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#pragma once
#include "RwHelper.h"
#include "AnimManager.h"
#include "Crime.h"
#include "EventList.h"
#include "PedIK.h"
#include "PedStats.h"
#include "Physical.h"
#include "Weapon.h"
#include "WeaponInfo.h"
#define FEET_OFFSET 1.04f
#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
struct CPathNode;
class CAccident;
class CObject;
class CFire;
struct AnimBlendFrameData;
class CAnimBlendAssociation;
struct PedAudioData
{
int m_nFixedDelayTime;
int m_nOverrideFixedDelayTime;
int m_nOverrideMaxRandomDelayTime;
int m_nMaxRandomDelayTime;
};
enum eFormation
{
FORMATION_UNDEFINED,
FORMATION_REAR,
FORMATION_REAR_LEFT,
FORMATION_REAR_RIGHT,
FORMATION_FRONT_LEFT,
FORMATION_FRONT_RIGHT,
FORMATION_LEFT,
FORMATION_RIGHT,
FORMATION_FRONT
};
enum FightState : int8 {
FIGHTSTATE_MOVE_FINISHED = -2,
FIGHTSTATE_JUST_ATTACKED,
FIGHTSTATE_NO_MOVE,
FIGHTSTATE_1
};
enum
{
ENDFIGHT_NORMAL,
ENDFIGHT_WITH_A_STEP,
ENDFIGHT_FAST
};
enum PedRouteType
{
PEDROUTE_STOP_WHEN_DONE = 1,
PEDROUTE_GO_BACKWARD_WHEN_DONE,
PEDROUTE_GO_TO_START_WHEN_DONE
};
enum FightMoveHitLevel
{
HITLEVEL_NULL,
HITLEVEL_GROUND,
HITLEVEL_LOW,
HITLEVEL_MEDIUM,
HITLEVEL_HIGH
};
struct FightMove
{
AnimationId animId;
float startFireTime;
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
uint8 hitLevel; // FightMoveHitLevel
uint8 damage;
uint8 flags;
};
VALIDATE_SIZE(FightMove, 0x18);
// TODO: This is eFightState on mobile.
enum PedFightMoves
{
FIGHTMOVE_NULL,
// Attacker
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,
// Opponent
FIGHTMOVE_HITFRONT,
FIGHTMOVE_HITBACK,
FIGHTMOVE_HITRIGHT,
FIGHTMOVE_HITLEFT,
FIGHTMOVE_HITBODY,
FIGHTMOVE_HITCHEST,
FIGHTMOVE_HITHEAD,
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_IDLE2NORM,
NUM_FIGHTMOVES
};
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_WAIT_ON_FOOT,
OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE,
OBJECTIVE_GUARD_SPOT,
OBJECTIVE_GUARD_AREA, // not implemented
OBJECTIVE_WAIT_IN_CAR,
OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT,
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_CHAR_IN_FORMATION,
OBJECTIVE_LEAVE_CAR,
OBJECTIVE_ENTER_CAR_AS_PASSENGER,
OBJECTIVE_ENTER_CAR_AS_DRIVER,
OBJECTIVE_FOLLOW_CAR_IN_CAR, // not implemented
OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE, // not implemented
OBJECTIVE_DESTROY_OBJECT, // not implemented
OBJECTIVE_DESTROY_CAR,
OBJECTIVE_GOTO_AREA_ANY_MEANS,
OBJECTIVE_GOTO_AREA_ON_FOOT,
OBJECTIVE_RUN_TO_AREA,
OBJECTIVE_GOTO_AREA_IN_CAR, // not implemented
OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET, // not implemented
OBJECTIVE_GUARD_ATTACK,
OBJECTIVE_SET_LEADER,
OBJECTIVE_FOLLOW_ROUTE,
OBJECTIVE_SOLICIT_VEHICLE,
OBJECTIVE_HAIL_TAXI,
OBJECTIVE_CATCH_TRAIN,
OBJECTIVE_BUY_ICE_CREAM,
OBJECTIVE_STEAL_ANY_CAR,
OBJECTIVE_MUG_CHAR,
OBJECTIVE_FLEE_CAR,
#ifdef VC_PED_PORTS
OBJECTIVE_LEAVE_CAR_AND_DIE
#endif
};
enum {
RANDOM_CHAR = 1,
MISSION_CHAR,
};
enum PedLineUpPhase {
LINE_UP_TO_CAR_START,
LINE_UP_TO_CAR_END,
LINE_UP_TO_CAR_2 // Buggy. Used for cops arresting you from passenger door
};
enum PedOnGroundState {
NO_PED,
PED_IN_FRONT_OF_ATTACKER,
PED_ON_THE_FLOOR,
PED_DEAD_ON_THE_FLOOR
};
enum PointBlankNecessity : uint8 {
NO_POINT_BLANK_PED,
POINT_BLANK_FOR_WANTED_PED,
POINT_BLANK_FOR_SOMEONE_ELSE
};
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_MODE,
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, // 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
PED_STATES_NO_AI,
// One of these states isn't on PS2 - start
PED_JUMP,
PED_FALL,
PED_GETUP,
PED_STAGGER,
PED_DIVE_AWAY,
PED_STATES_NO_ST,
PED_ENTER_TRAIN,
PED_EXIT_TRAIN,
PED_ARREST_PLAYER,
// One of these states isn't on PS2 - end
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*
uint32 bIsStanding : 1;
uint32 bWasStanding : 1;
uint32 bIsAttacking : 1; // doesn't reset after fist fight
uint32 bIsPointingGunAt : 1;
uint32 bIsLooking : 1;
uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
uint32 bIsRestoringLook : 1;
uint32 bIsAimingGun : 1;
uint32 bIsRestoringGun : 1;
uint32 bCanPointGunAtTarget : 1;
uint32 bIsTalking : 1;
uint32 bIsInTheAir : 1;
uint32 bIsLanding : 1;
uint32 bIsRunning : 1; // on some conditions
uint32 bHitSomethingLastFrame : 1;
uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
