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-rw-r--r--src/entities/Ped.h47
1 files changed, 43 insertions, 4 deletions
diff --git a/src/entities/Ped.h b/src/entities/Ped.h
index adf24c88..4a616e22 100644
--- a/src/entities/Ped.h
+++ b/src/entities/Ped.h
@@ -2,6 +2,8 @@
#include "Physical.h"
#include "Weapon.h"
+#include "PedIK.h"
+#include <animation\AnimBlendClumpData.h>
enum {
PED_MAX_WEAPONS = 13
@@ -79,6 +81,22 @@ enum {
PEDMOVE_SPRINT,
};
+enum PedNode {
+ PED_WAIST = 0,
+ PED_TORSO, // Smid on PS2/PC, Storso on mobile/xbox. We follow mobile/xbox (makes kicking on ground look better)
+ PED_HEAD,
+ PED_UPPERARML,
+ PED_UPPERARMR,
+ PED_HANDL,
+ PED_HANDR,
+ PED_UPPERLEGL,
+ PED_UPPERLEGR,
+ PED_FOOTL,
+ PED_FOOTR,
+ PED_NODE_11,
+ PED_NODE_MAX
+};
+
class CVehicle;
class CPed : public CPhysical
@@ -159,7 +177,16 @@ public:
uint8 m_ped_flagI20 : 1;
uint8 m_ped_flagI40 : 1;
uint8 m_ped_flagI80 : 1;
- uint8 stuff1[199];
+ uint8 stuff10[60];
+ int32 m_pEventEntity;
+ int32 m_fAngleToEvent;
+ AnimBlendFrameData *m_pFrames[PED_FRAME_MAX];
+ int32 m_animGroup;
+ int32 m_pVehicleAnim;
+ CVector2D m_vecAnimMoveDelta;
+ CVector m_vecOffsetSeek;
+ CPedIK m_pedIK;
+ uint8 stuff1[12];
int32 m_nPedState;
int32 m_nLastPedState;
int32 m_nMoveState;
@@ -167,7 +194,8 @@ public:
CEntity *m_pCurrentPhysSurface;
CVector m_vecOffsetFromPhysSurface;
CEntity *m_pCurSurface;
- uint8 stuff3[16];
+ uint8 stuff3[12];
+ CPed* m_pSeekTarget;
CVehicle *m_pMyVehicle;
bool bInVehicle;
uint8 stuff4[23];
@@ -179,14 +207,25 @@ public:
CWeapon m_weapons[PED_MAX_WEAPONS];
int32 stuff7;
uint8 m_currentWeapon;
- uint8 stuff[163];
+ uint8 stuff[3];
+ int32 m_pPointGunAt;
+ CVector m_vecHitLastPos;
+ uint8 stuff8[12];
+ CPed *m_pPedFight;
+ float m_fLookDirection;
+ int32 m_wepModelID;
+ uint8 stuff9[120];
static void *operator new(size_t);
static void operator delete(void*, size_t);
bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; }
bool UseGroundColModel(void);
+ void AddWeaponModel(int id);
+ void AimGun();
void KillPedWithCar(CVehicle *veh, float impulse);
+ void Say(uint16 audio);
+ void SetLookFlag(CEntity *to, bool set);
CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
static Bool &bNastyLimbsCheat;
@@ -200,4 +239,4 @@ static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
-static_assert(sizeof(CPed) == 0x53C, "CPed: error");
+static_assert(sizeof(CPed) == 0x53C, "CPed: error"); \ No newline at end of file