aboutsummaryrefslogtreecommitdiff
path: root/src/peds/Ped.h
blob: 9cd85ef104dce588e0c0500505a8bf0f07f14ea9 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
#pragma once

#include "RwHelper.h"
#include "AnimManager.h"
#include "Crime.h"
#include "EventList.h"
#include "PedIK.h"
#include "PedType.h"
#include "Physical.h"
#include "Weapon.h"
#include "WeaponInfo.h"
#include "Collision.h"

#define FEET_OFFSET	1.04f
#define CHECK_NEARBY_THINGS_MAX_DIST	15.0f
#define ENTER_CAR_MAX_DIST	30.0f
#define CAN_SEE_ENTITY_ANGLE_THRESHOLD	DEGTORAD(60.0f)

struct CPathNode;
class CAccident;
class CObject;
class CFire;
struct AnimBlendFrameData;
class CAnimBlendAssociation;

struct PedAudioData
{
	int m_nFixedDelayTime;
	int m_nOverrideFixedDelayTime;
	int m_nOverrideMaxRandomDelayTime;
	int m_nMaxRandomDelayTime;
};

enum eFormation
{
	FORMATION_UNDEFINED,
	FORMATION_REAR,
	FORMATION_REAR_LEFT,
	FORMATION_REAR_RIGHT,
	FORMATION_FRONT_LEFT,
	FORMATION_FRONT_RIGHT,
	FORMATION_LEFT,
	FORMATION_RIGHT,
	FORMATION_FRONT
};

enum FightState {
	FIGHTSTATE_MOVE_FINISHED = -2,
	FIGHTSTATE_JUST_ATTACKED,
	FIGHTSTATE_NO_MOVE,
	FIGHTSTATE_1
};

enum
{
	ENDFIGHT_NORMAL,
	ENDFIGHT_WITH_A_STEP,
	ENDFIGHT_FAST
};

enum PedRouteType
{
	PEDROUTE_STOP_WHEN_DONE = 1,
	PEDROUTE_GO_BACKWARD_WHEN_DONE,
	PEDROUTE_GO_TO_START_WHEN_DONE
};

enum FightMoveHitLevel
{
	HITLEVEL_NULL,
	HITLEVEL_GROUND,
	HITLEVEL_LOW,
	HITLEVEL_MEDIUM,
	HITLEVEL_HIGH
};

struct FightMove
{
	AnimationId animId;
	float startFireTime;
	float endFireTime;
	float comboFollowOnTime;
	float strikeRadius;
	uint8 hitLevel; // FightMoveHitLevel
	uint8 damage;
	uint8 flags;
};
VALIDATE_SIZE(FightMove, 0x18);

// TODO: This is eFightState on mobile.
enum PedFightMoves
{
	FIGHTMOVE_NULL,
	// Attacker
	FIGHTMOVE_STDPUNCH,
	FIGHTMOVE_IDLE,
	FIGHTMOVE_SHUFFLE_F,
	FIGHTMOVE_KNEE,
	FIGHTMOVE_HEADBUTT,
	FIGHTMOVE_PUNCHJAB,
	FIGHTMOVE_PUNCHHOOK,
	FIGHTMOVE_KICK,
	FIGHTMOVE_LONGKICK,
	FIGHTMOVE_ROUNDHOUSE,
	FIGHTMOVE_BODYBLOW,
	FIGHTMOVE_GROUNDKICK,
	// Opponent
	FIGHTMOVE_HITFRONT,
	FIGHTMOVE_HITBACK,
	FIGHTMOVE_HITRIGHT,
	FIGHTMOVE_HITLEFT,
	FIGHTMOVE_HITBODY,
	FIGHTMOVE_HITCHEST,
	FIGHTMOVE_HITHEAD,
	FIGHTMOVE_HITBIGSTEP,
	FIGHTMOVE_HITONFLOOR,
	FIGHTMOVE_HITBEHIND,
	FIGHTMOVE_IDLE2NORM,
	NUM_FIGHTMOVES
};

enum ePedPieceTypes
{
	PEDPIECE_TORSO,
	PEDPIECE_MID,
	PEDPIECE_LEFTARM,
	PEDPIECE_RIGHTARM,
	PEDPIECE_LEFTLEG,
	PEDPIECE_RIGHTLEG,
	PEDPIECE_HEAD,
};

