Ped: PlayerPed: fixes

This commit is contained in:
erorcun 2021-01-03 17:33:50 +03:00
parent e46b06491c
commit c4479a0185
5 changed files with 46 additions and 46 deletions

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@ -1003,7 +1003,7 @@ public:
// My names. Inlined in VC // My names. Inlined in VC
AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) { AnimationId GetFireAnimNotDucking(CWeaponInfo* weapon) {
if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD)) if (m_nPedType == PEDTYPE_COP && weapon->IsFlagSet(WEAPONFLAG_COP3_RD))
return ANIM_WEAPON_FIRE_3RD; return Get3rdFireAnim(weapon);
else else
return GetPrimaryFireAnim(weapon); return GetPrimaryFireAnim(weapon);
} }

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@ -2147,10 +2147,10 @@ CPed::SelectGunIfArmed(void)
if (GetWeapon(i).m_nAmmoTotal > 0) { if (GetWeapon(i).m_nAmmoTotal > 0) {
eWeaponType weaponType = GetWeapon(i).m_eWeaponType; eWeaponType weaponType = GetWeapon(i).m_eWeaponType;
if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN || if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_M4 ||
weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN ||
weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN || weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN ||
weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_FLAMETHROWER) {
weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) {
SetCurrentWeapon(i); SetCurrentWeapon(i);
return true; return true;
} }

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@ -661,9 +661,7 @@ CPed::Attack(void)
{ {
CAnimBlendAssociation *weaponAnimAssoc; CAnimBlendAssociation *weaponAnimAssoc;
int32 weaponAnim; int32 weaponAnim;
eWeaponType ourWeaponType;
float weaponAnimTime; float weaponAnimTime;
eWeaponFire ourWeaponFire;
float animLoopEnd; float animLoopEnd;
CWeaponInfo *ourWeapon; CWeaponInfo *ourWeapon;
bool attackShouldContinue; bool attackShouldContinue;
@ -673,9 +671,7 @@ CPed::Attack(void)
float animLoopStart; float animLoopStart;
CVector firePos; CVector firePos;
ourWeaponType = GetWeapon()->m_eWeaponType; ourWeapon = CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType);
ourWeapon = CWeaponInfo::GetWeaponInfo(ourWeaponType);
ourWeaponFire = ourWeapon->m_eWeaponFire;
weaponAnimAssoc = nil; weaponAnimAssoc = nil;
attackShouldContinue = !!bIsAttacking; attackShouldContinue = !!bIsAttacking;
reloadAnimAssoc = nil; reloadAnimAssoc = nil;
@ -694,14 +690,15 @@ CPed::Attack(void)
delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire; delayBetweenAnimAndFire = ourWeapon->m_fAnim2FrameFire;
} }
} }
} else { } else if (m_nPedType == PEDTYPE_COP && Get3rdFireAnim(ourWeapon)){
AnimationId anim = GetFireAnimNotDucking(ourWeapon); weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), Get3rdFireAnim(ourWeapon));
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), anim); if (weaponAnimAssoc) {
if (anim == ANIM_WEAPON_FIRE_3RD && weaponAnimAssoc) {
animLoopStart = 11.f/30.f; animLoopStart = 11.f/30.f;
animLoopEnd = 19.f/30.f; animLoopEnd = 19.f/30.f;
delayBetweenAnimAndFire = 14.f/30.f; delayBetweenAnimAndFire = 14.f/30.f;
} }
} else {
weaponAnimAssoc = RpAnimBlendClumpGetAssociation(GetClump(), GetPrimaryFireAnim(ourWeapon));
} }
if (GetReloadAnim(ourWeapon)) { if (GetReloadAnim(ourWeapon)) {
@ -778,15 +775,15 @@ CPed::Attack(void)
if (!weaponAnimAssoc) { if (!weaponAnimAssoc) {
if (!throwAssoc) { if (!throwAssoc) {
if (attackShouldContinue) { if (attackShouldContinue) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) { if (ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE || !IsPlayer() || ((CPlayerPed*)this)->m_bHaveTargetSelected) {
if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) { if (bCrouchWhenShooting && bIsDucking && GetCrouchFireAnim(ourWeapon)) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f); weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetCrouchFireAnim(ourWeapon), 8.0f);
