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Fishing research

Jul 29th, 2020 (edited)
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  1. // 0xF3735ACD11ACD500
  2. BOOL _GET_TASK_FISHING(Ped ped, Any* structData)
  3.   STATES:
  4.     0 = Not holding a fishind rod
  5.     1 = Idling.
  6.     2 = Aiming.
  7.     3 = About to throw.
  8.     4 = Throwing.
  9.     5 = ??? (never seen, unused in scripts).
  10.     6 = Fishing idle.
  11.     7 = Pos-hook; battling with the fish
  12.     8 = ??? (never seen). Removes prompts it seems.
  13.     9 = Removes the bobber.
  14.     10 = ??? (never seen).
  15.     11 = ...
  16.     12 = Caught fish, holding in hand
  17.     13 = Changing bait.
  18.   STRUCT:
  19.     0:  int minigame_state;             // One of the states above
  20.     1:  float throwing_distance;        // Max throwing distance
  21.     2:  float distance_to_hook;         // Distance between the ped and the fishing hook
  22.     3:  float fishing_line_curvature;
  23.     4:  float unk0;
  24.     5:  int unk1;                       // Flag; (n | 1) when pressing INPUT_ATTACK (hooking); (n | 4096) when fishing on a boat
  25.     6:  int transition_flag
  26.     7:  Entity fish;
  27.     8:  float unk2                      // Calculated fish weight (value / 54.25).
  28.     9:  float unk3;                     // Fish current power? / Heading?
  29.     10: int script_timer;
  30.     11: Entity hook;
  31.     12: Entity bobber;
  32.     13: float fishing_rod_line_shake;
  33.     14: float unk2;
  34.     15: float unk3;
  35.     16: int unk4;                       // Some kind of state (0 - 7)
  36.     17: float
  37.     18: int fishing_rod_weight;         // (0 - 4); when on 4 the ped starts reeling in
  38.     19: Any unk;
  39.     20: float unk;
  40.     21: float fishing_rod_line_shake;
  41.     22: float fishing_rod_position_lr;  // -1.0: Center, 0.0: Right, 1.0: Left
  42.     23: float fishing_rod_position_ud;  // -1.0: Center, 0.0: Down, 1.0: Up
  43.     24: float unk;                      // range 7.0 - 15.0 on decompiled scripts
  44.     25: float unk;                      // range 10.0 - 20.0 on decompiled scripts
  45.     26: float unk;
  46.     27: float unk;                      // in radians
  47.   POSSIBLE TRANSITIONS (transition_flag):
  48.     state 6:
  49.         transition_flag 4 -> state 7
  50.     state 7:
  51.         transition_flag 8 -> state 12
  52.     state 12:
  53.         transition_flag 32 -> action_keep_fish
  54.         transition_flag 64 -> action_throw_fish_back
  55.  
  56.  
  57. // 0xF3735ACD11ACD501
  58. BOOL _SET_TASK_FISHING(Ped ped, Any* structData)
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