Peds
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@@ -11,6 +11,7 @@
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#include "WeaponInfo.h"
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#include "Fire.h"
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#include "DMAudio.h"
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#include "EventList.h"
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struct CPathNode;
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@@ -258,7 +259,7 @@ public:
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uint8 bIsAttacking : 1; // doesn't reset after fist fight, also stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 bIsPointingGunAt : 1;
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uint8 bIsLooking : 1;
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uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA
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uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
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uint8 bIsRestoringLook : 1;
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uint8 bIsAimingGun : 1;
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@@ -278,10 +279,10 @@ public:
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uint8 bUpdateAnimHeading : 1;
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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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uint8 bFindNewNodeAfterStateRestore : 1;
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uint8 m_ped_flagD1 : 1;
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uint8 m_ped_flagD2 : 1; // seen an event
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uint8 m_ped_flagD1 : 1; // so far only used for reaction type to fire/explosion
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uint8 m_ped_flagD2 : 1; // set when event has been seen
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD8 : 1;
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uint8 bIsPedDieAnimPlaying : 1;
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@@ -303,7 +304,7 @@ public:
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uint8 m_ped_flagF4 : 1;
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uint8 m_ped_flagF8 : 1;
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uint8 bWillBeQuickJacked : 1;
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uint8 m_ped_flagF20 : 1;
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uint8 m_ped_flagF20 : 1; // set when couldn't open locked car door
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uint8 m_ped_flagF40 : 1;
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uint8 bDuckAndCover : 1;
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@@ -329,7 +330,7 @@ public:
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uint8 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 m_ped_flagI4 : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 bIsFell : 1;
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uint8 bFallenDown : 1;
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uint8 m_ped_flagI20 : 1;
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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@@ -367,7 +368,7 @@ 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]; // seems unused
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void *m_pPathNodesStates[8]; // seems 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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@@ -601,7 +602,7 @@ public:
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void LineUpPedWithTrain(void);
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void ExitCar(void);
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void Fight(void);
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bool FindBestCoordsFromNodes(CVector unused, CVector* a6);
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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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@@ -614,13 +615,20 @@ public:
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uint8 GetPedRadioCategory(uint32);
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int GetWeaponSlot(eWeaponType);
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void GoToNearestDoor(CVehicle*);
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bool HaveReachedNextPointOnRoute(float a2);
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bool HaveReachedNextPointOnRoute(float);
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void Idle(void);
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void InTheAir(void);
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void SetLanding(void);
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void InvestigateEvent(void);
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bool IsPedDoingDriveByShooting(void);
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bool IsRoomToBeCarJacked(void);
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void SetInvestigateEvent(eEventType, CVector2D, float, uint16, float);
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bool LookForInterestingNodes(void);
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void LookForSexyCars(void);
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void LookForSexyPeds(void);
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void Mug(void);
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void MoveHeadToLook(void);
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void Pause(void);
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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