uint32 bCanPedEnterSeekedCar : 1;
uint32 bRespondsToThreats : 1;
uint32 bRenderPedInCar : 1;
uint32 bChangedSeat : 1;
uint32 bUpdateAnimHeading : 1;
uint32 bBodyPartJustCameOff : 1;
uint32 bIsShooting : 1;
uint32 bFindNewNodeAfterStateRestore : 1;
uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
uint32 bGonnaInvestigateEvent : 1;
uint32 bPedIsBleeding : 1;
uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
uint32 bIsPedDieAnimPlaying : 1;
uint32 bUsePedNodeSeek : 1;
uint32 bObjectiveCompleted : 1;
uint32 bScriptObjectiveCompleted : 1;
uint32 bKindaStayInSamePlace : 1;
uint32 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
uint32 bNotAllowedToDuck : 1;
uint32 bCrouchWhenShooting : 1;
uint32 bIsDucking : 1;
uint32 bGetUpAnimStarted : 1;
uint32 bDoBloodyFootprints : 1;
uint32 bFleeAfterExitingCar : 1;
uint32 bWanderPathAfterExitingCar : 1;
uint32 bIsLeader : 1;
uint32 bDontDragMeOutCar : 1; // unfinished feature
uint32 m_ped_flagF8 : 1;
uint32 bWillBeQuickJacked : 1;
uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
uint32 bObstacleShowedUpDuringKillObjective : 1;
uint32 bDuckAndCover : 1;
uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
uint32 bAllowMedicsToReviveMe : 1;
uint32 bResetWalkAnims : 1;
uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
uint32 bOnBoat : 1; // not just driver, may be just standing
uint32 bBusJacked : 1;
uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
uint32 bFadeOut : 1;
uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
uint32 bClearObjective : 1;
uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
uint32 bCollidedWithMyVehicle : 1;
uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
uint32 bShakeFist : 1; // test shake hand at look entity
uint32 bNoCriticalHits : 1; // if set, limbs won't came off
uint32 bVehExitWillBeInstant : 1;
uint32 bHasAlreadyBeenRecorded : 1;
uint32 bFallenDown : 1;
#ifdef VC_PED_PORTS
uint32 bSomeVCflag1 : 1;
#endif
#ifdef PED_SKIN
uint32 bDontAcceptIKLookAts : 1; // TODO: find uses of this
#endif
uint32 m_ped_flagI40 : 1;
uint32 m_ped_flagI80 : 1; // originally unused, KANGAROO_CHEAT define makes use of this as cheat toggle
uint8 CharCreatedBy;
eObjective m_objective;
eObjective m_prevObjective;
CPed *m_pedInObjective;
CVehicle *m_carInObjective;
CVector m_nextRoutePointPos;
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];
#ifdef PED_SKIN
// stored inside the clump with non-skin ped
RpAtomic *m_pWeaponModel;
#endif
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]; // unused, probably leftover from VC
CVector2D m_stPathNodeStates[10];
uint16 m_nPathNodes;
int16 m_nCurPathNode;
int8 m_nPathDir;
public:
CPathNode *m_pLastPathNode;
CPathNode *m_pNextPathNode;
float m_fHealth;
float m_fArmour;
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;
bool bRunningToPhone;
int16 m_phoneId;
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
bool m_facePhoneStart;
CEntity *m_victimOfPlayerCrime;
#endif
eCrimeType m_crimeToReportOnPhone;
uint32 m_phoneTalkTimer;
CAccident *m_lastAccident;
uint32 m_nPedType;
CPedStats *m_pedStats;
float m_fleeFromPosX;
float m_fleeFromPosY;
CEntity *m_fleeFrom;
uint32 m_fleeTimer;
CEntity* m_collidingEntityWhileFleeing;
uint32 m_collidingThingTimer;
CEntity *m_pCollidingEntity;
uint8 m_stateUnused;
uint32 m_timerUnused;
class CRange2D *m_wanderRangeBounds;
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;
uint32 m_lastFightMove;
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
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
uint8 m_panicCounter;
bool m_deadBleeding;
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
int8 m_lastWepDam;
uint32 m_lastSoundStart;
uint32 m_soundStart;
uint16 m_lastQueuedSound;
uint16 m_queuedSound;
CVector m_vecSeekPosEx; // used for OBJECTIVE_GUARD_SPOT
float m_distanceToCountSeekDoneEx; // used for OBJECTIVE_GUARD_SPOT
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 keepTryingToLook);
void SetLookFlag(float direction, bool keepTryingToLook);
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);
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 CanSeeEntity(CEntity*, float);
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, CVector, float);
void ClearChat(void);
