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https://github.com/halpz/re3.git
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Remove padding fields
This commit is contained in:
@ -13,17 +13,13 @@ class CCopPed : public CPed
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{
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public:
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int16 m_wRoadblockNode;
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int8 field_1342;
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int8 field_1343;
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float m_fDistanceToTarget;
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int8 m_bIsInPursuit;
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int8 m_bIsDisabledCop;
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bool m_bIsInPursuit;
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bool m_bIsDisabledCop;
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int8 field_1350;
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bool m_bBeatingSuspect;
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int8 m_bStopAndShootDisabledZone;
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int8 m_bZoneDisabled;
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int8 field_1354;
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int8 field_1355;
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bool m_bStopAndShootDisabledZone;
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bool m_bZoneDisabled;
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int32 field_1356;
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eCopType m_nCopType;
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int8 field_1364;
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158
src/peds/Ped.h
158
src/peds/Ped.h
@ -301,95 +301,92 @@ public:
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float m_fCollisionSpeed;
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
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uint8 bIsStanding : 1;
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uint8 m_ped_flagA2 : 1; // bWasStanding?
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uint8 bIsAttacking : 1; // doesn't reset after fist fight
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uint8 bIsPointingGunAt : 1;
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uint8 bIsLooking : 1;
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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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uint32 bIsStanding : 1;
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uint32 m_ped_flagA2 : 1; // bWasStanding?
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uint32 bIsAttacking : 1; // doesn't reset after fist fight
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uint32 bIsPointingGunAt : 1;
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uint32 bIsLooking : 1;
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uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
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uint32 bIsRestoringLook : 1;
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uint32 bIsAimingGun : 1;
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uint8 bIsRestoringGun : 1;
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uint8 bCanPointGunAtTarget : 1;
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uint8 bIsTalking : 1;
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uint8 bIsInTheAir : 1;
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uint8 bIsLanding : 1;
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uint8 bIsRunning : 1; // on some conditions
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uint8 bHitSomethingLastFrame : 1;
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uint8 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
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uint32 bIsRestoringGun : 1;
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uint32 bCanPointGunAtTarget : 1;
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uint32 bIsTalking : 1;
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uint32 bIsInTheAir : 1;
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uint32 bIsLanding : 1;
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uint32 bIsRunning : 1; // on some conditions
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uint32 bHitSomethingLastFrame : 1;
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uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there
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uint8 bCanPedEnterSeekedCar : 1;
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uint8 bRespondsToThreats : 1;
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uint8 bRenderPedInCar : 1;
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uint8 bChangedSeat : 1;
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uint8 bUpdateAnimHeading : 1;
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uint8 bBodyPartJustCameOff : 1;
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uint8 bIsShooting : 1;
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uint8 bFindNewNodeAfterStateRestore : 1;
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uint32 bCanPedEnterSeekedCar : 1;
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uint32 bRespondsToThreats : 1;
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uint32 bRenderPedInCar : 1;
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uint32 bChangedSeat : 1;
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uint32 bUpdateAnimHeading : 1;
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uint32 bBodyPartJustCameOff : 1;
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uint32 bIsShooting : 1;
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uint32 bFindNewNodeAfterStateRestore : 1;
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uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
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uint8 bGonnaInvestigateEvent : 1;
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uint8 bPedIsBleeding : 1;
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uint8 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
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uint8 bIsPedDieAnimPlaying : 1;
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uint8 bUsePedNodeSeek : 1;
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uint8 bObjectiveCompleted : 1;
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uint8 bScriptObjectiveCompleted : 1;
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uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
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uint32 bGonnaInvestigateEvent : 1;
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uint32 bPedIsBleeding : 1;
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uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
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uint32 bIsPedDieAnimPlaying : 1;
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uint32 bUsePedNodeSeek : 1;
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uint32 bObjectiveCompleted : 1;
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uint32 bScriptObjectiveCompleted : 1;
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uint8 bKindaStayInSamePlace : 1;
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uint8 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
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uint8 bNotAllowedToDuck : 1;
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uint8 bCrouchWhenShooting : 1;
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uint8 bIsDucking : 1;
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uint8 bGetUpAnimStarted : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 bFleeAfterExitingCar : 1;
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uint32 bKindaStayInSamePlace : 1;
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uint32 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
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uint32 bNotAllowedToDuck : 1;
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uint32 bCrouchWhenShooting : 1;
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uint32 bIsDucking : 1;
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uint32 bGetUpAnimStarted : 1;
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uint32 bDoBloodyFootprints : 1;
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uint32 bFleeAfterExitingCar : 1;
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uint8 bWanderPathAfterExitingCar : 1;
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uint8 bIsLeader : 1;
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uint8 bDontDragMeOutCar : 1; // unfinished feature
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uint8 m_ped_flagF8 : 1;
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uint8 bWillBeQuickJacked : 1;
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uint8 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
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uint8 bObstacleShowedUpDuringKillObjective : 1;
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uint8 bDuckAndCover : 1;
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uint32 bWanderPathAfterExitingCar : 1;
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uint32 bIsLeader : 1;
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uint32 bDontDragMeOutCar : 1; // unfinished feature
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uint32 m_ped_flagF8 : 1;
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uint32 bWillBeQuickJacked : 1;
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uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
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uint32 bObstacleShowedUpDuringKillObjective : 1;
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uint32 bDuckAndCover : 1;
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uint8 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
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uint8 bAllowMedicsToReviveMe : 1;
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uint8 bResetWalkAnims : 1;
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uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
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uint8 bOnBoat : 1; // not just driver, may be just standing
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uint8 bBusJacked : 1;
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uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
