Merge branch 'master' into master

This commit is contained in:
aap
2019-07-26 01:34:32 +02:00
committed by GitHub
14 changed files with 1000 additions and 146 deletions

File diff suppressed because it is too large Load Diff

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@ -13,6 +13,47 @@
struct CPathNode;
struct FightMove
{
AnimationId animId;
float startFireTime;
float endFireTime;
float comboFollowOnTime;
float strikeRadius;
uint8 hitLevel;
uint8 damage;
uint8 flags;
};
static_assert(sizeof(FightMove) == 0x18, "FightMove: error");
enum PedFightMoves
{
FIGHTMOVE_NULL,
FIGHTMOVE_STDPUNCH,
FIGHTMOVE_IDLE,
FIGHTMOVE_SHUFFLE_F,
FIGHTMOVE_KNEE,
FIGHTMOVE_HEADBUTT,
FIGHTMOVE_PUNCHJAB,
FIGHTMOVE_PUNCHHOOK,
FIGHTMOVE_KICK,
FIGHTMOVE_LONGKICK,
FIGHTMOVE_ROUNDHOUSE,
FIGHTMOVE_BODYBLOW,
FIGHTMOVE_GROUNDKICK,
FIGHTMOVE_HITFRONT,
FIGHTMOVE_HITBACK,
FIGHTMOVE_HITRIGHT,
FIGHTMOVE_HITLEFT,
FIGHTMOVE_HITBODY,
FIGHTMOVE_HITCHEST,
FIGHTMOVE_HITHEAD,
FIGHTMOVE_HITBIGSTEP,
FIGHTMOVE_HITONFLOOR,
FIGHTMOVE_HITBEHIND,
FIGHTMOVE_IDLE2NORM
};
enum ePedPieceTypes
{
PEDPIECE_TORSO,
@ -209,7 +250,7 @@ public:
uint8 bRespondsToThreats : 1;
uint8 bRenderPedInCar : 1;
uint8 bChangedSeat : 1;
uint8 m_ped_flagC10 : 1; // related with phone
uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
uint8 m_ped_flagC40 : 1;
uint8 m_ped_flagC80 : 1;
@ -223,12 +264,12 @@ public:
uint8 m_ped_flagD40 : 1; // reset when objective changes
uint8 bScriptObjectiveCompleted : 1;
uint8 m_ped_flagE1 : 1;
uint8 bKindaStayInSamePlace : 1;
uint8 m_ped_flagE2 : 1;
uint8 bNotAllowedToDuck : 1;
uint8 bCrouchWhenShooting : 1;
uint8 bIsDucking : 1; // set if you don't want ped to attack
uint8 m_ped_flagE20 : 1; // getup complete?
uint8 bGetUpAnimStarted : 1;
uint8 bDoBloodyFootprints : 1;
uint8 m_ped_flagE80 : 1;
@ -253,17 +294,17 @@ public:
uint8 m_ped_flagH1 : 1;
uint8 m_ped_flagH2 : 1;
uint8 m_ped_flagH4 : 1;
uint8 m_ped_flagH8 : 1;
uint8 bClearObjective : 1;
uint8 m_ped_flagH10 : 1;
uint8 m_ped_flagH20 : 1;
uint8 m_ped_flagH40 : 1;
uint8 m_ped_flagH80 : 1;
uint8 m_ped_flagI1 : 1;
uint8 m_ped_flagI2 : 1; // if set, limbs won't came off
uint8 bNoCriticalHits : 1; // if set, limbs won't came off
uint8 m_ped_flagI4 : 1;
uint8 bHasAlreadyBeenRecorded : 1;
uint8 m_ped_flagI10 : 1;
uint8 bIsFell : 1;
uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;
@ -299,8 +340,8 @@ public:
PedState m_nPedState;
PedState m_nLastPedState;
eMoveState m_nMoveState;
int32 m_nStoredActionState;
int32 m_nPrevActionState;
int32 m_nStoredMoveState;
int32 m_nPrevMoveState;
eWaitState m_nWaitState;
uint32 m_nWaitTimer;
void *m_pPathNodesStates[8]; // seems unused
@ -363,10 +404,11 @@ public:
uint8 m_wepAccuracy;
CEntity *m_pPointGunAt;
CVector m_vecHitLastPos;
uint32 m_lastHitState;
uint8 m_fightFlags1;
uint8 m_fightFlags2;
uint8 pad_4B2[2];
PedFightMoves m_lastFightMove;
uint8 m_fightButtonPressure;
int8 m_fightUnk2; // TODO
uint8 m_fightUnk1; // TODO
uint8 pad_4B3;
CFire* m_pFire;
CEntity *m_pLookTarget;
float m_fLookDirection;
@ -504,6 +546,16 @@ public:
void SetAmmo(eWeaponType weaponType, uint32 ammo);
void SetEvasiveStep(CEntity*, uint8);
void GrantAmmo(eWeaponType, uint32);
void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*);
void StartFightAttack(uint8);
void LoadFightData(void);
void SetWaitState(eWaitState, void*);
bool FightStrike(CVector&);
int GetLocalDirection(CVector2D&);
void StartFightDefend(uint8, uint8, uint8);
void PlayHitSound(CPed*);
void SetFall(int, AnimationId, uint8);
// Static methods
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
@ -579,6 +631,8 @@ public:
static bool &bPedCheat2;
static bool &bPedCheat3;
static CColPoint &ms_tempColPoint;
static uint16 &unknownFightThing; // TODO
static FightMove (&ms_fightMoves)[24];
};
void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);

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@ -104,8 +104,7 @@ CPedIK::GetWorldMatrix(RwFrame *source, RwMatrix *destination)
return destination;
}
// A helper function that adjusts "limb" parameter according to limitations. Doesn't move the limb.
int8
uint32
CPedIK::MoveLimb(LimbOrientation &limb, float approxPhi, float approxTheta, LimbMovementInfo &moveInfo)
{
int result = 1;

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@ -47,7 +47,7 @@ public:
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
void ExtractYawAndPitchLocal(RwMatrixTag*, float*, float*);
void ExtractYawAndPitchWorld(RwMatrixTag*, float*, float*);
int8 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
uint32 MoveLimb(LimbOrientation &a1, float a2, float a3, LimbMovementInfo &a4);
bool RestoreGunPosn(void);
};
static_assert(sizeof(CPedIK) == 0x28, "CPedIK: error");