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 {
	OBJECTIVE_NONE,
	OBJECTIVE_WAIT_ON_FOOT,
	OBJECTIVE_FLEE_ON_FOOT_TILL_SAFE,
	OBJECTIVE_GUARD_SPOT,
	OBJECTIVE_GUARD_AREA,	// not implemented
	OBJECTIVE_WAIT_IN_CAR,
	OBJECTIVE_WAIT_IN_CAR_THEN_GET_OUT,
	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_CHAR_IN_FORMATION,
	OBJECTIVE_LEAVE_CAR,
	OBJECTIVE_ENTER_CAR_AS_PASSENGER,
	OBJECTIVE_ENTER_CAR_AS_DRIVER,
	OBJECTIVE_FOLLOW_CAR_IN_CAR, // not implemented
	OBJECTIVE_FIRE_AT_OBJECT_FROM_VEHICLE,	// not implemented
	OBJECTIVE_DESTROY_OBJECT,	// not implemented
	OBJECTIVE_DESTROY_CAR,
	OBJECTIVE_GOTO_AREA_ANY_MEANS,
	OBJECTIVE_GOTO_AREA_ON_FOOT,
	OBJECTIVE_RUN_TO_AREA,
	OBJECTIVE_GOTO_AREA_IN_CAR,	// not implemented
	OBJECTIVE_FOLLOW_CAR_ON_FOOT_WITH_OFFSET,	// not implemented
	OBJECTIVE_GUARD_ATTACK,
	OBJECTIVE_SET_LEADER,
	OBJECTIVE_FOLLOW_ROUTE,
	OBJECTIVE_SOLICIT_VEHICLE,
	OBJECTIVE_HAIL_TAXI,
	OBJECTIVE_CATCH_TRAIN,
	OBJECTIVE_BUY_ICE_CREAM,
	OBJECTIVE_STEAL_ANY_CAR,
	OBJECTIVE_MUG_CHAR,
	OBJECTIVE_FLEE_CAR,
#ifdef VC_PED_PORTS
	OBJECTIVE_LEAVE_CAR_AND_DIE
#endif
};

enum {
	RANDOM_CHAR = 1,
	MISSION_CHAR,
};

enum PedLineUpPhase {
	LINE_UP_TO_CAR_START,
	LINE_UP_TO_CAR_END,
	LINE_UP_TO_CAR_2 // Buggy. Used for cops arresting you from passenger door
};

enum PedOnGroundState {
	NO_PED,
	PED_IN_FRONT_OF_ATTACKER,
	PED_ON_THE_FLOOR,
	PED_DEAD_ON_THE_FLOOR
};

enum PointBlankNecessity {
	NO_POINT_BLANK_PED,
	POINT_BLANK_FOR_WANTED_PED,
	POINT_BLANK_FOR_SOMEONE_ELSE
};

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_MODE,
	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,	// Same with IDLE, but also infects up to 5 peds with same pedType and WANDER_PATH, so they become stone too. HANG_OUT in Fire_Head's idb

	PED_STATES_NO_AI,

	// One of these states isn't on PS2 - start
	PED_JUMP,
	PED_FALL,
	PED_GETUP,
	PED_STAGGER,
	PED_DIVE_AWAY,

	PED_STATES_NO_ST,
	PED_ENTER_TRAIN,
	PED_EXIT_TRAIN,
	PED_ARREST_PLAYER,
	// One of these states isn't on PS2 - end

	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*
	uint32 bIsStanding : 1;
	uint32 bWasStanding : 1;
	uint32 bIsAttacking : 1;		// doesn't reset after fist fight
	uint32 bIsPointingGunAt : 1;
	uint32 bIsLooking : 1;
	uint32 bKeepTryingToLook : 1; // if we can't look somewhere due to unreachable angles
	uint32 bIsRestoringLook : 1;
	uint32 bIsAimingGun : 1;

	uint32 bIsRestoringGun : 1;
	uint32 bCanPointGunAtTarget : 1;
	uint32 bIsTalking : 1;
	uint32 bIsInTheAir : 1;
	uint32 bIsLanding : 1;
	uint32 bIsRunning : 1; // on some conditions
	uint32 bHitSomethingLastFrame : 1;
	uint32 bVehEnterDoorIsBlocked : 1; // because someone else enters/exits from there

