mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-12-29 15:23:02 +05:00
328 lines
No EOL
12 KiB
C++
328 lines
No EOL
12 KiB
C++
#ifndef __PEDSA
|
|
#define __PEDSA
|
|
|
|
#include "GeneralSA.h"
|
|
|
|
class CEntryExit;
|
|
|
|
// Stub
|
|
class CTaskSimpleJetPack
|
|
{
|
|
public:
|
|
void RenderJetPack(class CPed* pPed);
|
|
};
|
|
|
|
class CPedIntelligence
|
|
{
|
|
public:
|
|
class CTaskSimpleJetPack* GetTaskJetPack() const;
|
|
};
|
|
|
|
class CPedFlags
|
|
{
|
|
public:
|
|
unsigned int bIsStanding : 1; // is ped standing on something
|
|
unsigned int bWasStanding : 1; // was ped standing on something
|
|
unsigned int bIsLooking : 1; // is ped looking at something or in a direction
|
|
unsigned int bIsRestoringLook : 1; // is ped restoring head postion from a look
|
|
unsigned int bIsAimingGun : 1; // is ped aiming gun
|
|
unsigned int bIsRestoringGun : 1; // is ped moving gun back to default posn
|
|
unsigned int bCanPointGunAtTarget : 1; // can ped point gun at target
|
|
unsigned int bIsTalking : 1; // is ped talking(see Chat())
|
|
|
|
unsigned int bInVehicle : 1; // is in a vehicle
|
|
unsigned int bIsInTheAir : 1; // is in the air
|
|
unsigned int bIsLanding : 1; // is landing after being in the air
|
|
unsigned int bHitSomethingLastFrame : 1; // has been in a collision last fram
|
|
unsigned int bIsNearCar : 1; // has been in a collision last fram
|
|
unsigned int bRenderPedInCar : 1; // has been in a collision last fram
|
|
unsigned int bUpdateAnimHeading : 1; // update ped heading due to heading change during anim sequence
|
|
unsigned int bRemoveHead : 1; // waiting on AntiSpazTimer to remove head
|
|
|
|
unsigned int bFiringWeapon : 1; // is pulling trigger
|
|
unsigned int bHasACamera : 1; // does ped possess a camera to document accidents
|
|
unsigned int bPedIsBleeding : 1; // Ped loses a lot of blood if true
|
|
unsigned int bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
|
|
unsigned int bIsPedDieAnimPlaying : 1; // is ped die animation finished so can dead now
|
|
unsigned int bStayInSamePlace :1; // when set, ped stays put
|
|
unsigned int bKindaStayInSamePlace :1; // when set, ped doesn't seek out opponent or cover large distances. Will still shuffle and look for cover
|
|
unsigned int bBeingChasedByPolice :1; // use nodes for routefind
|
|
|
|
unsigned int bNotAllowedToDuck :1; // Is this ped allowed to duck at all?
|
|
unsigned int bCrouchWhenShooting :1; // duck behind cars etc
|
|
unsigned int bIsDucking :1; // duck behind cars etc
|
|
unsigned int bGetUpAnimStarted :1; // don't want to play getup anim if under something
|
|
unsigned int bDoBloodyFootprints :1; // unsigned int bIsLeader :1;
|
|
unsigned int bDontDragMeOutCar :1;
|
|
unsigned int bStillOnValidPoly :1; // set if the polygon the ped is on is still valid for collision
|
|
unsigned int bAllowMedicsToReviveMe :1;
|
|
|
|
unsigned int bResetWalkAnims :1;
|
|
unsigned int bOnBoat :1; // flee but only using nodes
|
|
unsigned int bBusJacked :1; // flee but only using nodes
|
|
unsigned int bFadeOut :1; // set if you want ped to fade out
|
|
unsigned int bKnockedUpIntoAir :1; // has ped been knocked up into the air by a car collision
|
|
unsigned int bHitSteepSlope :1; // has ped collided/is standing on a steep slope (surface type)
|
|
unsigned int bCullExtraFarAway :1; // special ped only gets culled if it's extra far away (for roadblocks)
|
|
unsigned int bTryingToReachDryLand :1; // has ped just exited boat and trying to get to dry land
|
|
|
|
unsigned int bCollidedWithMyVehicle :1;
|
|
unsigned int bRichFromMugging :1; // ped has lots of cash cause they've been mugging people
|
|
unsigned int bChrisCriminal :1; // Is a criminal as killed during Chris' police mission (should be counted as such)
|
|
unsigned int bShakeFist :1; // test shake hand at look entity
|
|
