diff options
Diffstat (limited to 'src/peds/Ped.h')
-rw-r--r-- | src/peds/Ped.h | 18 |
1 files changed, 12 insertions, 6 deletions
diff --git a/src/peds/Ped.h b/src/peds/Ped.h index 0c974330..4f159210 100644 --- a/src/peds/Ped.h +++ b/src/peds/Ped.h @@ -207,6 +207,12 @@ enum PedOnGroundState { 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, @@ -321,7 +327,7 @@ public: uint8 bFindNewNodeAfterStateRestore : 1; 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 bGonnaInvestigateEvent : 1; uint8 bPedIsBleeding : 1; uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun uint8 bIsPedDieAnimPlaying : 1; @@ -356,7 +362,7 @@ public: uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door uint8 bFadeOut : 1; - uint8 m_ped_flagH1 : 1; + uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type) uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks) uint8 bClearObjective : 1; @@ -367,11 +373,11 @@ 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; // we've been put to car by script or without align phase? - related with cars + uint8 bVehExitWillBeInstant : 1; uint8 bHasAlreadyBeenRecorded : 1; uint8 bFallenDown : 1; #ifdef VC_PED_PORTS - uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision + uint8 bSomeVCflag1 : 1; #else uint8 m_ped_flagI20 : 1; #endif @@ -471,7 +477,7 @@ public: uint8 m_wepAccuracy; CEntity *m_pPointGunAt; CVector m_vecHitLastPos; - PedFightMoves m_lastFightMove; + uint32 m_lastFightMove; uint8 m_fightButtonPressure; FightState m_fightState; bool m_takeAStepAfterAttack; @@ -584,7 +590,7 @@ public: CPed *CheckForDeadPeds(void); bool CheckForExplosions(CVector2D &area); CPed *CheckForGunShots(void); - uint8 CheckForPointBlankPeds(CPed*); + PointBlankNecessity CheckForPointBlankPeds(CPed*); bool CheckIfInTheAir(void); void ClearAll(void); void SetPointGunAt(CEntity*); |