	uint32 bCanPedEnterSeekedCar : 1;
	uint32 bRespondsToThreats : 1;
	uint32 bRenderPedInCar : 1;
	uint32 bChangedSeat : 1;
	uint32 bUpdateAnimHeading : 1;
	uint32 bBodyPartJustCameOff : 1;
	uint32 bIsShooting : 1;
	uint32 bFindNewNodeAfterStateRestore : 1;

	uint32 bHasACamera : 1; // does ped possess a camera to document accidents involves fire/explosion
	uint32 bGonnaInvestigateEvent : 1;
	uint32 bPedIsBleeding : 1;
	uint32 bStopAndShoot : 1; // Ped cannot reach target to attack with fist, need to use gun
	uint32 bIsPedDieAnimPlaying : 1;
	uint32 bUsePedNodeSeek : 1;
	uint32 bObjectiveCompleted : 1;
	uint32 bScriptObjectiveCompleted : 1;

	uint32 bKindaStayInSamePlace : 1;
	uint32 bBeingChasedByPolice : 1; // Unused VC leftover. Should've been set for criminal/gang members
	uint32 bNotAllowedToDuck : 1;
	uint32 bCrouchWhenShooting : 1;
	uint32 bIsDucking : 1;
	uint32 bGetUpAnimStarted : 1;
	uint32 bDoBloodyFootprints : 1;
	uint32 bFleeAfterExitingCar : 1;

	uint32 bWanderPathAfterExitingCar : 1;
	uint32 bIsLeader : 1;
	uint32 bDontDragMeOutCar : 1; // unfinished feature
	uint32 m_ped_flagF8 : 1;
	uint32 bWillBeQuickJacked : 1;
	uint32 bCancelEnteringCar : 1; // after door is opened or couldn't be opened due to it's locked
	uint32 bObstacleShowedUpDuringKillObjective : 1;
	uint32 bDuckAndCover : 1;

	uint32 bStillOnValidPoly : 1; // set if the polygon the ped is on is still valid for collision
	uint32 bAllowMedicsToReviveMe : 1;
	uint32 bResetWalkAnims : 1;
	uint32 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
	uint32 bOnBoat : 1; // not just driver, may be just standing
	uint32 bBusJacked : 1;
	uint32 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door and when arrested by police
	uint32 bFadeOut : 1;

	uint32 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
	uint32 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
	uint32 bCullExtraFarAway : 1; // special ped only gets culled if it's extra far away (for roadblocks)
	uint32 bClearObjective : 1;
	uint32 bTryingToReachDryLand : 1; // has ped just exited boat and trying to get to dry land
	uint32 bCollidedWithMyVehicle : 1;
	uint32 bRichFromMugging : 1; // ped has lots of cash cause they've been mugging people
	uint32 bChrisCriminal : 1; // Is a criminal as killed during Chris' police mission (should be counted as such)

	uint32 bShakeFist : 1;  // test shake hand at look entity
	uint32 bNoCriticalHits : 1; // if set, limbs won't came off
	uint32 bVehExitWillBeInstant : 1;
	uint32 bHasAlreadyBeenRecorded : 1;
	uint32 bFallenDown : 1;
#ifdef VC_PED_PORTS
	uint32 bSomeVCflag1 : 1;
#endif
#ifdef PED_SKIN
	uint32 bDontAcceptIKLookAts : 1;	// TODO: find uses of this
#endif
	uint32 m_ped_flagI40 : 1;
	uint32 m_ped_flagI80 : 1; // originally unused, KANGAROO_CHEAT define makes use of this as cheat toggle 