void InformMyGangOfAttack(CEntity*);
void ReactToAttack(CEntity*);
void SetDuck(uint32);
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);
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
int32 CheckForPlayerCrimes(CPed *victim = nil);
#endif
bool CheckForExplosions(CVector2D &area);
CPed *CheckForGunShots(void);
PointBlankNecessity CheckForPointBlankPeds(CPed*);
bool CheckIfInTheAir(void);
void ClearAll(void);
void SetPointGunAt(CEntity*);
bool Seek(void);
bool SetWanderPath(int8);
bool 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 SetWaitState(eWaitState, void*);
bool FightStrike(CVector&);
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 RemoveInCarAnims(void);
void CollideWithPed(CPed*);
void SetDirectionToWalkAroundObject(CEntity*);
void CreateDeadPedMoney(void);
void CreateDeadPedWeaponPickups(void);
void SetAttackTimer(uint32);
void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
void SetRadioStation(void);
void SetBuyIceCream(void);
void SetChat(CEntity*, uint32);
void DeadPedMakesTyresBloody(void);
void MakeTyresMuddySectorList(CPtrList&);
uint8 DoesLOSBulletHitPed(CColPoint &point);
bool DuckAndCover(void);
void EndFight(uint8);
void EnterCar(void);
uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
uint8 GetNearestTrainDoor(CVehicle*, CVector&);
void LineUpPedWithTrain(void);
void ExitCar(void);
void Fight(void);
bool FindBestCoordsFromNodes(CVector, CVector*);
void Wait(void);
void ProcessObjective(void);
bool SeekFollowingPath(CVector*);
void Flee(void);
void FollowPath(void);
CVector GetFormationPosition(void);
void GetNearestDoor(CVehicle*, CVector&);
bool GetNearestPassengerDoor(CVehicle*, CVector&);
int GetNextPointOnRoute(void);
uint8 GetPedRadioCategory(uint32);
int GetWeaponSlot(eWeaponType);
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 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 SetEnterTrain(CVehicle*, uint32);
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*);
// 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);
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);
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 Die(void);
void EnterTrain(void);
void ExitTrain(void);
void Fall(void);
bool IsPedShootable(void);
void Look(void);
void SetInTheAir(void);
void RestoreHeadPosition(void);
void PointGunAt(void);
bool ServiceTalkingWhenDead(void);
void SetPedPositionInTrain(void);
void SetShootTimer(uint32);
void SetSeekCar(CVehicle*, uint32);
void SetSeekBoatPosition(CVehicle*);
void SetExitTrain(CVehicle*);
void WanderRange(void);
void SetFollowRoute(int16, int16);
void SeekBoatPosition(void);
void UpdatePosition(void);
CObject *SpawnFlyingComponent(int, int8);
void SetCarJack_AllClear(CVehicle*, uint32, uint32);
#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]; }
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
PedState GetPedState(void) { return m_nPedState; }
void SetPedState(PedState state) { 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 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; }
void ReplaceWeaponWhenExitingVehicle(void);
void RemoveWeaponWhenEnteringVehicle(void);
bool IsNotInWreckedVehicle();
// 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)
{
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
RwV3d pos = { 0.0f, 0.0f, 0.0f };
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
// this is just stupid
//RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
pos = mats[idx].pos;
return pos;
}else
#endif
{
RwMatrix mat;
CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat);
return mat.pos;
}
}
void TransformToNode(CVector &pos, int32 node)
{
#ifdef PED_SKIN
if(IsClumpSkinned(GetClump())){
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
}else
#endif
{
RwFrame *frame;
for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame));
}
}
// 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 bPedCheat2;
static bool bPedCheat3;
static CVector2D ms_vec2DFleePosition;
#ifdef DEBUGMENU
static bool bPopHeadsOnHeadshot;
#endif
#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 PED_SKIN
void renderLimb(int node);
#endif
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
#ifndef PED_SKIN
VALIDATE_SIZE(CPed, 0x53C);
#endif
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