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authorNikolay Korolev <nickvnuk@gmail.com>2020-01-01 00:35:54 +0100
committerNikolay Korolev <nickvnuk@gmail.com>2020-01-01 00:35:54 +0100
commit80453d3f4ddc13f8458e14353c318a69cfe10518 (patch)
tree6d3dd1729a0270c971ba840a5400a586e9f1a290 /src/peds
parentMerge remote-tracking branch 'upstream/master' into script_dev (diff)
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Diffstat (limited to 'src/peds')
-rw-r--r--src/peds/Ped.cpp36
-rw-r--r--src/peds/Ped.h20
2 files changed, 28 insertions, 28 deletions
diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp
index 4e64c1db..11aa480b 100644
--- a/src/peds/Ped.cpp
+++ b/src/peds/Ped.cpp
@@ -502,7 +502,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bChangedSeat = false;
bUpdateAnimHeading = false;
bBodyPartJustCameOff = false;
- m_ped_flagC40 = false;
+ bIsShooting = false;
bFindNewNodeAfterStateRestore = false;
bHasACamera = false;
@@ -524,8 +524,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bFleeAfterExitingCar = false;
bWanderPathAfterExitingCar = false;
- m_ped_flagF2 = false;
- m_ped_flagF4 = false;
+ bIsLeader = false;
+ bDontDragMeOutCar = false;
m_ped_flagF8 = false;
bWillBeQuickJacked = false;
bCancelEnteringCar = false;
@@ -533,8 +533,8 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
bDuckAndCover = false;
bStillOnValidPoly = false;
- m_ped_flagG2 = true;
- m_ped_flagG4 = false;
+ bAllowMedicsToReviveMe = true;
+ bResetWalkAnims = false;
bStartWanderPathOnFoot = false;
bOnBoat = false;
bBusJacked = false;
@@ -543,12 +543,12 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
m_ped_flagH1 = false;
bHitSteepSlope = false;
- m_ped_flagH4 = false;
+ bCullExtraFarAway = false;
bClearObjective = false;
- m_ped_flagH10 = false;
+ bTryingToReachDryLand = false;
bCollidedWithMyVehicle = false;
bRichFromMugging = false;
- m_ped_flagH80 = false;
+ bChrisCriminal = false;
bShakeFist = false;
bNoCriticalHits = false;
@@ -6821,7 +6821,7 @@ CPed::FinishJumpCB(CAnimBlendAssociation *animAssoc, void *arg)
{
CPed *ped = (CPed*)arg;
- ped->m_ped_flagG4 = true;
+ ped->bResetWalkAnims = true;
ped->bIsLanding = false;
animAssoc->blendDelta = -1000.0f;
@@ -7696,7 +7696,7 @@ CPed::GetNearestDoor(CVehicle *veh, CVector &posToOpen)
CPed *rfPassenger = veh->pPassengers[0];
if (!rfPassenger
- || rfPassenger->m_leader != this && !rfPassenger->m_ped_flagF4 && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
+ || rfPassenger->m_leader != this && !rfPassenger->bDontDragMeOutCar && (veh->VehicleCreatedBy != MISSION_VEHICLE || m_objective != OBJECTIVE_ENTER_CAR_AS_DRIVER)
|| veh->IsRoomForPedToLeaveCar(CAR_DOOR_LF, enterOffset) == 0) {
if ((veh->m_nGettingInFlags & CAR_DOOR_FLAG_RF) == 0
@@ -9184,7 +9184,7 @@ CPed::ProcessControl(void)
}
CVisibilityPlugins::SetClumpAlpha(GetClump(), alpha);
- m_ped_flagC40 = false;
+ bIsShooting = false;
BuildPedLists();
bIsInWater = false;
ProcessBuoyancy();
@@ -10709,7 +10709,7 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
}
if (ped->m_vehEnterType != CAR_DOOR_LF && ped->m_vehEnterType != CAR_DOOR_LR) {
- if (pedToDragOut && !pedToDragOut->m_ped_flagF4) {
+ if (pedToDragOut && !pedToDragOut->bDontDragMeOutCar) {
if (pedToDragOut->m_nPedState != PED_DRIVING) {
ped->QuitEnteringCar();
pedToDragOut = nil;
@@ -10740,9 +10740,9 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
}
} else {
if (pedToDragOut) {
- if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->m_ped_flagF4) {
+ if (pedToDragOut->m_nPedState != PED_DRIVING || pedToDragOut->bDontDragMeOutCar) {
- // BUG: Player freezes in that condition due to it's objective isn't restored. It's an unfinished feature, used in VC.
