mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-11-22 05:22:32 +01:00
319 lines
12 KiB
C++
319 lines
12 KiB
C++
#ifndef __PEDSA
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#define __PEDSA
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#include "GeneralSA.h"
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class CEntryExit;
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// Stub
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class CTaskSimpleJetPack
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{
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public:
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void RenderJetPack(class CPed* pPed);
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};
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class CPedIntelligence
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{
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public:
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class CTaskSimpleJetPack* GetTaskJetPack() const;
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};
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class CPedFlags
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{
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public:
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unsigned int bIsStanding : 1; // is ped standing on something
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unsigned int bWasStanding : 1; // was ped standing on something
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unsigned int bIsLooking : 1; // is ped looking at something or in a direction
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unsigned int bIsRestoringLook : 1; // is ped restoring head postion from a look
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unsigned int bIsAimingGun : 1; // is ped aiming gun
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unsigned int bIsRestoringGun : 1; // is ped moving gun back to default posn
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unsigned int bCanPointGunAtTarget : 1; // can ped point gun at target
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unsigned int bIsTalking : 1; // is ped talking(see Chat())
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unsigned int bInVehicle : 1; // is in a vehicle
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unsigned int bIsInTheAir : 1; // is in the air
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unsigned int bIsLanding : 1; // is landing after being in the air
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unsigned int bHitSomethingLastFrame : 1; // has been in a collision last fram
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unsigned int bIsNearCar : 1; // has been in a collision last fram
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unsigned int bRenderPedInCar : 1; // has been in a collision last fram
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unsigned int bUpdateAnimHeading : 1; // update ped heading due to heading change during anim sequence
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unsigned int bRemoveHead : 1; // waiting on AntiSpazTimer to remove head
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unsigned int bFiringWeapon : 1; // is pulling trigger
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unsigned int bHasACamera : 1; // does ped possess a camera to document accidents
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unsigned int bPedIsBleeding : 1; // Ped loses a lot of blood if true
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unsigned int bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
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unsigned int bIsPedDieAnimPlaying : 1; // is ped die animation finished so can dead now
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unsigned int bStayInSamePlace :1; // when set, ped stays put
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unsigned int bKindaStayInSamePlace :1; // when set, ped doesn't seek out opponent or cover large distances. Will still shuffle and look for cover
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unsigned int bBeingChasedByPolice :1; // use nodes for routefind
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unsigned int bNotAllowedToDuck :1; // Is this ped allowed to duck at all?
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unsigned int bCrouchWhenShooting :1; // duck behind cars etc
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unsigned int bIsDucking :1; // duck behind cars etc
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unsigned int bGetUpAnimStarted :1; // don't want to play getup anim if under something
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unsigned int bDoBloodyFootprints :1; // unsigned int bIsLeader :1;
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unsigned int bDontDragMeOutCar :1;
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unsigned int bStillOnValidPoly :1; // set if the polygon the ped is on is still valid for collision
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unsigned int bAllowMedicsToReviveMe :1;
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unsigned int bResetWalkAnims :1;
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unsigned int bOnBoat :1; // flee but only using nodes
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unsigned int bBusJacked :1; // flee but only using nodes
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unsigned int bFadeOut :1; // set if you want ped to fade out
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unsigned int bKnockedUpIntoAir :1; // has ped been knocked up into the air by a car collision
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unsigned int bHitSteepSlope :1; // has ped collided/is standing on a steep slope (surface type)
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unsigned int bCullExtraFarAway :1; // special ped only gets culled if it's extra far away (for roadblocks)
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unsigned int bTryingToReachDryLand :1; // has ped just exited boat and trying to get to dry land
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unsigned int bCollidedWithMyVehicle :1;
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unsigned int bRichFromMugging :1; // ped has lots of cash cause they've been mugging people
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unsigned int bChrisCriminal :1; // Is a criminal as killed during Chris' police mission (should be counted as such)
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unsigned int bShakeFist :1; // test shake hand at look entity
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unsigned int bNoCriticalHits : 1; // ped cannot be killed by a single bullet
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unsigned int bHasAlreadyBeenRecorded : 1; // Used for replays
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unsigned int bUpdateMatricesRequired : 1; // if PedIK has altered bones so matrices need updated this frame
