Weapon layer in Peds

This commit is contained in:
eray orçunus
2020-05-15 17:30:25 +03:00
parent ede6b7db6a
commit acd1ea9909
36 changed files with 2182 additions and 875 deletions

View File

@ -18,22 +18,32 @@ public:
int8 m_nSelectedWepSlot; // eWeaponType
bool m_bSpeedTimerFlag;
uint8 m_nEvadeAmount;
int8 field_1367;
uint32 m_nSpeedTimer;
uint32 m_nHitAnimDelayTimer;
uint32 m_nSpeedTimer; // m_nStandStillTimer?
uint32 m_nHitAnimDelayTimer; // m_nShotDelay?
float m_fAttackButtonCounter;
bool m_bHaveTargetSelected; // may have better name
CEntity *m_pEvadingFrom; // is this CPhysical?
int32 m_nTargettableObjects[4];
uint32 m_nAdrenalineTime;
uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame
uint8 m_nFadeDrunkenness;
uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends
bool m_bAdrenalineActive;
bool m_bHasLockOnTarget;
uint32 m_nAdrenalineTime;
bool m_bCanBeDamaged;
int8 field_1413;
bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
CPed *m_pPedAtSafePos[6];
float m_fWalkAngle;
CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer
char unused1;
int16 m_nCheckPlayersIndex;
float m_fWalkAngle; //angle between heading and walking direction
float m_fFPSMoveHeading;
RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model
float m_fGunSpinSpeed; // for minigun
float m_fGunSpinAngle;
unsigned int m_nPadDownPressedInMilliseconds;
unsigned int m_nPadUpPressedInMilliseconds;
CPlayerPed();
~CPlayerPed();
@ -45,7 +55,8 @@ public:
void SetWantedLevelNoDrop(int32 level);
void KeepAreaAroundPlayerClear(void);
void AnnoyPlayerPed(bool);
void MakeChangesForNewWeapon(int8);
void MakeChangesForNewWeapon(int32);
void MakeChangesForNewWeapon(eWeaponType);
void SetInitialState(void);
void ProcessControl(void);
void ClearAdrenaline(void);