#pragma once #include "Physical.h" #include "Weapon.h" #include "PedStats.h" #include "PedType.h" #include "PedIK.h" #include "AnimManager.h" #include "AnimBlendClumpData.h" #include "AnimBlendAssociation.h" #include "WeaponInfo.h" #include "Fire.h" struct CPathNode; enum eWaitState { WAITSTATE_FALSE, WAITSTATE_TRAFFIC_LIGHTS, WAITSTATE_CROSS_ROAD, WAITSTATE_CROSS_ROAD_LOOK, WAITSTATE_LOOK_PED, WAITSTATE_LOOK_SHOP, WAITSTATE_LOOK_ACCIDENT, WAITSTATE_FACEOFF_GANG, WAITSTATE_DOUBLEBACK, WAITSTATE_HITWALL, WAITSTATE_TURN180, WAITSTATE_SURPRISE, WAITSTATE_STUCK, WAITSTATE_LOOK_ABOUT, WAITSTATE_PLAYANIM_DUCK, WAITSTATE_PLAYANIM_COWER, WAITSTATE_PLAYANIM_TAXI, WAITSTATE_PLAYANIM_HANDSUP, WAITSTATE_PLAYANIM_HANDSCOWER, WAITSTATE_PLAYANIM_CHAT, WAITSTATE_FINISH_FLEE }; enum eObjective : uint32 { OBJECTIVE_NONE, OBJECTIVE_IDLE, OBJECTIVE_FLEE_TILL_SAFE, OBJECTIVE_GUARD_SPOT, OBJECTIVE_GUARD_AREA, OBJECTIVE_WAIT_IN_CAR, OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT, OBJECTIVE_KILL_CHAR_ON_FOOT, OBJECTIVE_KILL_CHAR_ANY_MEANS, OBJECTIVE_FLEE_CHAR_ON_FOOT_TILL_SAFE, OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, OBJECTIVE_GOTO_CHAR_ON_FOOT, OBJECTIVE_FOLLOW_PED_IN_FORMATION, OBJECTIVE_LEAVE_VEHICLE, OBJECTIVE_ENTER_CAR_AS_PASSENGER, OBJECTIVE_ENTER_CAR_AS_DRIVER, OBJECTIVE_FOLLOW_CAR_IN_CAR, OBJECTIVE_FIRE_AT_OBJ_FROM_VEHICLE, OBJECTIVE_DESTROY_OBJ, OBJECTIVE_DESTROY_CAR, OBJECTIVE_GOTO_AREA_ANY_MEANS, OBJECTIVE_GOTO_AREA_ON_FOOT, OBJECTIVE_RUN_TO_AREA, OBJECTIVE_23, OBJECTIVE_24, OBJECTIVE_FIGHT_CHAR, OBJECTIVE_SET_LEADER, OBJECTIVE_FOLLOW_ROUTE, OBJECTIVE_SOLICIT, OBJECTIVE_HAIL_TAXI, OBJECTIVE_CATCH_TRAIN, OBJECTIVE_BUY_ICE_CREAM, OBJECTIVE_STEAL_ANY_CAR, OBJECTIVE_MUG_CHAR, OBJECTIVE_FLEE_CAR, OBJECTIVE_35 }; enum { RANDOM_CHAR = 1, MISSION_CHAR, }; enum PedLineUpPhase { LINE_UP_TO_CAR_START, LINE_UP_TO_CAR_END, LINE_UP_TO_CAR_2 }; enum PedOnGroundState { NO_PED, PED_BELOW_PLAYER, PED_ON_THE_FLOOR, PED_DEAD_ON_THE_FLOOR }; enum PedState { PED_NONE, PED_IDLE, PED_LOOK_ENTITY, PED_LOOK_HEADING, PED_WANDER_RANGE, PED_WANDER_PATH, PED_SEEK_POS, PED_SEEK_ENTITY, PED_FLEE_POS, PED_FLEE_ENTITY, PED_PURSUE, PED_FOLLOW_PATH, PED_SNIPER_MODE, PED_ROCKET_ODE, PED_DUMMY, PED_PAUSE, PED_ATTACK, PED_FIGHT, PED_FACE_PHONE, PED_MAKE_CALL, PED_CHAT, PED_MUG, PED_AIM_GUN, PED_AI_CONTROL, PED_SEEK_CAR, PED_SEEK_IN_BOAT, PED_FOLLOW_ROUTE, PED_CPR, PED_SOLICIT, PED_BUY_ICECREAM, PED_INVESTIGATE, PED_STEP_AWAY, PED_ON_FIRE, PED_UNKNOWN, // HANG_OUT in Fire_Head's idb PED_STATES_NO_AI, PED_JUMP, PED_FALL, PED_GETUP, PED_STAGGER, PED_DIVE_AWAY, PED_STATES_NO_ST, PED_ENTER_TRAIN, PED_EXIT_TRAIN, PED_ARREST_PLAYER, PED_DRIVING, PED_PASSENGER, PED_TAXI_PASSENGER, PED_OPEN_DOOR, PED_DIE, PED_DEAD, PED_CARJACK, PED_DRAG_FROM_CAR, PED_ENTER_CAR, PED_STEAL_CAR, PED_EXIT_CAR, PED_HANDS_UP, PED_ARRESTED, }; enum eMoveState { PEDMOVE_NONE, PEDMOVE_STILL, PEDMOVE_WALK, PEDMOVE_RUN, PEDMOVE_SPRINT, }; class CVehicle; class CPed : public CPhysical { public: // 0x128 CStoredCollPoly m_collPoly; float m_fCollisionSpeed; // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R* uint8 bIsStanding : 1; uint8 m_ped_flagA2 : 1; uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime) uint8 bIsPointingGunAt : 1; uint8 bIsLooking : 1; uint8 m_ped_flagA20 : 1; // "look" method? - probably missing in SA uint8 bIsRestoringLook : 1; uint8 bIsAimingGun : 1; uint8 bIsRestoringGun : 1; uint8 bCanPointGunAtTarget : 1; uint8 bIsTalking : 1; uint8 bIsInTheAir : 1; uint8 bIsLanding : 1; uint8 m_ped_flagB20 : 1; uint8 m_ped_flagB40 : 1; uint8 m_ped_flagB80 : 1; uint8 m_ped_flagC1 : 1; uint8 bRespondsToThreats : 1; uint8 m_ped_flagC4 : 1; // false when