	uint8 CharCreatedBy;
	eObjective m_objective;
	eObjective m_prevObjective;
	CPed *m_pedInObjective;
	CVehicle *m_carInObjective;
	CVector m_nextRoutePointPos;
	CPed *m_leader;
	eFormation m_pedFormation;
	uint32 m_fearFlags;
	CEntity *m_threatEntity;
	CVector2D m_eventOrThreat;
	uint32 m_eventType;
	CEntity* m_pEventEntity;
	float m_fAngleToEvent;
	AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
#ifdef PED_SKIN
	// stored inside the clump with non-skin ped
	RpAtomic *m_pWeaponModel;
#endif
	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_nStoredMoveState;
	int32 m_nPrevMoveState;
	eWaitState m_nWaitState;
	uint32 m_nWaitTimer;
	void *m_pPathNodesStates[8]; // unused, probably leftover from VC
	CVector2D m_stPathNodeStates[10];
	uint16 m_nPathNodes;
	int16 m_nCurPathNode;
	int8 m_nPathDir;
public:
	CPathNode *m_pLastPathNode;
	CPathNode *m_pNextPathNode;
	float m_fHealth;
	float m_fArmour;
	int16 m_routeLastPoint;
	uint16 m_routeStartPoint;
	int16 m_routePointsPassed;
	int16 m_routeType;	// See PedRouteType
	int16 m_routePointsBeingPassed;
	CVector2D m_moved;
	float m_fRotationCur;
	float m_fRotationDest;
	float m_headingRate;
	uint16 m_vehDoor;
	int16 m_walkAroundType;
	CPhysical *m_pCurrentPhysSurface;
	CVector m_vecOffsetFromPhysSurface;
	CEntity *m_pCurSurface;
	CVector m_vecSeekPos;
	CEntity *m_pSeekTarget;
	CVehicle *m_pMyVehicle;
	bool bInVehicle;
	float m_distanceToCountSeekDone;
	bool bRunningToPhone;
	int16 m_phoneId;
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
	bool m_facePhoneStart;
	CEntity *m_victimOfPlayerCrime;
#endif
	eCrimeType m_crimeToReportOnPhone;
	uint32 m_phoneTalkTimer;
	CAccident *m_lastAccident;
	uint32 m_nPedType;
	CPedStats *m_pedStats;
	float m_fleeFromPosX;
	float m_fleeFromPosY;
	CEntity *m_fleeFrom;
	uint32 m_fleeTimer;
	CEntity* m_collidingEntityWhileFleeing;
	uint32 m_collidingThingTimer;
	CEntity *m_pCollidingEntity;
	uint8 m_stateUnused;
	uint32 m_timerUnused;
	class CRange2D *m_wanderRangeBounds;
	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_curFightMove;
	uint8 m_fightButtonPressure;
	int8 m_fightState;
	bool m_takeAStepAfterAttack;
	CFire *m_pFire;
	CEntity *m_pLookTarget;
	float m_fLookDirection;
	int32 m_wepModelID;
	uint32 m_leaveCarTimer;
	uint32 m_getUpTimer;
	uint32 m_lookTimer;
	uint32 m_chatTimer;
	uint32 m_attackTimer;
	uint32 m_shootTimer; // shooting is a part of attack
	uint32 m_carJackTimer;
	uint32 m_objectiveTimer;
	uint32 m_duckTimer;
	uint32 m_duckAndCoverTimer;
	uint32 m_bloodyFootprintCountOrDeathTime;	// Death time when bDoBloodyFootprints is false. Weird decision
	uint8 m_panicCounter;
	bool m_deadBleeding;
	int8 m_bodyPartBleeding;		// PedNode, but -1 if there isn't
	CPed *m_nearPeds[10];
	uint16 m_numNearPeds;
	int8 m_lastWepDam;
	uint32 m_lastSoundStart;
	uint32 m_soundStart;
	uint16 m_lastQueuedSound;
	uint16 m_queuedSound;
	CVector m_vecSeekPosEx; // used for OBJECTIVE_GUARD_SPOT
	float m_distanceToCountSeekDoneEx; // used for OBJECTIVE_GUARD_SPOT

	static void *operator new(size_t) throw();
	static void *operator new(size_t, int) throw();
	static void operator delete(void*, size_t) throw();
	static void operator delete(void*, int) throw();

