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Diffstat (limited to 'src/peds/PlayerPed.cpp')
-rw-r--r--src/peds/PlayerPed.cpp41
1 files changed, 0 insertions, 41 deletions
diff --git a/src/peds/PlayerPed.cpp b/src/peds/PlayerPed.cpp
index b66c1854..fd0bf643 100644
--- a/src/peds/PlayerPed.cpp
+++ b/src/peds/PlayerPed.cpp
@@ -51,7 +51,6 @@ CPlayerPed::~CPlayerPed()
delete m_pWanted;
}
-// --MIAMI: Done
CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
{
m_fMoveSpeed = 0.0f;
@@ -100,7 +99,6 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
idleAnimBlockIndex = CAnimManager::GetAnimationBlockIndex("playidles");
}
-// --MIAMI: Done
void
CPlayerPed::ClearWeaponTarget()
{
@@ -112,21 +110,18 @@ CPlayerPed::ClearWeaponTarget()
ClearPointGunAt();
}
-// --MIAMI: Done
void
CPlayerPed::SetWantedLevel(int32 level)
{
m_pWanted->SetWantedLevel(level);
}
-// --MIAMI: Done
void
CPlayerPed::SetWantedLevelNoDrop(int32 level)
{
m_pWanted->SetWantedLevelNoDrop(level);
}
-// --MIAMI: Done
void
CPlayerPed::MakeObjectTargettable(int32 handle)
{
@@ -138,7 +133,6 @@ CPlayerPed::MakeObjectTargettable(int32 handle)
}
}
-// --MIAMI: Done
// I don't know the actual purpose of parameter
void
CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
@@ -152,7 +146,6 @@ CPlayerPed::AnnoyPlayerPed(bool annoyedByPassingEntity)
}
}
-// --MIAMI: Done
void
CPlayerPed::ClearAdrenaline(void)
{
@@ -162,7 +155,6 @@ CPlayerPed::ClearAdrenaline(void)
}
}
-// --MIAMI: Done
CPlayerInfo *
CPlayerPed::GetPlayerInfoForThisPlayerPed()
{
@@ -172,7 +164,6 @@ CPlayerPed::GetPlayerInfoForThisPlayerPed()
return nil;
}
-// --MIAMI: Done
void
CPlayerPed::SetupPlayerPed(int32 index)
{
@@ -193,21 +184,18 @@ CPlayerPed::SetupPlayerPed(int32 index)
#endif
}
-// --MIAMI: Done
void
CPlayerPed::DeactivatePlayerPed(int32 index)
{
CWorld::Remove(CWorld::Players[index].m_pPed);
}
-// --MIAMI: Done
void
CPlayerPed::ReactivatePlayerPed(int32 index)
{
CWorld::Add(CWorld::Players[index].m_pPed);
}
-// --MIAMI: Done
void
CPlayerPed::UseSprintEnergy(void)
{
@@ -224,7 +212,6 @@ CPlayerPed::UseSprintEnergy(void)
}
}
-// --MIAMI: Done
void
CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
{
@@ -249,7 +236,6 @@ CPlayerPed::MakeChangesForNewWeapon(eWeaponType weapon)
TheCamera.ClearPlayerWeaponMode();
}
-// --MIAMI: Done
void
CPlayerPed::MakeChangesForNewWeapon(int32 slot)
{
@@ -257,7 +243,6 @@ CPlayerPed::MakeChangesForNewWeapon(int32 slot)
MakeChangesForNewWeapon(m_weapons[slot].m_eWeaponType);
}
-// --MIAMI: Done
void
CPlayerPed::ReApplyMoveAnims(void)
{
@@ -277,7 +262,6 @@ CPlayerPed::ReApplyMoveAnims(void)
}
}
-// --MIAMI: Done
void
CPlayerPed::SetInitialState(void)
{
@@ -324,7 +308,6 @@ CPlayerPed::SetInitialState(void)
m_attachWepAmmo = 0;
}
-// --MIAMI: Done
void
CPlayerPed::SetRealMoveAnim(void)
{
@@ -568,7 +551,6 @@ CPlayerPed::SetRealMoveAnim(void)
}
}
-// --MIAMI: Done
void
CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
{
@@ -576,7 +558,6 @@ CPlayerPed::RestoreSprintEnergy(float restoreSpeed)
m_fCurrentStamina += restoreSpeed * CTimer::GetTimeStep() * 0.5f;
}
-// --MIAMI: Done
float
CPlayerPed::DoWeaponSmoothSpray(void)
{
@@ -626,7 +607,6 @@ CPlayerPed::DoWeaponSmoothSpray(void)
return -1.0f;
}
-// --MIAMI: Done
void
CPlayerPed::DoStuffToGoOnFire(void)
{
@@ -634,7 +614,6 @@ CPlayerPed::DoStuffToGoOnFire(void)
TheCamera.ClearPlayerWeaponMode();
}
-// --MIAMI: Done
bool
CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
{
@@ -646,7 +625,6 @@ CPlayerPed::DoesTargetHaveToBeBroken(CVector target, CWeapon *weaponUsed)
return false;
}
-// --MIAMI: Done
// Cancels landing anim while running & jumping? I think
void
CPlayerPed::RunningLand(CPad *padUsed)
@@ -665,7 +643,6 @@ CPlayerPed::RunningLand(CPad *padUsed)
}
}
-// --MIAMI: Done
bool
CPlayerPed::IsThisPedAnAimingPriority(CPed *suspect)
{
@@ -688,7 +665,6 @@ CPlayerPed::IsThisPedAnAimingPriority(CPed *suspect)
return suspect->m_nPedState == PED_ABSEIL;
}
-// --MIAMI: Done
void
CPlayerPed::PlayerControlSniper(CPad *padUsed)
{
@@ -725,7 +701,6 @@ CPlayerPed::PlayerControlSniper(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
-// --MIAMI: Done
// I think R* also used goto in here.
