Peds & a few fixes
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@@ -15,6 +15,7 @@
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struct CPathNode;
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class CAccident;
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class CObject;
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struct CPedAudioData
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{
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@@ -362,7 +363,7 @@ public:
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uint8 bShakeFist : 1; // test shake hand at look entity
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uint8 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 m_ped_flagI4 : 1; // seems like related with cars
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uint8 m_ped_flagI4 : 1; // we've been put to car by script? - related with cars
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 bFallenDown : 1;
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#ifdef VC_PED_PORTS
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@@ -430,7 +431,7 @@ public:
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float m_headingRate;
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uint16 m_vehEnterType; // TODO: this is more like a door, not a type
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int16 m_walkAroundType;
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CEntity *m_pCurrentPhysSurface;
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CPhysical *m_pCurrentPhysSurface;
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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CVector m_vecSeekPos;
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@@ -532,7 +533,6 @@ public:
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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 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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@@ -670,7 +670,6 @@ public:
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void ProcessBuoyancy(void);
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void ServiceTalking(void);
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void SetJump(void);
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void UpdatePosition(void);
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void WanderPath(void);
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void ReactToPointGun(CEntity*);
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void SeekCar(void);
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@@ -767,6 +766,8 @@ public:
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void WanderRange(void);
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void SetFollowRoute(int16, int16);
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void SeekBoatPosition(void);
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void UpdatePosition(void);
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CObject *SpawnFlyingComponent(int, int8);
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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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@@ -796,9 +797,12 @@ public:
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static CPedAudioData (&CommentWaitTime)[38];
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#ifndef MASTER
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static bool bUnusedFightThingOnPlayer;
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static bool bPopHeadsOnHeadshot;
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// Mobile things
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static void SwitchDebugDisplay(void);
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void DebugRenderOnePedText(void);
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static bool bUnusedFightThingOnPlayer;
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#endif
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};
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