unsigned int bNoCriticalHits : 1; // ped cannot be killed by a single bullet
|
|
unsigned int bHasAlreadyBeenRecorded : 1; // Used for replays
|
|
unsigned int bUpdateMatricesRequired : 1; // if PedIK has altered bones so matrices need updated this frame
|
|
unsigned int bFleeWhenStanding :1; //
|
|
|
|
unsigned int bMiamiViceCop :1; //
|
|
unsigned int bMoneyHasBeenGivenByScript :1; //
|
|
unsigned int bHasBeenPhotographed :1; //
|
|
unsigned int bIsDrowning : 1;
|
|
unsigned int bDrownsInWater : 1;
|
|
unsigned int bHeadStuckInCollision : 1;
|
|
unsigned int bDeadPedInFrontOfCar :1;
|
|
unsigned int bStayInCarOnJack :1;
|
|
|
|
unsigned int bDontFight :1;
|
|
unsigned int bDoomAim :1;
|
|
unsigned int bCanBeShotInVehicle : 1;
|
|
unsigned int bPushedAlongByCar :1; // ped is getting pushed along by car collision (so don't take damage from horz velocity)
|
|
unsigned int bNeverEverTargetThisPed :1;
|
|
unsigned int bThisPedIsATargetPriority :1;
|
|
unsigned int bCrouchWhenScared :1;
|
|
unsigned int bKnockedOffBike :1;
|
|
|
|
unsigned int bDonePositionOutOfCollision :1;
|
|
unsigned int bDontRender : 1;
|
|
unsigned int bHasBeenAddedToPopulation :1;
|
|
unsigned int bHasJustLeftCar :1;
|
|
unsigned int bIsInDisguise :1;
|
|
unsigned int bDoesntListenToPlayerGroupCommands :1;
|
|
unsigned int bIsBeingArrested :1;
|
|
unsigned int bHasJustSoughtCover :1;
|
|
|
|
unsigned int bKilledByStealth :1;
|
|
unsigned int bDoesntDropWeaponsWhenDead :1;
|
|
unsigned int bCalledPreRender :1;
|
|
unsigned int bBloodPuddleCreated : 1; // Has a static puddle of blood been created yet
|
|
unsigned int bPartOfAttackWave :1;
|
|
unsigned int bClearRadarBlipOnDeath :1;
|
|
unsigned int bNeverLeavesGroup :1; // flag that we want to test 3 extra spheres on col model
|
|
unsigned int bTestForBlockedPositions :1; // this sets these indicator flags for various posisions on the front of the ped
|
|
|
|
unsigned int bRightArmBlocked :1;
|
|
unsigned int bLeftArmBlocked :1;
|
|
unsigned int bDuckRightArmBlocked :1;
|
|
unsigned int bMidriffBlockedForJump :1;
|
|
unsigned int bFallenDown :1;
|
|
unsigned int bUseAttractorInstantly :1;
|
|
unsigned int bDontAcceptIKLookAts :1;
|
|
unsigned int bHasAScriptBrain : 1;
|
|
|
|
unsigned int bWaitingForScriptBrainToLoad : 1;
|
|
unsigned int bHasGroupDriveTask :1;
|
|
unsigned int bCanExitCar :1;
|
|
unsigned int CantBeKnockedOffBike :2; // 0=Default(harder for mission peds) 1=Never 2=Always normal(also for mission peds)
|
|
unsigned int bHasBeenRendered : 1;
|
|
unsigned int bIsCached :1;
|
|
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)
|
|
unsigned int bHasBulletProofVest :1;
|
|
|
|
unsigned int bUsingMobilePhone :1;
|
|
unsigned int bUpperBodyDamageAnimsOnly :1;
|
|
unsigned int bStuckUnderCar :1;
|
|
unsigned int bKeepTasksAfterCleanUp :1; // If true ped will carry on with task even after cleanup
|
|
unsigned int bIsDyingStuck :1;
|
|
unsigned int bIgnoreHeightCheckOnGotoPointTask :1; // set when walking round buildings, reset when task quits
|
|
unsigned int bForceDieInCar:1;
|
|
unsigned int bCheckColAboveHead:1;
|
|
|
|
unsigned int bIgnoreWeaponRange : 1;
|
|
unsigned int bDruggedUp : 1;
|
|
unsigned int bWantedByPolice : 1; // if this is set, the cops will always go after this ped when they are doing a KillCriminal task
|
|
unsigned int bSignalAfterKill: 1;
|
|
unsigned int bCanClimbOntoBoat :1;
|
|
unsigned int bPedHitWallLastFrame: 1; // useful to store this so that AI knows (normal will still be available)
|
|
unsigned int bIgnoreHeightDifferenceFollowingNodes: 1;
|
|
unsigned int bMoveAnimSpeedHasBeenSetByTask: 1;
|
|
|
|
unsigned int bGetOutUpsideDownCar :1;
|
|
unsigned int bJustGotOffTrain :1;
|
|
unsigned int bDeathPickupsPersist :1;
|
|
unsigned int bTestForShotInVehicle :1;
|
|
unsigned int bUsedForReplay : 1; // This ped is controlled by replay and should be removed when replay is done.
