_fCollisionSpeed;
// 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_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
uint8 bIsPointingGunAt : 1;
uint8 bIsLooking : 1;
uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
uint8 bIsRestoringLook : 1;
uint8 bIsAimingGun : 1;
uint8 bIsRestoringGun : 1;
uint8 bCanPointGunAtTarget : 1;
uint8 bIsTalking : 1;
uint8 bIsInTheAir : 1;
uint8 bIsLanding : 1;
uint8 m_ped_flagB20 : 1;
uint8 m_ped_flagB40 : 1;
uint8 m_ped_flagB80 : 1;
uint8 m_ped_flagC1 : 1;
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
uint8 m_ped_flagC40 : 1;
uint8 m_ped_flagC80 : 1;
uint8 m_ped_flagD1 : 1;
uint8 m_ped_flagD2 : 1; // seen an event
uint8 m_ped_flagD4 : 1;
uint8 m_ped_flagD8 : 1;
uint8 bIsPedDieAnimPlaying : 1;
uint8 m_ped_flagD20 : 1;
uint8 m_ped_flagD40 : 1; // reset when objective changes
uint8 bScriptObjectiveCompleted : 1;
uint8 bKindaStayInSamePlace : 1;
uint8 m_ped_flagE2 : 1;
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1; // set if you don't want ped to attack
uint8 bGetUpAnimStarted : 1;
uint8 bDoBloodyFootprints : 1;
uint8 m_ped_flagE80 : 1;
uint8 m_ped_flagF1 : 1;
uint8 m_ped_flagF2 : 1;
uint8 m_ped_flagF4 : 1;
uint8 m_ped_flagF8 : 1;
uint8 m_ped_flagF10 : 1; // set before "quickjack"
uint8 m_ped_flagF20 : 1;
uint8 m_ped_flagF40 : 1;
uint8 m_ped_flagF80 : 1;
uint8 m_ped_flagG1 : 1;
uint8 m_ped_flagG2 : 1;
uint8 m_ped_flagG4 : 1;
uint8 m_ped_flagG8 : 1;
uint8 m_ped_flagG10 : 1;
uint8 m_ped_flagG20 : 1;
uint8 m_ped_flagG40 : 1;
uint8 m_ped_flagG80 : 1;
uint8 m_ped_flagH1 : 1;
uint8 m_ped_flagH2 : 1;
uint8 m_ped_flagH4 : 1;
uint8 bClearObjective : 1;
uint8 m_ped_flagH10 : 1;
uint8 m_ped_flagH20 : 1;
uint8 m_ped_flagH40 : 1;
uint8 m_ped_flagH80 : 1;
uint8 m_ped_flagI1 : 1;
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
uint8 m_ped_flagI4 : 1;
uint8 bHasAlreadyBeenRecorded : 1;
uint8 bIsFell : 1;
uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;
uint8 stuff10[3];
uint8 CharCreatedBy;
uint8 field_161;
uint8 pad_162[2];
eObjective m_objective;
eObjective m_prevObjective;
CPed *m_pedInObjective;
CVehicle *m_carInObjective;
uint32 field_174;
uint32 field_178;
uint32 field_17C;
CPed *m_leader;
uint32 m_pedFormation;
uint32 m_fearFlags;
CEntity *m_threatEntity;
CVector2D m_eventOrThread;
uint32 m_eventType;
CEntity* m_pEventEntity;
float m_fAngleToEvent;
AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
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;
void *m_pPathNodesStates[8]; // seems unused
CVector2D m_stPathNodeStates[10];
uint16 m_nPathNodes;
int16 m_nCurPathNode;
int8 m_nPathState;
private:
int8 _pad2B5[3];
public:
CPathNode *m_pNextPathNode;
CPathNode *m_pLastPathNode;
float m_fHealth;
float m_fArmour;
int16 m_routeLastPoint;
uint16 m_routePoints;
int16 m_routePos;
int16 m_routeType;
int16 m_routeCurDir;
uint16 field_2D2;
CVector2D m_moved;
float m_fRotationCur;
float m_fRotationDest;
float m_headingRate;
uint16 m_vehEnterType;
uint16 m_walkAroundType;
CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
CVector m_vecSeekVehicle;
CEntity *m_pSeekTarget;
CVehicle *m_pMyVehicle;
bool bInVehicle;
uint8 pad_315[3];
float field_318;
uint8 field_31C; // may be cutscene or phone cutscene status
uint8 field_31D;
int16 m_phoneId;
uint32 m_lookingForPhone; // unused
uint32 m_phoneTalkTimer;
void *m_lastAccident;
int32 m_nPedType;
CPedStats *m_pedStats;
float m_fleeFromPosX;
float m_fleeFromPosY;
CEntity *m_fleeFrom;
uint32 m_fleeTimer;
uint32 field_344;
uint32 m_lastThreatTimer;
CEntity *m_pCollidingEntity;
uint8 m_stateUnused;
uint8 pad_351[3];
uint32 m_timerUnused;
CEntity *m_targetUnused;
CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
eWeaponType m_storedWeapon;
uint8 m_currentWeapon; // eWeaponType
uint8 m_maxWeaponTypeAllowed; // eWeaponType
uint8 m_wepSkills;
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
