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https://github.com/halpz/re3.git
synced 2025-07-04 15:20:48 +00:00
some not fully tested stuff
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@ -502,7 +502,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bChangedSeat = false;
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bUpdateAnimHeading = false;
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bBodyPartJustCameOff = false;
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m_ped_flagC40 = false;
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bIsShooting = false;
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bFindNewNodeAfterStateRestore = false;
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bHasACamera = false;
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@ -524,8 +524,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bFleeAfterExitingCar = false;
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bWanderPathAfterExitingCar = false;
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m_ped_flagF2 = false;
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m_ped_flagF4 = false;
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bIsLeader = false;
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bDontDragMeOutCar = false;
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m_ped_flagF8 = false;
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bWillBeQuickJacked = false;
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bCancelEnteringCar = false;
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@ -533,8 +533,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bDuckAndCover = false;
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bStillOnValidPoly = false;
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m_ped_flagG2 = true;
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m_ped_flagG4 = false;
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bAllowMedicsToReviveMe = true;
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bResetWalkAnims = false;
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bStartWanderPathOnFoot = false;
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bOnBoat = false;
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bBusJacked = false;
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@ -543,12 +543,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagH1 = false;
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bHitSteepSlope = false;
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m_ped_flagH4 = false;
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bCullExtraFarAway = false;
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bClearObjective = false;
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m_ped_flagH10 = false;
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bTryingToReachDryLand = false;
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bCollidedWithMyVehicle = false;
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bRichFromMugging = false;
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m_ped_flagH80 = false;
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bChrisCriminal = false;
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bShakeFist = false;
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bNoCriticalHits = false;
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@ -6821,7 +6821,7 @@ CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
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{
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CPed *ped = (CPed*)arg;
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ped->m_ped_flagG4 = true;
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ped->bResetWalkAnims = true;
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ped->bIsLanding = false;
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animAssoc->blendDelta = -1000.0f;
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@ -7696,7 +7696,7 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
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CPed *rfPassenger = veh->pPassengers[0];
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if (!rfPassenger
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|| rfPassenger->m_leader != this && !rfPassenger->m_ped_flagF4 && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
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|| rfPassenger->m_leader != this && !rfPassenger->bDontDragMeOutCar && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
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|| veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
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if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0
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@ -9184,7 +9184,7 @@ CPed::ProcessControl(void)
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}
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CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha);
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m_ped_flagC40 = false;
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bIsShooting = false;
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BuildPedLists();
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bIsInWater = false;
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ProcessBuoyancy();
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@ -10709,7 +10709,7 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
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}
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if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
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if (pedToDragOut && !pedToDragOut->m_ped_flagF4) {
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if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) {
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if (pedToDragOut->m_nPedState != PED_DRIVING) {
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ped->QuitEnteringCar();
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pedToDragOut = nil;
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@ -10740,9 +10740,9 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
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}
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} else {
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if (pedToDragOut) {
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if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->m_ped_flagF4) {
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if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) {
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// BUG: Player freezes in that condition due to it's objective isn't restored. It's an unfinished feature, used in VC.
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// BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC.
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ped->QuitEnteringCar();
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pedToDragOut = nil;
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} else {
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@ -14310,7 +14310,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
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m_pCurSurface = collidingEnt;
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collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
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m_ped_flagH10 = false;
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bTryingToReachDryLand = false;
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bOnBoat = false;
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} else {
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m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
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@ -14809,9 +14809,9 @@ CPed::ProcessBuoyancy(void)
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bIsInWater = true;
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ApplyMoveForce(buoyancyImpulse);
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if (!DyingOrDead()) {
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if (m_ped_flagH10) {
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if (bTryingToReachDryLand) {
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if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) {
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m_ped_flagH10 = false;
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bTryingToReachDryLand = false;
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CVector pos = GetPosition();
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if (PlacePedOnDryLand()) {
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if (m_fHealth > 20.0f)
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@ -15749,7 +15749,7 @@ CPed::SeekCar(void)
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break;
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case STATUS_ABANDONED:
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if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
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if (vehToSeek->pPassengers[0]->m_ped_flagF4) {
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if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
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if (IsPlayer())
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CPed::SetEnterCar(vehToSeek, m_vehEnterType);
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} else {
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@ -313,7 +313,7 @@ public:
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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 m_ped_flagC40 : 1;
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uint8 bIsShooting : 1;
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uint8 bFindNewNodeAfterStateRestore : 1;
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uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
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@ -335,17 +335,17 @@ public:
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uint8 bFleeAfterExitingCar : 1;
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uint8 bWanderPathAfterExitingCar : 1;
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uint8 m_ped_flagF2 : 1;
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uint8 m_ped_flagF4 : 1; // Unfinished feature from VC, probably bDontDragMeOutCar
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uint8 bIsLeader : 1;
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uint8 bDontDragMeOutCar : 1;
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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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uint8 bStillOnValidPoly : 1;
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uint8 m_ped_flagG2 : 1;
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uint8 m_ped_flagG4 : 1; // bResetWalkAnims?
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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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@ -354,12 +354,12 @@ public:
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uint8 m_ped_flagH1 : 1;
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uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
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uint8 m_ped_flagH4 : 1;
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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 m_ped_flagH10 : 1; // bTryingToReachDryLand? reset when we landed on something not vehicle and object
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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 from mugging people - will drop money if someone points gun to him
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uint8 m_ped_flagH80 : 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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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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