in bus, bRenderPedInCar? uint8 m_ped_flagC8 : 1; uint8 m_ped_flagC10 : 1; // related with phone uint8 m_ped_flagC20 : 1; // just left some body part? uint8 m_ped_flagC40 : 1; uint8 m_ped_flagC80 : 1; uint8 m_ped_flagD1 : 1; uint8 m_ped_flagD2 : 1; // seen an event uint8 m_ped_flagD4 : 1; uint8 m_ped_flagD8 : 1; uint8 m_ped_flagD10 : 1; uint8 m_ped_flagD20 : 1; uint8 m_ped_flagD40 : 1; // reset when objective changes uint8 m_bScriptObjectiveCompleted : 1; uint8 m_ped_flagE1 : 1; uint8 m_ped_flagE2 : 1; uint8 bNotAllowedToDuck : 1; uint8 bCrouchWhenShooting : 1; uint8 bIsDucking : 1; // set if you don't want ped to attack uint8 m_ped_flagE20 : 1; uint8 bDoBloodyFootprints : 1; uint8 m_ped_flagE80 : 1; uint8 m_ped_flagF1 : 1; uint8 m_ped_flagF2 : 1; uint8 m_ped_flagF4 : 1; uint8 m_ped_flagF8 : 1; uint8 m_ped_flagF10 : 1; uint8 m_ped_flagF20 : 1; uint8 m_ped_flagF40 : 1; uint8 m_ped_flagF80 : 1; uint8 m_ped_flagG1 : 1; uint8 m_ped_flagG2 : 1; uint8 m_ped_flagG4 : 1; uint8 m_ped_flagG8 : 1; uint8 m_ped_flagG10 : 1; uint8 m_ped_flagG20 : 1; uint8 m_ped_flagG40 : 1; uint8 m_ped_flagG80 : 1; uint8 m_ped_flagH1 : 1; uint8 m_ped_flagH2 : 1; uint8 m_ped_flagH4 : 1; uint8 m_ped_flagH8 : 1; uint8 m_ped_flagH10 : 1; uint8 m_ped_flagH20 : 1; uint8 m_ped_flagH40 : 1; uint8 m_ped_flagH80 : 1; uint8 m_ped_flagI1 : 1; uint8 m_ped_flagI2 : 1; uint8 m_ped_flagI4 : 1; uint8 bHasAlreadyBeenRecorded : 1; uint8 m_ped_flagI10 : 1; uint8 m_ped_flagI20 : 1; uint8 m_ped_flagI40 : 1; uint8 m_ped_flagI80 : 1; uint8 stuff10[3]; uint8 CharCreatedBy; uint8 field_161; uint8 pad_162[2]; eObjective m_objective; eObjective m_prevObjective; CPed *m_pedInObjective; CVehicle *m_carInObjective; uint32 field_174; uint32 field_178; uint32 field_17C; CPed *m_leader; uint32 m_pedFormation; uint32 m_fearFlags; CEntity *m_threatEntity; CVector2D m_eventOrThread; uint32 m_eventType; CEntity* m_pEventEntity; float m_fAngleToEvent; AnimBlendFrameData *m_pFrames[PED_NODE_MAX]; AssocGroupId m_animGroup; CAnimBlendAssociation *m_pVehicleAnim; CVector2D m_vecAnimMoveDelta; CVector m_vecOffsetSeek; CPedIK m_pedIK; float m_actionX; float m_actionY; uint32 m_nPedStateTimer; PedState m_nPedState; PedState m_nLastPedState; eMoveState m_nMoveState; int32 m_nStoredActionState; int32 m_nPrevActionState; eWaitState m_nWaitState; uint32 m_nWaitTimer; void *m_pPathNodesStates[8]; // seems unused CVector2D m_stPathNodeStates[10]; uint16 m_nPathNodes; int16 m_nCurPathNode; int8 m_nPathState; private: int8 _pad2B5[3]; public: CPathNode *m_pNextPathNode; CPathNode *m_pLastPathNode; float m_fHealth; float m_fArmour; int16 m_routeLastPoint; uint16 m_routePoints; int16 m_routePos; int16 m_routeType; int16 m_routeCurDir; uint16 field_2D2; CVector2D m_moved; float m_fRotationCur; float m_fRotationDest; float m_headingRate; uint16 m_vehEnterType; uint16 m_walkAroundType; CEntity *m_pCurrentPhysSurface; CVector m_vecOffsetFromPhysSurface; CEntity *m_pCurSurface; CVector m_vecSeekVehicle; CEntity *m_pSeekTarget; CVehicle *m_pMyVehicle; bool bInVehicle; uint8 pad_315[3]; float field_318; uint8 field_31C; uint8 field_31D; int16 m_phoneId; uint32 m_lookingForPhone; // unused uint32 m_phoneTalkTimer; void *m_lastAccident; int32 m_nPedType; CPedStats *m_pedStats; float m_fleeFromPosX; float m_fleeFromPosY; CEntity *m_fleeFrom; uint32 m_fleeTimer; uint32 field_344; uint32 m_lastThreatTimer; CEntity *m_pCollidingEntity; uint8 m_stateUnused; uint8 pad_351[3]; uint32 m_timerUnused; CEntity *m_targetUnused; CWeapon m_weapons[WEAPONTYPE_TOTAL_INVENTORY_WEAPONS]; eWeaponType m_storedWeapon; uint8 m_currentWeapon; // eWeaponType uint8 m_maxWeaponTypeAllowed; // eWeaponType uint8 m_wepSkills; uint8 