PedFightMoves m_lastFightMove;
uint8 m_fightButtonPressure;
int8 m_fightUnk2; // TODO
uint8 m_fightUnk1; // TODO
uint8 pad_4B3;
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_lastHitTime;
uint32 m_hitRecoverTimer;
uint32 m_objectiveTimer;
uint32 m_duckTimer;
uint32 field_4E8;
int32 m_bloodyFootprintCount;
uint8 stuff9[2];
int8 m_bodyPartBleeding; // PedNode
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
int8 m_lastWepDam;
uint8 pad_51F;
uint8 field_520;
uint8 pad_521[3];
uint32 m_talkTimer;
uint16 m_talkTypeLast;
uint16 m_talkType;
CVector m_vecSeekPosEx;
float m_seekExAngle;
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 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 SetLookFlag(CEntity *target, bool unknown);
void SetLookFlag(float direction, bool unknown);
void SetLookTimer(int time);
void SetDie(AnimationId anim, float arg1, float arg2);
void SetDead(void);
void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
void RemoveBodyPart(PedNode nodeId, int8 direction);
void SpawnFlyingComponent(int, int8);
bool OurPedCanSeeThisOne(CEntity *target);
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(uint32 weaponType);
void Duck(void);
void ClearDuck(void);
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);
uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo);
void CalculateNewOrientation(void);
float WorkOutHeadingForMovingFirstPerson(float);
void CalculateNewVelocity(void);
bool CanPedJumpThis(int32);
bool CanSeeEntity(CEntity*, float);
void RestorePreviousObjective(void);
void SetIdle(void);
void SetObjective(eObjective, void*);
void SetObjective(eObjective);
void SetObjective(eObjective, int16, int16);
void ClearChat(void);
void InformMyGangOfAttack(CEntity*);
void SetFollowRoute(int16, int16);
void ReactToAttack(CEntity*);
void SetDuck(uint32);
void RegisterThreatWithGangPeds(CEntity*);
bool TurnBody(void);
void Chat(void);
void MakeChangesForNewWeapon(int8);
void CheckAroundForPossibleCollisions(void);
void SetSeek(CVector, 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);
void SetFollowPath(CVector);
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 LoadFightData(void);
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&);
int GetLocalDirection(CVector2D&);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
void SetFall(int, AnimationId, uint8);
// Static methods
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
// Callbacks
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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 SetInCarCB(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);
static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg);
static void FinishedAttackCB(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);
// functions that I see unnecessary to hook
bool IsPlayer(void);
bool UseGroundColModel(void);
bool CanSetPedState(void);
bool IsPedInControl(void);
bool CanPedDriveOff(void);
bool CanBeDeleted(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);
bool IsGangMember(void);
void RemoveInCarAnims(void);
bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
PedState GetPedState(void) { return m_nPedState; }
void SetPedState(PedState state) { m_nPedState = state; }
// set by 0482:set_threat_reaction_range_multiplier opcode
static uint16 &distanceMultToCountPedNear;
static CVector &offsetToOpenRegularCarDoor;
static CVector &offsetToOpenLowCarDoor;
static CVector &offsetToOpenVanDoor;
static bool &bNastyLimbsCheat;
static bool &bPedCheat2;
static bool &bPedCheat3;
static CColPoint &ms_tempColPoint;
static uint16 &unknownFightThing; // TODO
static FightMove (&ms_fightMoves)[24];
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error");
static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
static_assert(sizeof(CPed) == 0x53C, "CPed: error");
|