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uint8 bFadeOut : 1;
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uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
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uint32 bAllowMedicsToReviveMe : 1;
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uint32 bResetWalkAnims : 1;
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uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
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uint32 bOnBoat : 1; // not just driver, may be just standing
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uint32 bBusJacked : 1;
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uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
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uint32 bFadeOut : 1;
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uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
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uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
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uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
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uint8 bClearObjective : 1;
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uint8 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
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uint8 bCollidedWithMyVehicle : 1;
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uint8 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
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uint8 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
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uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
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uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
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uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
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uint32 bClearObjective : 1;
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uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
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uint32 bCollidedWithMyVehicle : 1;
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uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
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uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)
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uint8 bShakeFist : 1; // test shake hand at look entity
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uint8 bNoCriticalHits : 1; // if set, limbs won't came off
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uint8 bVehExitWillBeInstant : 1;
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 bFallenDown : 1;
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uint32 bShakeFist : 1; // test shake hand at look entity
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uint32 bNoCriticalHits : 1; // if set, limbs won't came off
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uint32 bVehExitWillBeInstant : 1;
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uint32 bHasAlreadyBeenRecorded : 1;
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uint32 bFallenDown : 1;
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#ifdef VC_PED_PORTS
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uint8 bSomeVCflag1 : 1;
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uint32 bSomeVCflag1 : 1;
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#else
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uint8 m_ped_flagI20 : 1;
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uint32 m_ped_flagI20 : 1;
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#endif
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uint8 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
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uint8 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
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uint32 m_ped_flagI40 : 1; // bMakePedsRunToPhonesToReportCrimes makes use of this as runover by car indicator
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uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
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uint8 stuff10[3];
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uint8 CharCreatedBy;
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uint8 field_161;
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uint8 pad_162[2];
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eObjective m_objective;
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eObjective m_prevObjective;
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CPed *m_pedInObjective;
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@ -424,8 +421,6 @@ public:
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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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private:
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int8 _pad2B5[3];
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public:
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CPathNode *m_pLastPathNode;
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CPathNode *m_pNextPathNode;
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@ -436,7 +431,6 @@ public:
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int16 m_routePointsPassed;
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int16 m_routeType; // See PedRouteType
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int16 m_routePointsBeingPassed;
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uint16 field_2D2;
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CVector2D m_moved;
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float m_fRotationCur;
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float m_fRotationDest;
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@ -450,10 +444,8 @@ public:
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CEntity *m_pSeekTarget;
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CVehicle *m_pMyVehicle;
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bool bInVehicle;
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uint8 pad_315[3];
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float m_distanceToCountSeekDone;
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bool bRunningToPhone;
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uint8 field_31D;
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int16 m_phoneId;
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eCrimeType m_crimeToReportOnPhone;
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uint32 m_phoneTalkTimer;
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@ -468,7 +460,6 @@ public:
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uint32 m_collidingThingTimer;
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CEntity *m_pCollidingEntity;
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uint8 m_stateUnused;
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uint8 pad_351[3];
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uint32 m_timerUnused;
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CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
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CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS];
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@ -483,7 +474,6 @@ public:
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uint8 m_fightButtonPressure;
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FightState m_fightState;
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bool m_takeAStepAfterAttack;
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uint8 pad_4B3;
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CFire *m_pFire;
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CEntity *m_pLookTarget;
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float m_fLookDirection;
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@ -502,11 +492,9 @@ public:
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uint8 m_panicCounter;
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bool m_deadBleeding;
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int8 m_bodyPartBleeding; // PedNode, but -1 if there isn't
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uint8 m_field_4F3;
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CPed *m_nearPeds[10];
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uint16 m_numNearPeds;
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int8 m_lastWepDam;
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uint8 pad_51F;
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uint32 m_lastSoundStart;
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uint32 m_soundStart;
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uint16 m_lastQueuedSound;
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@ -23,20 +23,13 @@ public:
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uint32 m_nHitAnimDelayTimer;
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float m_fAttackButtonCounter;
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bool m_bHaveTargetSelected; // may have better name
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int8 field_1381;
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int8 field_1382;
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int8 field_1383;
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CEntity *m_pEvadingFrom; // is this CPhysical?
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int32 m_nTargettableObjects[4];
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bool m_bAdrenalineActive;
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bool m_bHasLockOnTarget;
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int8 field_1406;
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int8 field_1407;
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uint32 m_nAdrenalineTime;
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bool m_bCanBeDamaged;
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int8 field_1413;
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int8 field_1414;
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int8 field_1415;
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CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
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CPed *m_pPedAtSafePos[6];
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float m_fWalkAngle;
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