|
|
};
|
|
|
|
class CVehicle;
|
|
class CPed;
|
|
|
|
class CPlayerPedData
|
|
{
|
|
public:
|
|
class CWanted* m_Wanted; // 0x0
|
|
void* m_pClothes; // 0x4
|
|
CPed* m_ArrestingOfficer; // 0x8
|
|
CVector2D m_vecFightMovement; // 0xC
|
|
float m_moveBlendRatio; // 0x14
|
|
float m_fSprintEnergy; // 0x18
|
|
float m_fSprintControlCounter; // 0x1C
|
|
BYTE m_nChosenWeapon; // 0x20
|
|
BYTE m_nCarDangerCounter; // 0x21
|
|
DWORD m_nStandStillTimer; // 0x24
|
|
DWORD m_nHitAnimDelayTimer; // 0x28
|
|
float m_fAttackButtonCounter; // 0x2C
|
|
void *m_pDangerCar; // 0x30
|
|
|
|
DWORD m_bStoppedMoving : 1; // 0x34
|
|
DWORD m_bAdrenaline : 1;
|
|
DWORD m_bHaveTargetSelected : 1;
|
|
DWORD m_bFreeAiming : 1;
|
|
DWORD bCanBeDamaged : 1;
|
|
DWORD bAllMeleeAttackPtsBlocked : 1;
|
|
DWORD m_JustBeenSnacking : 1;
|
|
DWORD m_bRequireHandleBreath : 1;
|
|
|
|
DWORD m_GroupStuffDisabled : 1; // 0x35
|
|
DWORD m_GroupAlwaysFollow : 1;
|
|
DWORD m_GroupNeverFollow : 1;
|
|
DWORD m_bInVehicleDontAllowWeaponChange : 1;
|
|
DWORD m_bRenderWeapon : 1;
|
|
DWORD m_bUnused1 : 1;
|
|
DWORD m_bUnused2 : 1;
|
|
DWORD m_bUnused3 : 1;
|
|
|
|
DWORD m_bCopMode : 1; // 0x36
|
|
|
|
DWORD m_PlayerGroup; // 0x38
|
|
|
|
DWORD m_AdrenalineEndTime; // 0x3C
|
|
BYTE m_nDrunkenness; // 0x40
|
|
BYTE m_bFadeDrunkenness; // 0x41
|
|
BYTE m_nDrugLevel; // 0x42
|
|
BYTE m_nScriptLimitToGangSize; // 0x43
|
|
float m_fBreath; // 0x44
|
|
DWORD m_MeleeWeaponAnimReferenced; // 0x48
|
|
DWORD m_MeleeWeaponAnimReferencedExtra; // 0x4C
|
|
float m_fFPSMoveHeading; // 0x50
|
|
float m_fLookPitch; // 0x54
|
|
float m_fSkateBoardSpeed; // 0x58
|
|
float m_fSkateBoardLean; // 0x5C
|
|
|
|
void *m_pSpecialAtomic; // 0x60
|
|
float m_fGunSpinSpeed; // 0x64
|
|
float m_fGunSpinAngle; // 0x68
|
|
|
|
DWORD m_LastTimeFiring; // 0x6C
|
|
DWORD m_nTargetBone; // 0x70
|
|
CVector m_vecTargetBoneOffset; // 0x74
|
|
DWORD m_busFaresCollected; // 0x80
|
|
BYTE m_bPlayerSprintDisabled; // 0x84
|
|
BYTE m_bDontAllowWeaponChange; // 0x85
|
|
BYTE m_bForceInteriorLighting; // 0x86
|
|
WORD m_DPadDownPressedInMilliseconds; // 0x88
|
|
WORD m_DPadUpPressedInMilliseconds; // 0x8A
|
|
BYTE m_wetness; // 0x8C
|
|
BYTE m_playersGangActive; // 0x8D
|
|
BYTE m_waterCoverPerc; // 0x8E
|
|
FLOAT m_waterHeight; // 0x90
|
|
DWORD m_FireHSMissilePressedTime; // 0x94
|
|
void* m_LastHSMissileTarget;
|
|
DWORD m_nModelIndexOfLastBuildingShot;
|
|
DWORD m_LastHSMissileLOSTime :31;
|
|
DWORD m_bLastHSMissileLOS :1;
|
|