} else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){ } else if(GetSecondFireAnim(ourWeapon) && CGeneral::GetRandomNumber() & 1){
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f); weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetSecondFireAnim(ourWeapon), 8.0f);
} else if(!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || } else if(!CGame::nastyGame || ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE ||
GetFireAnimGround(ourWeapon) || !GetFireAnimGround(ourWeapon, false) ||
CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) { CheckForPedsOnGroundToAttack(this, nil) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f); weaponAnimAssoc = CAnimManager::BlendAnimation(GetClump(), ourWeapon->m_AnimToPlay, GetFireAnimNotDucking(ourWeapon), 8.0f);
@ -831,11 +828,11 @@ CPed::Attack(void)
m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM; m_pedIK.m_flags &= ~CPedIK::AIMS_WITH_ARM;
} }
if (ourWeaponType != WEAPONTYPE_CHAINSAW if (GetWeapon()->m_eWeaponType != WEAPONTYPE_CHAINSAW
|| !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime || !meleeAttackStarted && delayBetweenAnimAndFire - 0.5f >= weaponAnimAssoc->currentTime
|| weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) { || weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire) {
if (ourWeaponType == WEAPONTYPE_CHAINSAW) { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_CHAINSAW) {
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_CHAINSAW_ATTACK, 0.0f);
} else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) { } else if (weaponAnimTime <= delayBetweenAnimAndFire || weaponAnimTime - weaponAnimAssoc->timeStep > delayBetweenAnimAndFire || !weaponAnimAssoc->IsRunning()) {
if (weaponAnimAssoc->speed < 1.0f) if (weaponAnimAssoc->speed < 1.0f)
@ -859,11 +856,11 @@ CPed::Attack(void)
GetWeapon()->Fire(this, &firePos); GetWeapon()->Fire(this, &firePos);
if (ourWeaponType == WEAPONTYPE_MOLOTOV || ourWeaponType == WEAPONTYPE_GRENADE || ourWeaponType == WEAPONTYPE_DETONATOR_GRENADE || if (GetWeapon()->m_eWeaponType == WEAPONTYPE_MOLOTOV || GetWeapon()->m_eWeaponType == WEAPONTYPE_GRENADE || GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE ||
ourWeaponType == WEAPONTYPE_TEARGAS) { GetWeapon()->m_eWeaponType == WEAPONTYPE_TEARGAS) {
RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId); RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(GetWeapon()->m_eWeaponType)->m_nModelId);
} }
if (!GetWeapon()->m_nAmmoTotal && ourWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) { if (GetWeapon()->m_nAmmoTotal == 0 && ourWeapon->m_eWeaponFire != WEAPON_FIRE_MELEE && FindPlayerPed() != this) {
SelectGunIfArmed(); SelectGunIfArmed();
} }
@ -875,13 +872,13 @@ CPed::Attack(void)
switch (ourWeapon->m_AnimToPlay) { switch (ourWeapon->m_AnimToPlay) {
case ASSOCGRP_UNARMED: case ASSOCGRP_UNARMED:
if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START) if (weaponAnimAssoc->animId == ANIM_MELEE_ATTACK || weaponAnimAssoc->animId == ANIM_MELEE_ATTACK_START)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (ourWeaponType << 8))); DMAudio.PlayOneShot(m_audioEntityId, SOUND_FIGHT_46, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break; break;
case ASSOCGRP_KNIFE: case ASSOCGRP_KNIFE:
case ASSOCGRP_BASEBALLBAT: case ASSOCGRP_BASEBALLBAT:
case ASSOCGRP_GOLFCLUB: case ASSOCGRP_GOLFCLUB:
case ASSOCGRP_CHAINSAW: case ASSOCGRP_CHAINSAW:
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (ourWeaponType << 8))); DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_BAT_ATTACK, (damagerType | (GetWeapon()->m_eWeaponType << 8)));
break; break;
default: default:
break; break;
@ -944,14 +941,13 @@ CPed::Attack(void)
} }
if (IsPlayer()) { if (IsPlayer()) {
eWeaponType weaponType = GetWeapon()->m_eWeaponType; if (GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT || GetWeapon()->m_eWeaponType == WEAPONTYPE_GOLFCLUB || GetWeapon()->m_eWeaponType == WEAPONTYPE_KATANA) {