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unsigned int bFleeWhenStanding :1; //
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unsigned int bMiamiViceCop :1; //
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unsigned int bMoneyHasBeenGivenByScript :1; //
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unsigned int bHasBeenPhotographed :1; //
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unsigned int bIsDrowning : 1;
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unsigned int bDrownsInWater : 1;
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unsigned int bHeadStuckInCollision : 1;
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unsigned int bDeadPedInFrontOfCar :1;
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unsigned int bStayInCarOnJack :1;
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unsigned int bDontFight :1;
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unsigned int bDoomAim :1;
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unsigned int bCanBeShotInVehicle : 1;
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unsigned int bPushedAlongByCar :1; // ped is getting pushed along by car collision (so don't take damage from horz velocity)
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unsigned int bNeverEverTargetThisPed :1;
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unsigned int bThisPedIsATargetPriority :1;
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unsigned int bCrouchWhenScared :1;
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unsigned int bKnockedOffBike :1;
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unsigned int bDonePositionOutOfCollision :1;
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unsigned int bDontRender : 1;
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unsigned int bHasBeenAddedToPopulation :1;
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unsigned int bHasJustLeftCar :1;
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unsigned int bIsInDisguise :1;
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unsigned int bDoesntListenToPlayerGroupCommands :1;
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unsigned int bIsBeingArrested :1;
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unsigned int bHasJustSoughtCover :1;
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unsigned int bKilledByStealth :1;
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unsigned int bDoesntDropWeaponsWhenDead :1;
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unsigned int bCalledPreRender :1;
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unsigned int bBloodPuddleCreated : 1; // Has a static puddle of blood been created yet
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unsigned int bPartOfAttackWave :1;
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unsigned int bClearRadarBlipOnDeath :1;
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unsigned int bNeverLeavesGroup :1; // flag that we want to test 3 extra spheres on col model
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unsigned int bTestForBlockedPositions :1; // this sets these indicator flags for various posisions on the front of the ped
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unsigned int bRightArmBlocked :1;
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unsigned int bLeftArmBlocked :1;
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unsigned int bDuckRightArmBlocked :1;
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unsigned int bMidriffBlockedForJump :1;
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unsigned int bFallenDown :1;
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unsigned int bUseAttractorInstantly :1;
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unsigned int bDontAcceptIKLookAts :1;
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unsigned int bHasAScriptBrain : 1;
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unsigned int bWaitingForScriptBrainToLoad : 1;
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unsigned int bHasGroupDriveTask :1;
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unsigned int bCanExitCar :1;
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unsigned int CantBeKnockedOffBike :2; // 0=Default(harder for mission peds) 1=Never 2=Always normal(also for mission peds)
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unsigned int bHasBeenRendered : 1;
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unsigned int bIsCached :1;
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unsigned int bPushOtherPeds :1; // GETS RESET EVERY FRAME - SET IN TASK: want to push other peds around (eg. leader of a group or ped trying to get in a car)
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unsigned int bHasBulletProofVest :1;
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unsigned int bUsingMobilePhone :1;
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unsigned int bUpperBodyDamageAnimsOnly :1;
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unsigned int bStuckUnderCar :1;
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unsigned int bKeepTasksAfterCleanUp :1; // If true ped will carry on with task even after cleanup
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unsigned int bIsDyingStuck :1;
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unsigned int bIgnoreHeightCheckOnGotoPointTask :1; // set when walking round buildings, reset when task quits
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unsigned int bForceDieInCar:1;
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unsigned int bCheckColAboveHead:1;
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unsigned int bIgnoreWeaponRange : 1;
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unsigned int bDruggedUp : 1;
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unsigned int bWantedByPolice : 1; // if this is set, the cops will always go after this ped when they are doing a KillCriminal task
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unsigned int bSignalAfterKill: 1;
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unsigned int bCanClimbOntoBoat :1;
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unsigned int bPedHitWallLastFrame: 1; // useful to store this so that AI knows (normal will still be available)
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unsigned int bIgnoreHeightDifferenceFollowingNodes: 1;
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unsigned int bMoveAnimSpeedHasBeenSetByTask: 1;
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unsigned int bGetOutUpsideDownCar :1;
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unsigned int bJustGotOffTrain :1;
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unsigned int bDeathPickupsPersist :1;
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unsigned int bTestForShotInVehicle :1;
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unsigned int bUsedForReplay : 1; // This ped is controlled by replay and should be removed when replay is done.