void* m_pCurrentProstitutePed;
|
|
void* m_pLastProstituteShagged;
|
|
};
|
|
|
|
class NOVMT CPed : public CPhysical
|
|
{
|
|
public:
|
|
BYTE __pad1[820];
|
|
CPedFlags pedFlags;
|
|
class CPedIntelligence* pPedIntelligence;
|
|
CPlayerPedData* pPlayerData;
|
|
unsigned char PedCreatedBy;
|
|
BYTE __pad7[76];
|
|
int iMoveAnimGroup;
|
|
BYTE __pad2[28];
|
|
RwObject* m_pWeaponObject;
|
|
RwFrame* m_pMuzzleFlashFrame;
|
|
BYTE __pad10[68];
|
|
float fHealth;
|
|
float fMaxHealth;
|
|
float fArmour;
|
|
BYTE __pad8[12];
|
|
float m_fCurrentRotation;
|
|
float m_fTargetRotation;
|
|
BYTE __pad3[44];
|
|
CVehicle* pVehicle;
|
|
BYTE __pad9[8];
|
|
DWORD pedType;
|
|
BYTE __pad4[4];
|
|
CWeapon weaponSlots[13];
|
|
BYTE __pad5[12];
|
|
BYTE m_bActiveWeapon;
|
|
BYTE __pad65[20];
|
|
unsigned char bFightingStyle, bFightingStyleExtra;
|
|
BYTE __pad6[92];
|
|
CEntryExit* pCurrentEntryExit;
|
|
BYTE __pad64[12];
|
|
|
|
public:
|
|
inline bool Save_Stub()
|
|
{ return CPed::Save(); }
|
|
inline bool Load_Stub()
|
|
{ return CPed::Load(); }
|
|
|
|
virtual bool Save();
|
|
virtual bool Load();
|
|
|
|
inline DWORD GetPedType()
|
|
{ return pedType; };
|
|
inline CPedFlags& GetPedFlags()
|
|
{ return pedFlags; };
|
|
inline CVehicle* GetVehiclePtr()
|
|
{ return pVehicle; };
|
|
inline CWeapon* GetWeaponSlots()
|
|
{ return weaponSlots; };
|
|
inline int GetMoveAnimGroup()
|
|
{ return iMoveAnimGroup; };
|
|
inline void SetMoveAnimGroup(int a)
|
|
{ iMoveAnimGroup = a; };
|
|
inline CPedIntelligence* GetPedIntelligencePtr()
|
|
{ return pPedIntelligence; };
|
|
inline float GetHealth()
|
|
{ return fHealth; };
|
|
inline float GetArmour()
|
|
{ return fArmour; };
|
|
inline CPlayerPedData* GetPlayerData()
|
|
{ return pPlayerData; };
|
|
inline BYTE GetActiveWeapon()
|
|
{ return m_bActiveWeapon; };
|
|
|
|
inline void SetCurrentHeading(float fVal)
|
|
{ m_fCurrentRotation = fVal; }
|
|
inline void SetTargetHeading(float fVal)
|
|
{ m_fTargetRotation = fVal; }
|
|
|
|
unsigned char GetWeaponSkill();
|
|
void ResetGunFlashAlpha();
|
|
void SetGunFlashAlpha(bool bSecondWeapon);
|
|
|
|
void RenderWeapon(bool bMuzzleFlash, bool bForShadow);
|
|
void RenderForShadow();
|
|
};
|
|
|
|
class NOVMT CPlayerPed : public CPed
|
|
{
|
|
private:
|
|
CPed* m_pMouseLockOnRecruitPed;
|
|
int m_iMouseLockOnRecruitTimer;
|
|
};
|
|
|
|
static_assert(sizeof(CPed) == 0x79C, "Wrong size: CPed");
|
|
static_assert(sizeof(CPlayerPed) == 0x7A4, "Wrong size: CPlayerPed");
|
|
|
|
|
|
#endif |