m_wepAccuracy; CEntity *m_pPointGunAt; CVector m_vecHitLastPos; uint32 m_lastHitState; uint8 m_fightFlags1; uint8 m_fightFlags2; uint8 pad_4B2[2]; CFire* m_pFire; CEntity *m_pLookTarget; float m_fLookDirection; int32 m_wepModelID; uint32 m_leaveCarTimer; uint32 m_getUpTimer; uint32 m_lookTimer; uint32 m_standardTimer; uint32 m_attackTimer; uint32 m_lastHitTime; uint32 m_hitRecoverTimer; uint32 m_objectiveTimer; uint32 m_duckTimer; uint32 field_4E8; int32 m_bloodyFootprintCount; uint8 stuff9[2]; int8 m_bodyPartBleeding; // PedNode uint8 m_field_4F3; CPed *m_nearPeds[10]; uint16 m_numNearPeds; int8 m_lastWepDam; uint8 pad_51F; uint8 field_520; uint8 pad_521[3]; uint32 m_talkTimer; uint16 m_talkTypeLast; uint16 m_talkType; CVector m_vecSeekPosEx; float m_seekExAngle; static void *operator new(size_t); static void *operator new(size_t, int); static void operator delete(void*, size_t); static void operator delete(void*, int); CPed(uint32 pedType); ~CPed(void); void SetModelIndex(uint32 mi); void ProcessControl(void); void Teleport(CVector); void PreRender(void); void Render(void); bool SetupLighting(void); void RemoveLighting(bool); void FlagToDestroyWhenNextProcessed(void); int32 ProcessEntityCollision(CEntity*, CColPoint*); virtual void SetMoveAnim(void); void AddWeaponModel(int id); void AimGun(void); void KillPedWithCar(CVehicle *veh, float impulse); void Say(uint16 audio); void SetLookFlag(CEntity *target, bool unknown); void SetLookFlag(float direction, bool unknown); void SetLookTimer(int time); void SetDie(AnimationId anim, float arg1, float arg2); void SetDead(void); void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer); void RemoveBodyPart(PedNode nodeId, int8 unknown); void SpawnFlyingComponent(int, int8 unknown); bool OurPedCanSeeThisOne(CEntity *target); void Avoid(void); void Attack(void); void ClearAimFlag(void); void ClearLookFlag(void); void RestorePreviousState(void); void ClearAttack(void); bool IsPedHeadAbovePos(float zOffset); void RemoveWeaponModel(int modelId); void SetCurrentWeapon(uint32 weaponType); void Duck(void); void ClearDuck(void); void ClearPointGunAt(void); void BeingDraggedFromCar(void); void RestartNonPartialAnims(void); void LineUpPedWithCar(PedLineUpPhase phase); void SetPedPositionInCar(void); void PlayFootSteps(void); void QuitEnteringCar(void); void BuildPedLists(void); uint32 GiveWeapon(eWeaponType weaponType, uint32 ammo); void CalculateNewOrientation(void); float WorkOutHeadingForMovingFirstPerson(float); void CalculateNewVelocity(void); bool CanPedJumpThis(int32); bool CanSeeEntity(CEntity*, float); void RestorePreviousObjective(void); void SetIdle(void); void SetObjective(eObjective, void*); void SetObjective(eObjective); void SetObjective(eObjective, int16, int16); void ClearChat(void); void InformMyGangOfAttack(CEntity*); void SetFollowRoute(int16, int16); void ReactToAttack(CEntity*); void SetDuck(uint32); void RegisterThreatWithGangPeds(CEntity*); bool TurnBody(void); void Chat(void); void MakeChangesForNewWeapon(int8); void CheckAroundForPossibleCollisions(void); void SetSeek(CVector, float); bool MakePhonecall(void); bool FacePhone(void); CPed *CheckForDeadPeds(void); bool CheckForExplosions(CVector2D &area); CPed *CheckForGunShots(void); uint8 CheckForPointBlankPeds(CPed*); bool CheckIfInTheAir(void); void ClearAll(void); void SetPointGunAt(CEntity*); bool Seek(void); void SetWanderPath(int8); void SetFollowPath(CVector); // Static methods static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset); static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult); static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType); // Callbacks