Merge pull request #1 from GTAmodding/miami

Miami
This commit is contained in:
Fire_Head
2020-07-29 12:20:02 +03:00
committed by GitHub
267 changed files with 23832 additions and 29992 deletions

View File

@@ -30,6 +30,13 @@ struct PedAudioData
int m_nMaxRandomDelayTime;
};
enum
{
ATTACK_IN_PROGRESS,
CANT_ATTACK,
WATCH_UNTIL_HE_DISAPPEARS,
};
enum eFormation
{
FORMATION_UNDEFINED,
@@ -98,7 +105,6 @@ enum PedFightMoves
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCH,
FIGHTMOVE_BODYBLOW = FIGHTMOVE_PUNCH,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
// Directionals
@@ -460,11 +466,9 @@ public:
uint32 bIsDrowning : 1;
uint32 bDrownsInWater : 1;
//uint32 b156_4
uint32 b156_8 : 1;
uint32 bHeldHostageInCar : 1;
uint32 bIsPlayerFriend : 1;
#ifdef VC_PED_PORTS
uint32 bHeadStuckInCollision : 1;
#endif
uint32 bDeadPedInFrontOfCar : 1;
uint32 bStayInCarOnJack : 1;
@@ -472,22 +476,21 @@ public:
uint32 bDoomAim : 1;
uint32 bCanBeShotInVehicle : 1;
//uint32 b157_8
//uint32 b157_10
//uint32 b157_20
uint32 bMakeFleeScream : 1;
uint32 bPushedAlongByCar : 1;
uint32 b157_40 : 1;
uint32 bIgnoreThreatsBehindObjects : 1;
uint32 bNeverEverTargetThisPed : 1;
uint32 bCrouchWhenScared : 1;
uint32 bKnockedOffBike : 1;
//uint32 b158_8
uint32 b158_8 : 1;
uint32 b158_10 : 1;
uint32 bBoughtIceCream : 1;
//uint32 b158_40
uint32 b158_40 : 1;
//uint32 b158_80
// our own flags
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
uint8 m_gangFlags;
@@ -595,8 +598,8 @@ public:
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint32 m_curFightMove;
uint32 m_lastFightMove;
uint32 m_lastHitState; // TODO(Miami): What's this?
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
@@ -634,8 +637,8 @@ public:
uint32 m_threatFlags;
uint32 m_threatCheck;
uint32 m_lastThreatCheck;
uint32 m_sayType;
uint32 m_sayTimer;
uint32 m_delayedSoundID;
uint32 m_delayedSoundTimer;
uint32 m_lastSoundStart;
uint32 m_soundStart;
uint16 m_lastQueuedSound;
@@ -667,6 +670,7 @@ public:
void AimGun(void);
void KillPedWithCar(CVehicle *veh, float impulse);
void Say(uint16 audio);
void Say(uint16 audio, int32 time);
void SetLookFlag(CEntity* target, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookFlag(float direction, bool keepTryingToLook, bool cancelPrevious = false);
void SetLookTimer(int time);
@@ -761,6 +765,8 @@ public:
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&, bool);
void FightHitPed(CPed*, CVector&, CVector&, int16);
int32 ChooseAttackPlayer(uint8, bool);
int32 ChooseAttackAI(uint8, bool);
int GetLocalDirection(const CVector2D &);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
@@ -948,6 +954,8 @@ public:
void ClearWaitState(void);
void Undress(const char*);
void Dress(void);
int32 KillCharOnFootMelee(CVector&, CVector&, CVector&);
int32 KillCharOnFootArmed(CVector&, CVector&, CVector&);
bool HasWeaponSlot(uint8 slot) { return m_weapons[slot].m_eWeaponType != WEAPONTYPE_UNARMED; }
CWeapon& GetWeapon(uint8 slot) { return m_weapons[slot]; }
@@ -964,6 +972,7 @@ public:
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 OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; }
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.
@@ -1032,6 +1041,20 @@ public:
else
return (AnimationId)0;
}
static AnimationId GetFinishingAttackAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bFinish3rd)
return ANIM_MELEE_ATTACK_FINISH;
else
return (AnimationId)0;
}
static AnimationId GetSecondFireAnim(CWeaponInfo* weapon) {
if (!!weapon->m_bUse2nd)
return ANIM_WEAPON_FIRE_2ND; // or ANIM_MELEE_ATTACK_2ND
else
return (AnimationId)0;
}
// --
// My additions, because there were many, many instances of that.