if (weaponType == WEAPONTYPE_BASEBALLBAT || weaponType == WEAPONTYPE_GOLFCLUB || weaponType == WEAPONTYPE_KATANA) {
float loopEndWithDelay = animLoopEnd; float loopEndWithDelay = animLoopEnd;
if (loopEndWithDelay >= 98.0f) if (loopEndWithDelay >= 98.0f)
loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire; loopEndWithDelay = (14.0f / 30.0f) + delayBetweenAnimAndFire;
if (weaponAnimAssoc->flags & ASSOC_RUNNING) { if (weaponAnimAssoc->flags & ASSOC_RUNNING) {
if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay) if (weaponAnimAssoc->currentTime >= animLoopStart && weaponAnimAssoc->currentTime <= loopEndWithDelay)
CSpecialFX::AddWeaponStreak(weaponType); CSpecialFX::AddWeaponStreak(GetWeapon()->m_eWeaponType);
} }
} }
} }
@ -970,7 +966,7 @@ CPed::Attack(void)
weaponAnimTime = weaponAnimAssoc->currentTime; weaponAnimTime = weaponAnimAssoc->currentTime;
// Anim loop end, either start the loop again or finish the attack // Anim loop end, either start the loop again or finish the attack
if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeaponFire != WEAPON_FIRE_PROJECTILE) { if (weaponAnimTime > animLoopEnd || !weaponAnimAssoc->IsRunning() && ourWeapon->m_eWeaponFire != WEAPON_FIRE_PROJECTILE) {
if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) { if (GetWeapon()->m_eWeaponState == WEAPONSTATE_RELOADING) {
if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) { if (GetReloadAnim(ourWeapon) && !reloadAnimAssoc) {
if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) { if (!CWorld::Players[CWorld::PlayerInFocus].m_bFastReload) {
@ -997,7 +993,7 @@ CPed::Attack(void)
PedOnGroundState pedOnGroundState; PedOnGroundState pedOnGroundState;
if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE && if (ourWeapon->m_eWeaponFire == WEAPON_FIRE_MELEE &&
(CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER) (CGame::nastyGame && ((pedOnGroundState = CheckForPedsOnGroundToAttack(this, nil)) > PED_IN_FRONT_OF_ATTACKER)
|| ourWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) { || GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT && pedOnGroundState == NO_PED && bIsStanding && m_pCurSurface && m_pCurSurface->IsVehicle())) {
AnimationId fireAnim = GetFireAnimGround(ourWeapon, false); AnimationId fireAnim = GetFireAnimGround(ourWeapon, false);
if (weaponAnimAssoc->animId == fireAnim) if (weaponAnimAssoc->animId == fireAnim)
@ -1030,10 +1026,10 @@ CPed::Attack(void)
// Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading) // Echoes of bullets, at the end of the attack. (Bug: doesn't play while reloading)
if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd) if (weaponAnimAssoc->currentTime - weaponAnimAssoc->timeStep < animLoopEnd)
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, ourWeaponType); DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_AK47_BULLET_ECHO, GetWeapon()->m_eWeaponType);
// Fun fact: removing this part leds to reloading flamethrower // Fun fact: removing this part leds to reloading flamethrower
if (ourWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) { if (GetWeapon()->m_eWeaponType == WEAPONTYPE_FLAMETHROWER && weaponAnimAssoc->IsRunning()) {
weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT; weaponAnimAssoc->flags |= ASSOC_DELETEFADEDOUT;
weaponAnimAssoc->flags &= ~ASSOC_RUNNING; weaponAnimAssoc->flags &= ~ASSOC_RUNNING;
weaponAnimAssoc->blendDelta = -4.0f; weaponAnimAssoc->blendDelta = -4.0f;

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@ -61,7 +61,7 @@ CPlayerPed::CPlayerPed(void) : CPed(PEDTYPE_PLAYER1)
m_pWanted->Initialise(); m_pWanted->Initialise();
m_pArrestingCop = nil; m_pArrestingCop = nil;
m_currentWeapon = WEAPONTYPE_UNARMED; m_currentWeapon = WEAPONTYPE_UNARMED;
m_nSelectedWepSlot = 0; m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
m_nSpeedTimer = 0; m_nSpeedTimer = 0;
m_bSpeedTimerFlag = false; m_bSpeedTimerFlag = false;
SetWeaponLockOnTarget(nil); SetWeaponLockOnTarget(nil);
@ -300,7 +300,7 @@ CPlayerPed::SetInitialState(void)