+ // BUG: Player freezes in that condition due to its objective isn't restored. It's an unfinished feature, used in VC.
ped->QuitEnteringCar();
pedToDragOut = nil;
} else {
@@ -14310,7 +14310,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
if (!collidingEnt->IsVehicle() && !collidingEnt->IsObject()) {
m_pCurSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
- m_ped_flagH10 = false;
+ bTryingToReachDryLand = false;
bOnBoat = false;
} else {
m_pCurrentPhysSurface = (CPhysical*)collidingEnt;
@@ -14809,9 +14809,9 @@ CPed::ProcessBuoyancy(void)
bIsInWater = true;
ApplyMoveForce(buoyancyImpulse);
if (!DyingOrDead()) {
- if (m_ped_flagH10) {
+ if (bTryingToReachDryLand) {
if (buoyancyImpulse.z / m_fMass > 0.0032f * CTimer::GetTimeStep()) {
- m_ped_flagH10 = false;
+ bTryingToReachDryLand = false;
CVector pos = GetPosition();
if (PlacePedOnDryLand()) {
if (m_fHealth > 20.0f)
@@ -15749,7 +15749,7 @@ CPed::SeekCar(void)
break;
case STATUS_ABANDONED:
if (m_vehEnterType == CAR_DOOR_RF && vehToSeek->pPassengers[0]) {
- if (vehToSeek->pPassengers[0]->m_ped_flagF4) {
+ if (vehToSeek->pPassengers[0]->bDontDragMeOutCar) {
if (IsPlayer())
CPed::SetEnterCar(vehToSeek, m_vehEnterType);
} else {
diff --git a/src/peds/Ped.h b/src/peds/Ped.h
index 50a8bfec..446aab4b 100644
--- a/src/peds/Ped.h
+++ b/src/peds/Ped.h
@@ -313,7 +313,7 @@ public:
uint8 bChangedSeat : 1;
uint8 bUpdateAnimHeading : 1;
uint8 bBodyPartJustCameOff : 1;
- uint8 m_ped_flagC40 : 1;
+ uint8 bIsShooting : 1;
uint8 bFindNewNodeAfterStateRestore : 1;
uint8 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
@@ -335,17 +335,17 @@ public:
uint8 bFleeAfterExitingCar : 1;
uint8 bWanderPathAfterExitingCar : 1;
- uint8 m_ped_flagF2 : 1;
- uint8 m_ped_flagF4 : 1; // Unfinished feature from VC, probably bDontDragMeOutCar
+ uint8 bIsLeader : 1;
+ uint8 bDontDragMeOutCar : 1;
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;
- uint8 bStillOnValidPoly : 1;
- uint8 m_ped_flagG2 : 1;
- uint8 m_ped_flagG4 : 1; // bResetWalkAnims?
+ 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;
@@ -354,12 +354,12 @@ public:
uint8 m_ped_flagH1 : 1;
uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
- uint8 m_ped_flagH4 : 1;
+ uint8 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
uint8 bClearObjective : 1;
- uint8 m_ped_flagH10 : 1; // bTryingToReachDryLand? reset when we landed on something not vehicle and object
+ 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 from mugging people - will drop money if someone points gun to him
- uint8 m_ped_flagH80 : 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)
uint8 bShakeFist : 1; // test shake hand at look entity
uint8 bNoCriticalHits : 1; // if set, limbs won't came off