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