Peds, eSound and PedState enum, fixes
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@@ -245,6 +245,7 @@ enum eObjective : uint32 {
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enum {
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RANDOM_CHAR = 1,
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MISSION_CHAR,
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TODO_CHAR, // TODO(Miami)
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};
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enum PedLineUpPhase {
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@@ -281,7 +282,7 @@ enum PedState
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PED_PURSUE,
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PED_FOLLOW_PATH,
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PED_SNIPER_MODE,
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PED_ROCKET_ODE,
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PED_ROCKET_MODE,
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PED_DUMMY,
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PED_PAUSE,
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PED_ATTACK,
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@@ -301,12 +302,17 @@ enum PedState
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PED_INVESTIGATE,
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PED_STEP_AWAY,
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PED_ON_FIRE,
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PED_SUN_BATHE,
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PED_FLASH,
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PED_JOG,
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PED_ANSWER_MOBILE,
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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
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PED_STATES_NO_AI,
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// One of these states isn't on PS2 - start
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PED_ABSEIL,
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PED_SIT,
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PED_JUMP,
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PED_FALL,
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PED_GETUP,
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@@ -317,7 +323,6 @@ enum PedState
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PED_ENTER_TRAIN,
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PED_EXIT_TRAIN,
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PED_ARREST_PLAYER,
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// One of these states isn't on PS2 - end
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PED_DRIVING,
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PED_PASSENGER,
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@@ -332,6 +337,7 @@ enum PedState
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PED_EXIT_CAR,
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PED_HANDS_UP,
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PED_ARRESTED,
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PED_DEPLOY_STINGER
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};
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enum eMoveState {
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@@ -518,7 +524,6 @@ public:
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uint16 m_nPathNodes;
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int16 m_nCurPathNode;
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int8 m_nPathDir;
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public:
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CPathNode *m_pLastPathNode;
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CPathNode *m_pNextPathNode;
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float m_fHealth;
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@@ -559,6 +564,7 @@ public:
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float m_fleeFromPosY;
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CEntity *m_fleeFrom;
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uint32 m_fleeTimer;
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CEntity* pThreatEx; // TODO(Miami): What is this?
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CEntity* m_collidingEntityWhileFleeing;
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uint32 m_collidingThingTimer;
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CEntity *m_pCollidingEntity;
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@@ -825,6 +831,15 @@ public:
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void RequestDelayedWeapon();
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void AddInCarAnims(CVehicle* car, bool isDriver);
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bool CanBeDamagedByThisGangMember(CPed*);
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void AnswerMobile(void);
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void BuyIceCream(void);
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void CheckThreatValidity(void);
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void ClearAnswerMobile(void);
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void SetAnswerMobile(void);
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void AttachPedToEntity(CEntity*, CVector, uint16, float, eWeaponType);
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void DettachPedFromEntity();
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void PedShuffle();
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void DriveVehicle();
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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@@ -908,11 +923,7 @@ public:
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void UpdatePosition(void);
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CObject *SpawnFlyingComponent(int, int8);
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void SetCarJack_AllClear(CVehicle*, uint32, uint32);
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#ifdef VC_PED_PORTS
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bool CanPedJumpThis(CEntity*, CVector*);
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#else
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bool CanPedJumpThis(CEntity*);
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#endif
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void SetNewAttraction(CPedAttractor* pAttractor, const CVector& pos, float, float, int);
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void ClearWaitState(void);
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@@ -1063,6 +1074,8 @@ public:
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#endif
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};
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void FinishTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
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void StartTalkingOnMobileCB(CAnimBlendAssociation* assoc, void* arg);
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void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);
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// TODO(Miami): Change those when Ped struct is done
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