Peds, mission switcher & fixes
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@@ -10,11 +10,11 @@
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#include "Weapon.h"
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#include "WeaponInfo.h"
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#include "AnimationId.h"
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#include "PathFind.h"
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#define FEET_OFFSET 1.04f
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#define CHECK_NEARBY_THINGS_MAX_DIST 15.0f
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struct CPathNode;
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class CAccident;
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class CObject;
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class CFire;
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@@ -346,6 +346,9 @@ enum eMoveState {
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PEDMOVE_NONE,
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PEDMOVE_STILL,
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PEDMOVE_WALK,
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PEDMOVE_UNK,
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PEDMOVE_RUN,
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PEDMOVE_SPRINT,
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};
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@@ -521,13 +524,20 @@ public:
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int32 m_nPrevMoveState;
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eWaitState m_nWaitState;
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uint32 m_nWaitTimer;
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void *m_pPathNodesStates[8]; // unused, probably leftover from VC
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CVector2D m_stPathNodeStates[10];
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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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CPathNode *m_pLastPathNode;
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CPathNode *m_pNextPathNode;
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CPathNode* m_pathNodesToGo[8];
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int16 m_nNumPathNodes;
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int16 m_nCurPathNodeId;
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CEntity* m_followPathWalkAroundEnt;
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CEntity* m_followPathTargetEnt;
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uint32 m_pathNodeTimer;
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CPathNode m_pathNodeObjPool[8];
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CPathNode* m_pCurPathNode;
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char m_nPathDir;
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CPathNode* m_pLastPathNode;
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CPathNode* m_pNextPathNode;
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CVector m_followPathDestPos;
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float m_followPathAbortDist;
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eMoveState m_followPathMoveState;
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float m_fHealth;
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float m_fArmour;
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uint32 m_nExtendedRangeTimer;
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@@ -756,6 +766,7 @@ public:
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void RemoveInCarAnims(void);
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void CollideWithPed(CPed*);
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void SetDirectionToWalkAroundObject(CEntity*);
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bool SetDirectionToWalkAroundVehicle(CVehicle*);
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void RemoveWeaponAnims(int, float);
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void CreateDeadPedMoney(void);
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void CreateDeadPedWeaponPickups(void);
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@@ -778,7 +789,7 @@ public:
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bool FindBestCoordsFromNodes(CVector, CVector*);
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void Wait(void);
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void ProcessObjective(void);
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bool SeekFollowingPath(CVector*);
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CVector *SeekFollowingPath(void);
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void Flee(void);
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void FollowPath(void);
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CVector GetFormationPosition(void);
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