static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data); static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data); static void PedGetupCB(CAnimBlendAssociation *assoc, void *arg); static void PedStaggerCB(CAnimBlendAssociation *assoc, void *arg); static void PedEvadeCB(CAnimBlendAssociation *assoc, void *arg); static void FinishDieAnimCB(CAnimBlendAssociation *assoc, void *arg); static void FinishedWaitCB(CAnimBlendAssociation *assoc, void *arg); static void FinishLaunchCB(CAnimBlendAssociation *assoc, void *arg); static void FinishHitHeadCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimGetInCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimDoorOpenCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimPullPedOutCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimDoorCloseCB(CAnimBlendAssociation *assoc, void *arg); static void SetInCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimAlignCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimStepOutCarCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetInTrainCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetOutTrainCB(CAnimBlendAssociation *assoc, void *arg); static void FinishedAttackCB(CAnimBlendAssociation *assoc, void *arg); static void FinishFightMoveCB(CAnimBlendAssociation *assoc, void *arg); static void PedAnimDoorCloseRollingCB(CAnimBlendAssociation *assoc, void *arg); static void FinishJumpCB(CAnimBlendAssociation *assoc, void *arg); static void PedLandCB(CAnimBlendAssociation *assoc, void *arg); static void RestoreHeadingRateCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetQuickDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); static void PedSetDraggedOutCarPositionCB(CAnimBlendAssociation *assoc, void *arg); // functions that I see unnecessary to hook bool IsPlayer(void); bool UseGroundColModel(void); bool CanSetPedState(void); bool IsPedInControl(void); bool CanPedDriveOff(void); bool CanBeDeleted(void); bool CanStrafeOrMouseControl(void); bool CanPedReturnToState(void); void SetMoveState(eMoveState); bool IsTemporaryObjective(eObjective objective); void SetObjectiveTimer(int); bool SelectGunIfArmed(void); bool IsPointerValid(void); void SortPeds(CPed**, int, int); void ForceStoredObjective(eObjective); void SetStoredObjective(void); void SetLeader(CEntity* leader); void SetPedStats(ePedStats); bool IsGangMember(void); bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; } CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; } CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; } RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; } PedState GetPedState(void) { return m_nPedState; } void SetPedState(PedState state) { m_nPedState = state; } // set by 0482:set_threat_reaction_range_multiplier opcode static uint16 &distanceMultToCountPedNear; static CVector &offsetToOpenRegularCarDoor; static CVector &offsetToOpenLowCarDoor; static CVector &offsetToOpenVanDoor; static bool &bNastyLimbsCheat; static bool &bPedCheat2; static bool &bPedCheat3; }; void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg); static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error"); static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error"); static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error"); 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(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error"); static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error"); static_assert(offsetof(CPed, m_pedInObjective) == 0x16C, "CPed: error"); static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error"); static_assert(sizeof(CPed) == 0x53C, "CPed: error");