	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 keepTryingToLook);
	void SetLookFlag(float direction, bool keepTryingToLook);
	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 direction);
	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 CanSeeEntity(CEntity*, float threshold = CAN_SEE_ENTITY_ANGLE_THRESHOLD);
	void RestorePreviousObjective(void);
	void SetIdle(void);
#ifdef _MSC_VER
#if _MSC_VER >= 1920 && _MSC_VER < 1929
	__declspec(noinline) // workaround for a compiler bug, hooray MS :P
#endif
#endif
	void SetObjective(eObjective, void*);
	void SetObjective(eObjective);
	void SetObjective(eObjective, int16, int16);
	void SetObjective(eObjective, CVector);
	void SetObjective(eObjective, CVector, float);
	void ClearChat(void);
	void InformMyGangOfAttack(CEntity*);
	void ReactToAttack(CEntity*);
	void SetDuck(uint32);
	void RegisterThreatWithGangPeds(CEntity*);
	bool TurnBody(void);
	void Chat(void);
	void CheckAroundForPossibleCollisions(void);
	void SetSeek(CVector, float);
	void SetSeek(CEntity*, float);
	bool MakePhonecall(void);
	bool FacePhone(void);
	CPed *CheckForDeadPeds(void);
#ifdef PEDS_REPORT_CRIMES_ON_PHONE
	int32 CheckForPlayerCrimes(CPed *victim = nil);
#endif
	bool CheckForExplosions(CVector2D &area);
	CPed *CheckForGunShots(void);
	uint8 CheckForPointBlankPeds(CPed*);
	bool CheckIfInTheAir(void);
	void ClearAll(void);
	void SetPointGunAt(CEntity*);
	bool Seek(void);
	bool SetWanderPath(int8);
	bool SetFollowPath(CVector);
	void ClearAttackByRemovingAnim(void);
	void SetStoredState(void);
	void StopNonPartialAnims(void);
	bool InflictDamage(CEntity*, eWeaponType, float, ePedPieceTypes, uint8);
	void ClearFlee(void);
	void ClearFall(void);
	void SetGetUp(void);
	void ClearInvestigateEvent(void);
	void ClearLeader(void);
	void ClearLook(void);
	void ClearObjective(void);
	void ClearPause(void);
	void ClearSeek(void);
	void ClearWeapons(void);
	void RestoreGunPosition(void);
	void RestoreHeadingRate(void);
	void SetAimFlag(CEntity* to);
	void SetAimFlag(float angle);
	void SetAmmo(eWeaponType weaponType, uint32 ammo);
	void SetEvasiveStep(CPhysical*, uint8);
	void GrantAmmo(eWeaponType, uint32);
	void SetEvasiveDive(CPhysical*, uint8);
	void SetAttack(CEntity*);
	void StartFightAttack(uint8);
	void SetWaitState(eWaitState, void*);
	bool FightStrike(CVector&);
	int GetLocalDirection(const CVector2D &);
	void StartFightDefend(uint8, uint8, uint8);
	void PlayHitSound(CPed*);
	void SetFall(int, AnimationId, uint8);
	void SetFlee(CEntity*, int);
	void SetFlee(CVector2D const &, int);
	void RemoveInCarAnims(void);
	void CollideWithPed(CPed*);
	void SetDirectionToWalkAroundObject(CEntity*);
	void CreateDeadPedMoney(void);
	void CreateDeadPedWeaponPickups(void);
	void SetAttackTimer(uint32);
	void SetBeingDraggedFromCar(CVehicle*, uint32, bool);
	void SetRadioStation(void);
	void SetBuyIceCream(void);
	void SetChat(CEntity*, uint32);
	void DeadPedMakesTyresBloody(void);
	void MakeTyresMuddySectorList(CPtrList&);
	uint8 DoesLOSBulletHitPed(CColPoint &point);
	bool DuckAndCover(void);
	void EndFight(uint8);
	void EnterCar(void);
	uint8 GetNearestTrainPedPosition(CVehicle*, CVector&);
	uint8 GetNearestTrainDoor(CVehicle*, CVector&);
	void LineUpPedWithTrain(void);
	void ExitCar(void);
	void Fight(void);
	bool FindBestCoordsFromNodes(CVector, CVector*);
	void Wait(void);
	void ProcessObjective(void);
	bool SeekFollowingPath(CVector*);
	void Flee(void);
	void FollowPath(void);
	CVector GetFormationPosition(void);
	void GetNearestDoor(CVehicle*, CVector&);
	bool GetNearestPassengerDoor(CVehicle*, CVector&);
	int GetNextPointOnRoute(void);
	uint8 GetPedRadioCategory(uint32);
	int GetWeaponSlot(eWeaponType);
	void GoToNearestDoor(CVehicle*);
	bool HaveReachedNextPointOnRoute(float);
	void Idle(void);
	void InTheAir(void);
	void SetLanding(void);
	void InvestigateEvent(void);
	bool IsPedDoingDriveByShooting(void);
	bool IsRoomToBeCarJacked(void);
	void SetInvestigateEvent(eEventType, CVector2D, float, uint16, float);
	bool LookForInterestingNodes(void);
	void LookForSexyCars(void);
	void LookForSexyPeds(void);
	void Mug(void);
	void MoveHeadToLook(void);
	void Pause(void);
	void ProcessBuoyancy(void);
	void ServiceTalking(void);
	void SetJump(void);
	void WanderPath(void);
	void ReactToPointGun(CEntity*);
	void SeekCar(void);
	bool PositionPedOutOfCollision(void);
	bool RunToReportCrime(eCrimeType);
	bool PlacePedOnDryLand(void);
	bool PossiblyFindBetterPosToSeekCar(CVector*, CVehicle*);
	void UpdateFromLeader(void);
	uint32 ScanForThreats(void);
	void SetEnterCar(CVehicle*, uint32);
	bool WarpPedToNearEntityOffScreen(CEntity*);
	void SetExitCar(CVehicle*, uint32);
	void SetFormation(eFormation);
	bool WillChat(CPed*);
	void SetEnterTrain(CVehicle*, uint32);
	void SetEnterCar_AllClear(CVehicle*, uint32, uint32);
	void SetSolicit(uint32 time);
	void ScanForInterestingStuff(void);
	void WarpPedIntoCar(CVehicle*);
	void SetCarJack(CVehicle*);
	bool WarpPedToNearLeaderOffScreen(void);
	void Solicit(void);
	void SetExitBoat(CVehicle*);

