The Peds, mainly dying/injuring
There is also some reorganization
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@@ -13,6 +13,17 @@
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struct CPathNode;
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enum ePedPieceTypes
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{
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PEDPIECE_NONE,
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PEDPIECE_BODY,
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PEDPIECE_LEFTARM,
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PEDPIECE_RIGHTARM,
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PEDPIECE_LEFTLEG,
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PEDPIECE_RIGHTLEG,
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PEDPIECE_HEAD,
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};
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enum eWaitState {
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WAITSTATE_FALSE,
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WAITSTATE_TRAFFIC_LIGHTS,
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@@ -196,10 +207,10 @@ public:
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uint8 m_ped_flagC1 : 1;
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uint8 bRespondsToThreats : 1;
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uint8 m_ped_flagC4 : 1; // false when in bus, bRenderPedInCar?
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uint8 m_ped_flagC8 : 1;
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uint8 bRenderPedInCar : 1;
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uint8 bChangedSeat : 1;
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uint8 m_ped_flagC10 : 1; // related with phone
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uint8 m_ped_flagC20 : 1; // just left some body part?
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uint8 bBodyPartJustCameOff : 1;
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uint8 m_ped_flagC40 : 1;
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uint8 m_ped_flagC80 : 1;
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@@ -207,7 +218,7 @@ public:
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uint8 m_ped_flagD2 : 1; // seen an event
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD8 : 1;
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uint8 m_ped_flagD10 : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 m_ped_flagD20 : 1;
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uint8 m_ped_flagD40 : 1; // reset when objective changes
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uint8 m_bScriptObjectiveCompleted : 1;
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@@ -225,7 +236,7 @@ public:
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uint8 m_ped_flagF2 : 1;
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uint8 m_ped_flagF4 : 1;
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uint8 m_ped_flagF8 : 1;
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uint8 m_ped_flagF10 : 1;
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uint8 m_ped_flagF10 : 1; // set before "quickjack"
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uint8 m_ped_flagF20 : 1;
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uint8 m_ped_flagF40 : 1;
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uint8 m_ped_flagF80 : 1;
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@@ -249,7 +260,7 @@ public:
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uint8 m_ped_flagH80 : 1;
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uint8 m_ped_flagI1 : 1;
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uint8 m_ped_flagI2 : 1;
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uint8 m_ped_flagI2 : 1; // limbs won't be removed if set
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uint8 m_ped_flagI4 : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 m_ped_flagI10 : 1;
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@@ -416,8 +427,8 @@ public:
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void SetDie(AnimationId anim, float arg1, float arg2);
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void SetDead(void);
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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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void RemoveBodyPart(PedNode nodeId, int8 direction);
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void SpawnFlyingComponent(int, int8);
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bool OurPedCanSeeThisOne(CEntity *target);
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void Avoid(void);
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void Attack(void);
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@@ -472,6 +483,13 @@ public:
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bool Seek(void);
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void SetWanderPath(int8);
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void SetFollowPath(CVector);
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void ClearAttackByRemovingAnim(void);
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void SetStoredState(void);
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void StopNonPartialAnims(void);
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bool InflictDamage(CEntity*, eWeaponType, float, ePedPieceTypes, uint8);
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void ClearFlee(void);
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void ClearFall(void);
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void SetGetUp(void);
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// Static methods
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static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
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@@ -545,6 +563,7 @@ public:
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static bool &bNastyLimbsCheat;
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static bool &bPedCheat2;
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static bool &bPedCheat3;
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static CColPoint &ms_tempColPoint;
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};
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void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
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