void
CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
@@ -816,7 +791,6 @@ switchDetectDone:
}
}
-// --MIAMI: Done
void
CPlayerPed::PlayerControlM16(CPad *padUsed)
{
@@ -853,7 +827,6 @@ CPlayerPed::PlayerControlM16(CPad *padUsed)
GetWeapon()->Update(m_audioEntityId, nil);
}
-// --MIAMI: Done
void
CPlayerPed::PlayerControlFighter(CPad *padUsed)
{
@@ -879,7 +852,6 @@ CPlayerPed::PlayerControlFighter(CPad *padUsed)
}
}
-// --MIAMI: Done
void
CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
{
@@ -940,7 +912,6 @@ CPlayerPed::PlayerControl1stPersonRunAround(CPad *padUsed)
#endif
}
-// --MIAMI: Done
void
CPlayerPed::KeepAreaAroundPlayerClear(void)
{
@@ -990,7 +961,6 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
}
}
-// --MIAMI: Done
void
CPlayerPed::EvaluateNeighbouringTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool lookToLeft, bool priority)
{
@@ -1017,7 +987,6 @@ CPlayerPed::EvaluateNeighbouringTarget(CEntity *candidate, CEntity **targetPtr,
}
}
-// --MIAMI: Done
void
CPlayerPed::EvaluateTarget(CEntity *candidate, CEntity **targetPtr, float *lastCloseness, float distLimit, float angleOffset, bool priority)
{
@@ -1072,7 +1041,6 @@ CPlayerPed::RotatePlayerToTrackTarget(void)
}
}
-// --MIAMI: Done
bool
CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
{
@@ -1115,7 +1083,6 @@ CPlayerPed::FindNextWeaponLockOnTarget(CEntity *previousTarget, bool lookToLeft)
return true;
}
-// --MIAMI: Done
bool
CPlayerPed::FindWeaponLockOnTarget(void)
{
@@ -1167,7 +1134,6 @@ CPlayerPed::FindWeaponLockOnTarget(void)
return true;
}
-// --MIAMI: Done
void
CPlayerPed::ProcessAnimGroups(void)
{
@@ -1476,7 +1442,6 @@ CPlayerPed::MovementDisabledBecauseOfTargeting(void)
return m_pPointGunAt && !CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->IsFlagSet(WEAPONFLAG_CANAIM_WITHARM);
}
-// --MIAMI: Done
void
CPlayerPed::PlayerControlZelda(CPad *padUsed)
{
@@ -1952,7 +1917,6 @@ CPlayerPed::ProcessControl(void)
UpdateRpHAnim();
}
-// --MIAMI: Done
bool
CPlayerPed::DoesPlayerWantNewWeapon(eWeaponType weapon, bool onlyIfSlotIsEmpty)
{
@@ -2036,7 +2000,6 @@ CPlayerPed::PlayIdleAnimations(CPad *padUsed)
}
}
-// --MIAMI: Done
void
CPlayerPed::SetNearbyPedsToInteractWithPlayer(void)
{
@@ -2071,7 +2034,6 @@ CPlayerPed::SetNearbyPedsToInteractWithPlayer(void)
}
}
-// --MIAMI: Done
void
CPlayerPed::UpdateMeleeAttackers(void)
{
@@ -2114,7 +2076,6 @@ CPlayerPed::UpdateMeleeAttackers(void)
&& m_pMeleeList[4] == this && m_pMeleeList[5] == this;
}
-// --MIAMI: Done
void
CPlayerPed::RemovePedFromMeleeList(CPed *ped)
{
@@ -2127,7 +2088,6 @@ CPlayerPed::RemovePedFromMeleeList(CPed *ped)
ped->m_attackTimer = 0;
}
-// --MIAMI: Done
void
CPlayerPed::GetMeleeAttackCoords(CVector& coords, int8 dir, float dist)
{
@@ -2160,7 +2120,6 @@ CPlayerPed::GetMeleeAttackCoords(CVector& coords, int8 dir, float dist)
}
}
-// --MIAMI: Done
int32
CPlayerPed::FindMeleeAttackPoint(CPed *victim, CVector &dist, uint32 &endOfAttackOut)
{