	// Static methods
	static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
	static CVector GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult);
	static CVector GetPositionToOpenCarDoor(CVehicle* veh, uint32 component);
	static void Initialise(void);
	static void SetAnimOffsetForEnterOrExitVehicle(void);
	static void LoadFightData(void);

	// Callbacks
	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 PedSetInCarCB(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);

	bool IsPlayer(void) const;
	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) const;
	void Die(void);
	void EnterTrain(void);
	void ExitTrain(void);
	void Fall(void);
	bool IsPedShootable(void);
	void Look(void);
	void SetInTheAir(void);
	void RestoreHeadPosition(void);
	void PointGunAt(void);
	bool ServiceTalkingWhenDead(void);
	void SetPedPositionInTrain(void);
	void SetShootTimer(uint32);
	void SetSeekCar(CVehicle*, uint32);
	void SetSeekBoatPosition(CVehicle*);
	void SetExitTrain(CVehicle*);
	void WanderRange(void);
	void SetFollowRoute(int16, int16);
	void SeekBoatPosition(void);
	void UpdatePosition(void);
	CObject *SpawnFlyingComponent(int, int8);
	void SetCarJack_AllClear(CVehicle*, uint32, uint32);
#ifdef VC_PED_PORTS
	bool CanPedJumpThis(CEntity *unused, CVector *damageNormal = nil);
#else
	bool CanPedJumpThis(CEntity*);
#endif

	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]; }

	PedState GetPedState(void) { return m_nPedState; }
	void SetPedState(PedState state) { m_nPedState = state; }
	bool Dead(void) { return m_nPedState == PED_DEAD; }
	bool Dying(void) { return m_nPedState == PED_DIE; }
	bool DyingOrDead(void) { return m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
	bool OnGround(void) { return m_nPedState == PED_FALL || m_nPedState == PED_DIE || m_nPedState == PED_DEAD; }
	bool OnGroundOrGettingUp(void) { return OnGround() || m_nPedState == PED_GETUP; }
	
	bool Driving(void) { return m_nPedState == PED_DRIVING; }
	bool InVehicle(void) { return bInVehicle && m_pMyVehicle; } // True when ped is sitting/standing in vehicle, not in enter/exit state.
	bool EnteringCar(void) { return m_nPedState == PED_ENTER_CAR || m_nPedState == PED_CARJACK; }

	// It was inlined in III but not in VC.
	inline void
	ReplaceWeaponWhenExitingVehicle(void)
	{
		eWeaponType weaponType = GetWeapon()->m_eWeaponType;

		// If it's Uzi, we may have stored weapon. Uzi is the only gun we can use in car.
		if (IsPlayer() && weaponType == WEAPONTYPE_UZI) {
			if (/*IsPlayer() && */ m_storedWeapon != WEAPONTYPE_UNIDENTIFIED) {
				SetCurrentWeapon(m_storedWeapon);
				m_storedWeapon = WEAPONTYPE_UNIDENTIFIED;
			}
		} else {
			AddWeaponModel(CWeaponInfo::GetWeaponInfo(weaponType)->m_nModelId);
		}
	}

