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authoreray orçunus <erayorcunus@gmail.com>2019-07-01 18:26:46 +0200
committereray orçunus <erayorcunus@gmail.com>2019-07-01 18:29:21 +0200
commit8b36718c0a97807325937dba8c4e7796a63af0a7 (patch)
treebe64ee88ab3b860e3ec9e618c75a5aea1b1c4b8b /src/entities/Ped.h
parentMerge pull request #82 from erorcun/erorcun (diff)
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Diffstat (limited to 'src/entities/Ped.h')
-rw-r--r--src/entities/Ped.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/entities/Ped.h b/src/entities/Ped.h
index 741004a2..572ed17d 100644
--- a/src/entities/Ped.h
+++ b/src/entities/Ped.h
@@ -250,7 +250,7 @@ public:
float m_movedY;
float m_fRotationCur;
float m_fRotationDest;
- uint32 m_headingRate;
+ float m_headingRate;
uint16 m_vehEnterType;
uint16 m_walkAroundType;
CEntity *m_pCurrentPhysSurface;
@@ -368,7 +368,7 @@ public:
void ClearAttack(void);
bool IsPedHeadAbovePos(float zOffset);
void RemoveWeaponModel(int modelId);
- void SetCurrentWeapon(eWeaponType weaponType);
+ void SetCurrentWeapon(uint32 weaponType);
bool SelectGunIfArmed(void);
void Duck(void);
void ClearDuck(void);
@@ -382,7 +382,7 @@ public:
bool IsPointerValid(void);
void SortPeds(CPed**, int, int);
void BuildPedLists(void);
- void GiveWeapon(eWeaponType weaponType, int ammo);
+ void GiveWeapon(eWeaponType weaponType, uint32 ammo);
void SetPedStats(ePedStats);
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
@@ -416,10 +416,10 @@ public:
static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg);
- bool HasWeapon(eWeaponType weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
- CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
- CWeapon* GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; }
- RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
+ inline bool HasWeapon(uint32 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
+ inline CWeapon *GetWeapon(uint32 weaponType) { return &m_weapons[weaponType]; }
+ inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
+ inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
// to make patching virtual functions possible
void SetModelIndex_(uint32 mi) { CPed::SetModelIndex(mi); }