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};
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class CVehicle;
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class CPed;
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class CPlayerPedData
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{
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public:
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class CWanted* m_Wanted; // 0x0
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void* m_pClothes; // 0x4
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CPed* m_ArrestingOfficer; // 0x8
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CVector2D m_vecFightMovement; // 0xC
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float m_moveBlendRatio; // 0x14
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float m_fSprintEnergy; // 0x18
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float m_fSprintControlCounter; // 0x1C
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BYTE m_nChosenWeapon; // 0x20
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BYTE m_nCarDangerCounter; // 0x21
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DWORD m_nStandStillTimer; // 0x24
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DWORD m_nHitAnimDelayTimer; // 0x28
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float m_fAttackButtonCounter; // 0x2C
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void *m_pDangerCar; // 0x30
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DWORD m_bStoppedMoving : 1; // 0x34
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DWORD m_bAdrenaline : 1;
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DWORD m_bHaveTargetSelected : 1;
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DWORD m_bFreeAiming : 1;
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DWORD bCanBeDamaged : 1;
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DWORD bAllMeleeAttackPtsBlocked : 1;
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DWORD m_JustBeenSnacking : 1;
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DWORD m_bRequireHandleBreath : 1;
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DWORD m_GroupStuffDisabled : 1; // 0x35
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DWORD m_GroupAlwaysFollow : 1;
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DWORD m_GroupNeverFollow : 1;
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DWORD m_bInVehicleDontAllowWeaponChange : 1;
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DWORD m_bRenderWeapon : 1;
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DWORD m_bUnused1 : 1;
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DWORD m_bUnused2 : 1;
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DWORD m_bUnused3 : 1;
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DWORD m_bCopMode : 1; // 0x36
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DWORD m_PlayerGroup; // 0x38
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DWORD m_AdrenalineEndTime; // 0x3C
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BYTE m_nDrunkenness; // 0x40
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BYTE m_bFadeDrunkenness; // 0x41
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BYTE m_nDrugLevel; // 0x42
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BYTE m_nScriptLimitToGangSize; // 0x43
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float m_fBreath; // 0x44
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DWORD m_MeleeWeaponAnimReferenced; // 0x48
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DWORD m_MeleeWeaponAnimReferencedExtra; // 0x4C
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float m_fFPSMoveHeading; // 0x50
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float m_fLookPitch; // 0x54
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float m_fSkateBoardSpeed; // 0x58
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float m_fSkateBoardLean; // 0x5C
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void *m_pSpecialAtomic; // 0x60
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float m_fGunSpinSpeed; // 0x64
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float m_fGunSpinAngle; // 0x68
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DWORD m_LastTimeFiring; // 0x6C
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DWORD m_nTargetBone; // 0x70
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CVector m_vecTargetBoneOffset; // 0x74
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DWORD m_busFaresCollected; // 0x80
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BYTE m_bPlayerSprintDisabled; // 0x84
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BYTE m_bDontAllowWeaponChange; // 0x85
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BYTE m_bForceInteriorLighting; // 0x86
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WORD m_DPadDownPressedInMilliseconds; // 0x88
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WORD m_DPadUpPressedInMilliseconds; // 0x8A
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BYTE m_wetness; // 0x8C
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BYTE m_playersGangActive; // 0x8D
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BYTE m_waterCoverPerc; // 0x8E
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FLOAT m_waterHeight; // 0x90
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DWORD m_FireHSMissilePressedTime; // 0x94
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void* m_LastHSMissileTarget;
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DWORD m_nModelIndexOfLastBuildingShot;
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DWORD m_LastHSMissileLOSTime :31;
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DWORD m_bLastHSMissileLOS :1;
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void* m_pCurrentProstitutePed;
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void* m_pLastProstituteShagged;
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};
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class NOVMT CPed : public CPhysical
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{
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public:
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BYTE __pad1[820];
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CPedFlags pedFlags;
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class CPedIntelligence* pPedIntelligence;
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CPlayerPedData* pPlayerData;
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unsigned char PedCreatedBy;
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BYTE __pad7[76];
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int iMoveAnimGroup;
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BYTE __pad2[28];
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RwObject* m_pWeaponObject;
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RwFrame* m_pMuzzleFlashFrame;
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BYTE __pad10[68];
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float fHealth;
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float fMaxHealth;
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float fArmour;
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BYTE __pad8[12];
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float m_fCurrentRotation;
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float m_fTargetRotation;
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BYTE __pad3[44];
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CVehicle* pVehicle;
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BYTE __pad9[8];
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DWORD pedType;
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BYTE __pad4[4];
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CWeapon weaponSlots[13];
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BYTE __pad5[12];
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BYTE m_bActiveWeapon;
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BYTE __pad65[20];
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unsigned char bFightingStyle, bFightingStyleExtra;
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BYTE __pad6[92];
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CEntryExit* pCurrentEntryExit;
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BYTE __pad64[12];
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public:
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inline bool Save_Stub()
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{ return CPed::Save(); }
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inline bool Load_Stub()
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{ return CPed::Load(); }
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virtual bool Save();
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virtual bool Load();
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inline DWORD GetPedType()
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{ return pedType; };
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inline CPedFlags& GetPedFlags()
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{ return pedFlags; };
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inline CVehicle* GetVehiclePtr()
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{ return pVehicle; };
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inline CWeapon* GetWeaponSlots()
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{ return weaponSlots; };
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inline int GetMoveAnimGroup()
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{ return iMoveAnimGroup; };
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inline void SetMoveAnimGroup(int a)
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{ iMoveAnimGroup = a; };
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inline CPedIntelligence* GetPedIntelligencePtr()
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{ return pPedIntelligence; };
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inline float GetHealth()
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{ return fHealth; };
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inline float GetArmour()
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{ return fArmour; };
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inline CPlayerPedData* GetPlayerData()
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{ return pPlayerData; };
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inline BYTE GetActiveWeapon()
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{ return m_bActiveWeapon; };
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inline void SetCurrentHeading(float fVal)
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{ m_fCurrentRotation = fVal; }
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inline void SetTargetHeading(float fVal)
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{ m_fTargetRotation = fVal; }
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unsigned char GetWeaponSkill();
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void ResetGunFlashAlpha();
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void SetGunFlashAlpha(bool bSecondWeapon);
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void RenderWeapon(bool bMuzzleFlash, bool bForShadow);
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void RenderForShadow();
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};
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static_assert(sizeof(CPed) == 0x79C, "Wrong size: CPed");
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#endif |