	// It was inlined in III but not in VC.
	inline void
	RemoveWeaponWhenEnteringVehicle(void)
	{
		if (IsPlayer() && HasWeapon(WEAPONTYPE_UZI) && GetWeapon(WEAPONTYPE_UZI).m_nAmmoTotal > 0) {
			if (m_storedWeapon == WEAPONTYPE_UNIDENTIFIED)
				m_storedWeapon = GetWeapon()->m_eWeaponType;
			SetCurrentWeapon(WEAPONTYPE_UZI);
		} else {
			CWeaponInfo *ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
			RemoveWeaponModel(ourWeapon->m_nModelId);
		}
	}
	bool IsNotInWreckedVehicle()
	{
		return m_pMyVehicle != nil && ((CEntity*)m_pMyVehicle)->GetStatus() != STATUS_WRECKED;
	}
	// My additions, because there were many, many instances of that.
	inline void SetFindPathAndFlee(CEntity *fleeFrom, int time, bool walk = false)
	{
		SetFlee(fleeFrom, time);
		bUsePedNodeSeek = true;
		m_pNextPathNode = nil;
		if (walk)
			SetMoveState(PEDMOVE_WALK);
	}

	inline void SetFindPathAndFlee(CVector2D const &from, int time, bool walk = false)
	{
		SetFlee(from, time);
		bUsePedNodeSeek = true;
		m_pNextPathNode = nil;
		if (walk)
			SetMoveState(PEDMOVE_WALK);
	}

	inline void SetWeaponLockOnTarget(CEntity *target)
	{
		m_pPointGunAt = (CPed *)target;
		if(target)
			((CEntity *)target)->RegisterReference(&m_pPointGunAt);
	}

	// Using this to abstract nodes of skinned and non-skinned meshes
	CVector GetNodePosition(int32 node)
	{
#ifdef PED_SKIN
		if(IsClumpSkinned(GetClump())){
			RwV3d pos = { 0.0f, 0.0f, 0.0f };
			RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
			int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
			RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
			// this is just stupid
			//RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
			pos = mats[idx].pos;
			return pos;
		}else
#endif
		{
			RwMatrix mat;
			CPedIK::GetWorldMatrix(m_pFrames[node]->frame, &mat);
			return mat.pos;
		}
	}
	void TransformToNode(CVector &pos, int32 node)
	{
#ifdef PED_SKIN
		if(IsClumpSkinned(GetClump())){
			RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
			int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
			RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
			RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
		}else
#endif
		{
			RwFrame *frame;
			for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
				RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
		}
	}

	// set by 0482:set_threat_reaction_range_multiplier opcode
	static uint16 nThreatReactionRangeMultiplier;

	// set by 0481:set_enter_car_range_multiplier opcode
	static uint16 nEnterCarRangeMultiplier;

	static bool bNastyLimbsCheat;
	static bool bPedCheat2;
	static bool bPedCheat3;
	static CVector2D ms_vec2DFleePosition;

#ifdef DEBUGMENU
	static bool bPopHeadsOnHeadshot;
#endif

#ifndef MASTER
	// Mobile things
	void DebugDrawPedDestination(CPed *, int, int);
	void DebugDrawPedDesiredHeading(CPed *, int, int);
	void DebugDrawCollisionRadius(float, float, float, float, int);
	void DebugDrawVisionRange(CVector, float);
	void DebugDrawVisionSimple(CVector, float);
	void DebugDrawLook();
	void DebugDrawPedPsyche();
	void DebugDrawDebugLines();

	static void SwitchDebugDisplay(void);
	static int GetDebugDisplay(void);

	void DebugDrawLookAtPoints();
	void DebugRenderOnePedText(void);
	void DebugRenderClosePedText();
#endif

#ifdef PED_SKIN
	void renderLimb(int node);
#endif

#ifdef COMPATIBLE_SAVES
	virtual void Save(uint8*& buf);
	virtual void Load(uint8*& buf);
#endif
};

void FinishFuckUCB(CAnimBlendAssociation *assoc, void *arg);

#ifndef PED_SKIN
VALIDATE_SIZE(CPed, 0x53C);
#endif