Remove padding fields

This commit is contained in:
Sergeanur
2020-04-18 11:31:53 +03:00
parent 8633556579
commit 555f933780
21 changed files with 86 additions and 180 deletions

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@ -13,17 +13,13 @@ class CCopPed : public CPed
{
public:
int16 m_wRoadblockNode;
int8 field_1342;
int8 field_1343;
float m_fDistanceToTarget;
int8 m_bIsInPursuit;
int8 m_bIsDisabledCop;
bool m_bIsInPursuit;
bool m_bIsDisabledCop;
int8 field_1350;
bool m_bBeatingSuspect;
int8 m_bStopAndShootDisabledZone;
int8 m_bZoneDisabled;
int8 field_1354;
int8 field_1355;
bool m_bStopAndShootDisabledZone;
bool m_bZoneDisabled;
int32 field_1356;
eCopType m_nCopType;
int8 field_1364;

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@ -301,95 +301,92 @@ public:
float m_fCollisionSpeed;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
uint8 bIsStanding : 1;
uint8 m_ped_flagA2 : 1; // bWasStanding?
uint8 bIsAttacking : 1; // doesn't reset after fist fight
uint8 bIsPointingGunAt : 1;
uint8 bIsLooking : 1;
uint8 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
uint8 bIsRestoringLook : 1;
uint8 bIsAimingGun : 1;
uint32 bIsStanding : 1;
uint32 m_ped_flagA2 : 1; // bWasStanding?
uint32 bIsAttacking : 1; // doesn't reset after fist fight
uint32 bIsPointingGunAt : 1;
uint32 bIsLooking : 1;
uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
uint32 bIsRestoringLook : 1;
uint32 bIsAimingGun : 1;
uint8 bIsRestoringGun : 1;
uint8 bCanPointGunAtTarget : 1;
uint8 bIsTalking : 1;
uint8 bIsInTheAir : 1;
uint8 bIsLanding : 1;
uint8 bIsRunning : 1; // on some conditions
uint8 bHitSomethingLastFrame : 1;
uint8 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
uint32 bIsRestoringGun : 1;
uint32 bCanPointGunAtTarget : 1;
uint32 bIsTalking : 1;
uint32 bIsInTheAir : 1;
uint32 bIsLanding : 1;
uint32 bIsRunning : 1; // on some conditions
uint32 bHitSomethingLastFrame : 1;
uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
uint8 bCanPedEnterSeekedCar : 1;
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
uint8 bIsShooting : 1;
uint8 bFindNewNodeAfterStateRestore : 1;
uint32 bCanPedEnterSeekedCar : 1;
uint32 bRespondsToThreats : 1;
uint32 bRenderPedInCar : 1;
uint32 bChangedSeat : 1;
uint32 bUpdateAnimHeading : 1;
uint32 bBodyPartJustCameOff : 1;
uint32 bIsShooting : 1;
uint32 bFindNewNodeAfterStateRestore : 1;
uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
uint8 bGonnaInvestigateEvent : 1;
uint8 bPedIsBleeding : 1;
uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
uint8 bIsPedDieAnimPlaying : 1;
uint8 bUsePedNodeSeek : 1;
uint8 bObjectiveCompleted : 1;
uint8 bScriptObjectiveCompleted : 1;
uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
uint32 bGonnaInvestigateEvent : 1;
uint32 bPedIsBleeding : 1;
uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
uint32 bIsPedDieAnimPlaying : 1;
uint32 bUsePedNodeSeek : 1;
uint32 bObjectiveCompleted : 1;
uint32 bScriptObjectiveCompleted : 1;
uint8 bKindaStayInSamePlace : 1;
uint8 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1;
uint8 bGetUpAnimStarted : 1;
uint8 bDoBloodyFootprints : 1;
uint8 bFleeAfterExitingCar : 1;
uint32 bKindaStayInSamePlace : 1;
uint32 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
uint32 bNotAllowedToDuck : 1;
uint32 bCrouchWhenShooting : 1;
uint32 bIsDucking : 1;
uint32 bGetUpAnimStarted : 1;
uint32 bDoBloodyFootprints : 1;
uint32 bFleeAfterExitingCar : 1;
uint8 bWanderPathAfterExitingCar : 1;
uint8 bIsLeader : 1;
uint8 bDontDragMeOutCar : 1; // unfinished feature
uint8 m_ped_flagF8 : 1;
uint8 bWillBeQuickJacked : 1;
uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
uint8 bObstacleShowedUpDuringKillObjective : 1;
uint8 bDuckAndCover : 1;
uint32 bWanderPathAfterExitingCar : 1;
uint32 bIsLeader : 1;
uint32 bDontDragMeOutCar : 1; // unfinished feature
uint32 m_ped_flagF8 : 1;
uint32 bWillBeQuickJacked : 1;
uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