m_nLastPedState = PED_NONE; m_nLastPedState = PED_NONE;
m_animGroup = ASSOCGRP_PLAYER; m_animGroup = ASSOCGRP_PLAYER;
m_fMoveSpeed = 0.0f; m_fMoveSpeed = 0.0f;
m_nSelectedWepSlot = WEAPONTYPE_UNARMED; m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
m_nEvadeAmount = 0; m_nEvadeAmount = 0;
m_pEvadingFrom = nil; m_pEvadingFrom = nil;
bIsPedDieAnimPlaying = false; bIsPedDieAnimPlaying = false;
@ -748,17 +748,20 @@ CPlayerPed::ProcessWeaponSwitch(CPad *padUsed)
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_ROCKETLAUNCHER
&& TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) { && TheCamera.PlayerWeaponMode.Mode != CCam::MODE_CAMERA) {
for (m_nSelectedWepSlot = m_currentWeapon - 1; ; --m_nSelectedWepSlot) { // I don't know what kind of loop that was
m_nSelectedWepSlot = m_currentWeapon - 1;
do {
if (m_nSelectedWepSlot < 0) if (m_nSelectedWepSlot < 0)
m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1; m_nSelectedWepSlot = TOTAL_WEAPON_SLOTS - 1;
if (m_nSelectedWepSlot == 0) if (m_nSelectedWepSlot == WEAPONSLOT_UNARMED)
break; break;
if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed()) { if (HasWeaponSlot(m_nSelectedWepSlot) && GetWeapon(m_nSelectedWepSlot).HasWeaponAmmoToBeUsed())
break; break;
}
} --m_nSelectedWepSlot;
} while (m_nSelectedWepSlot != WEAPONSLOT_UNARMED);
} }
} }
} }
@ -772,17 +775,17 @@ spentAmmoCheck:
|| TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER) || TheCamera.PlayerWeaponMode.Mode == CCam::MODE_ROCKETLAUNCHER)
return; return;
if (GetWeapon()->m_eWeaponType != WEAPONTYPE_DETONATOR if (GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR
|| GetWeapon(2).m_eWeaponType != WEAPONTYPE_DETONATOR_GRENADE) && GetWeapon(WEAPONSLOT_PROJECTILE).m_eWeaponType == WEAPONTYPE_DETONATOR_GRENADE)
m_nSelectedWepSlot = m_currentWeapon - 1; m_nSelectedWepSlot = WEAPONSLOT_PROJECTILE;
else else
m_nSelectedWepSlot = 2; m_nSelectedWepSlot = m_currentWeapon - 1;
for (; m_nSelectedWepSlot >= 0; --m_nSelectedWepSlot) { for (; m_nSelectedWepSlot >= WEAPONSLOT_UNARMED; --m_nSelectedWepSlot) {
// BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez // BUG: m_nSelectedWepSlot and GetWeapon(..) takes slot in VC but they compared them against weapon types in whole condition! jeez
#ifdef FIX_BUGS #ifdef FIX_BUGS
if (m_nSelectedWepSlot == 1 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != 2) { if (m_nSelectedWepSlot == WEAPONSLOT_MELEE || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 && m_nSelectedWepSlot != WEAPONSLOT_PROJECTILE) {
#else #else
if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT if (m_nSelectedWepSlot == WEAPONTYPE_BASEBALLBAT && GetWeapon(WEAPONTYPE_BASEBALLBAT).m_eWeaponType == WEAPONTYPE_BASEBALLBAT
|| GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0 || GetWeapon(m_nSelectedWepSlot).m_nAmmoTotal > 0
@ -791,17 +794,18 @@ spentAmmoCheck:
goto switchDetectDone; goto switchDetectDone;
} }
} }
m_nSelectedWepSlot = 0; m_nSelectedWepSlot = WEAPONSLOT_UNARMED;
} }
} }
switchDetectDone: switchDetectDone:
if (m_nSelectedWepSlot != m_currentWeapon) { if (m_nSelectedWepSlot != m_currentWeapon) {
if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) if (m_nPedState != PED_ATTACK && m_nPedState != PED_AIM_GUN && m_nPedState != PED_FIGHT) {
RemoveWeaponAnims(m_currentWeapon, -1000.0f); RemoveWeaponAnims(m_currentWeapon, -1000.0f);
MakeChangesForNewWeapon(m_nSelectedWepSlot); MakeChangesForNewWeapon(m_nSelectedWepSlot);
} }
} }
}
// --MIAMI: Done // --MIAMI: Done
void void

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@ -15,7 +15,7 @@ public:
float m_fCurrentStamina; float m_fCurrentStamina;
float m_fMaxStamina; float m_fMaxStamina;
float m_fStaminaProgress; float m_fStaminaProgress;
int8 m_nSelectedWepSlot; // eWeaponType int8 m_nSelectedWepSlot;
bool m_bSpeedTimerFlag; bool m_bSpeedTimerFlag;
uint8 m_nEvadeAmount; uint8 m_nEvadeAmount;
uint32 m_nSpeedTimer; // m_nStandStillTimer? uint32 m_nSpeedTimer; // m_nStandStillTimer?