uint32 bObstacleShowedUpDuringKillObjective : 1;
uint32 bDuckAndCover : 1;
uint8 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
uint8 bAllowMedicsToReviveMe : 1;
uint8 bResetWalkAnims : 1;
uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
uint8 bOnBoat : 1; // not just driver, may be just standing
uint8 bBusJacked : 1;
uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
uint8 bFadeOut : 1;
uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
uint32 bAllowMedicsToReviveMe : 1;
uint32 bResetWalkAnims : 1;
uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
uint32 bOnBoat : 1; // not just driver, may be just standing
uint32 bBusJacked : 1;
uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
uint32 bFadeOut : 1;
uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
uint8 bClearObjective : 1;
uint8 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
uint8 bCollidedWithMyVehicle : 1;
uint8 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
uint8 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
uint32 bClearObjective : 1;
uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
uint32 bCollidedWithMyVehicle : 1;
uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
uint8 bShakeFist : 1; // test shake hand at look entity
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
uint8 bVehExitWillBeInstant : 1;
uint8 bHasAlreadyBeenRecorded : 1;
uint8 bFallenDown : 1;
uint32 bShakeFist : 1; // test shake hand at look entity
uint32 bNoCriticalHits : 1; // if set, limbs won't came off
uint32 bVehExitWillBeInstant : 1;
uint32 bHasAlreadyBeenRecorded : 1;
uint32 bFallenDown : 1;
#ifdef VC_PED_PORTS
uint8 bSomeVCflag1 : 1;
uint32 bSomeVCflag1 : 1;
#else
uint8 m_ped_flagI20 : 1;
uint32 m_ped_flagI20 : 1;
#endif
uint8 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint8 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
uint8 stuff10[3];
uint8 CharCreatedBy;
uint8 field_161;
uint8 pad_162[2];
eObjective m_objective;
eObjective m_prevObjective;
CPed *m_pedInObjective;
@ -424,8 +421,6 @@ public:
uint16 m_nPathNodes;
int16 m_nCurPathNode;
int8 m_nPathDir;
private:
int8 _pad2B5[3];
public:
CPathNode *m_pLastPathNode;
CPathNode *m_pNextPathNode;
@ -436,7 +431,6 @@ public:
int16 m_routePointsPassed;
int16 m_routeType; // See PedRouteType
int16 m_routePointsBeingPassed;
uint16 field_2D2;
CVector2D m_moved;
float m_fRotationCur;
float m_fRotationDest;
@ -450,10 +444,8 @@ public:
CEntity *m_pSeekTarget;
CVehicle *m_pMyVehicle;
bool bInVehicle;
uint8 pad_315[3];
float m_distanceToCountSeekDone;
bool bRunningToPhone;
uint8 field_31D;
int16 m_phoneId;
eCrimeType m_crimeToReportOnPhone;
uint32 m_phoneTalkTimer;
@ -468,7 +460,6 @@ public:
uint32 m_collidingThingTimer;
CEntity *m_pCollidingEntity;
uint8 m_stateUnused;
uint8 pad_351[3];
uint32 m_timerUnused;
CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
@ -483,7 +474,6 @@ public:
uint8 m_fightButtonPressure;
FightState m_fightState;
bool m_takeAStepAfterAttack;
uint8 pad_4B3;
CFire *m_pFire;
CEntity *m_pLookTarget;
float m_fLookDirection;
@ -502,11 +492,9 @@ public:
uint8 m_panicCounter;
bool m_deadBleeding;
int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
uint8 m_field_4F3;
CPed *m_nearPeds[10];
uint16 m_numNearPeds;
int8 m_lastWepDam;
uint8 pad_51F;
uint32 m_lastSoundStart;
uint32 m_soundStart;
uint16 m_lastQueuedSound;

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@ -23,20 +23,13 @@ public:
uint32 m_nHitAnimDelayTimer;
float m_fAttackButtonCounter;
bool m_bHaveTargetSelected; // may have better name
int8 field_1381;
int8 field_1382;
int8 field_1383;
CEntity *m_pEvadingFrom; // is this CPhysical?
int32 m_nTargettableObjects[4];
bool m_bAdrenalineActive;
bool m_bHasLockOnTarget;
int8 field_1406;
int8 field_1407;
uint32 m_nAdrenalineTime;
bool m_bCanBeDamaged;
int8 field_1413;
int8 field_1414;
int8 field_1415;
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
CPed *m_pPedAtSafePos[6];
float m_fWalkAngle;