From d0bfa9d96aa4dcce735f65173a6eb3bbda47edcc Mon Sep 17 00:00:00 2001 From: Leo Ohlson Date: Fri, 22 Nov 2024 19:17:40 +0100 Subject: [PATCH 1/3] Update TaskPlayAnimAdvanced.md When experimenting with this native, I discovered that p14 represents the rotation order. I found one occurrence in fbi3.c where ikFlags is used. --- TASK/TaskPlayAnimAdvanced.md | 35 ++++++++++++++++++----------------- 1 file changed, 18 insertions(+), 17 deletions(-) diff --git a/TASK/TaskPlayAnimAdvanced.md b/TASK/TaskPlayAnimAdvanced.md index 3507c5063..8bb39fa4e 100644 --- a/TASK/TaskPlayAnimAdvanced.md +++ b/TASK/TaskPlayAnimAdvanced.md @@ -1,11 +1,12 @@ --- ns: TASK --- + ## TASK_PLAY_ANIM_ADVANCED ```c // 0x83CDB10EA29B370B 0x3DDEB0E6 -void TASK_PLAY_ANIM_ADVANCED(Ped ped, char* animDictionary, char* animationName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float blendInSpeed, float blendOutSpeed, int duration, Any flag, float animTime, Any p14, Any p15); +void TASK_PLAY_ANIM_ADVANCED(Ped ped, char* animDictionary, char* animationName, float posX, float posY, float posZ, float rotX, float rotY, float rotZ, float blendInSpeed, float blendOutSpeed, int duration, Any flag, float animTime, int rotationOrder, int ikFlags); ``` Similar in functionality to [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94), except the position and rotation parameters let you specify the initial position and rotation of the task. The ped is teleported to the position specified. @@ -13,20 +14,20 @@ Similar in functionality to [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94), except the [Animations list](https://alexguirre.github.io/animations-list/) ## Parameters -* **ped**: The ped you want to play the animation -* **animDictionary**: The animation dictionary -* **animationName**: The animation name -* **posX**: Initial X position of the task -* **posY**: Initial Y position of the task -* **posZ**: Initial Z position of the task -* **rotX**: Initial X rotation of the task -* **rotY**: Initial Y rotation of the task -* **rotZ**: Initial Z rotation of the task -* **blendInSpeed**: The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant -* **blendOutSpeed**: The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant -* **duration**: The duration of the animation in milliseconds. -1 will play the animation until canceled -* **flag**: See [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94) -* **animTime**: Value between 0.0 and 1.0, lets you start an animation from the given point -* **p14**: -* **p15**: +- **ped**: The ped you want to play the animation +- **animDictionary**: The animation dictionary +- **animationName**: The animation name +- **posX**: Initial X position of the task +- **posY**: Initial Y position of the task +- **posZ**: Initial Z position of the task +- **rotX**: Initial X rotation of the task +- **rotY**: Initial Y rotation of the task +- **rotZ**: Initial Z rotation of the task +- **blendInSpeed**: The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant +- **blendOutSpeed**: The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant +- **duration**: The duration of the animation in milliseconds. -1 will play the animation until canceled +- **flag**: See [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94) +- **animTime**: Value between 0.0 and 1.0, lets you start an animation from the given point +- **rotationOrder**: 2 is most common. See [`GET_ENTITY_ROTATION`](#_0xAFBD61CC738D9EB9) +- **ikFlags**: Inverse kinematics flags. Default is 0. From c9cb599b537dff69c1ac2eb3514a86a0b1db7118 Mon Sep 17 00:00:00 2001 From: Leo Ohlson Date: Fri, 22 Nov 2024 19:23:55 +0100 Subject: [PATCH 2/3] Update TaskPlayAnimAdvanced.md --- TASK/TaskPlayAnimAdvanced.md | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/TASK/TaskPlayAnimAdvanced.md b/TASK/TaskPlayAnimAdvanced.md index 8bb39fa4e..5d0be4055 100644 --- a/TASK/TaskPlayAnimAdvanced.md +++ b/TASK/TaskPlayAnimAdvanced.md @@ -15,19 +15,19 @@ Similar in functionality to [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94), except the ## Parameters -- **ped**: The ped you want to play the animation -- **animDictionary**: The animation dictionary -- **animationName**: The animation name -- **posX**: Initial X position of the task -- **posY**: Initial Y position of the task -- **posZ**: Initial Z position of the task -- **rotX**: Initial X rotation of the task -- **rotY**: Initial Y rotation of the task -- **rotZ**: Initial Z rotation of the task -- **blendInSpeed**: The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant -- **blendOutSpeed**: The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant -- **duration**: The duration of the animation in milliseconds. -1 will play the animation until canceled -- **flag**: See [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94) -- **animTime**: Value between 0.0 and 1.0, lets you start an animation from the given point -- **rotationOrder**: 2 is most common. See [`GET_ENTITY_ROTATION`](#_0xAFBD61CC738D9EB9) -- **ikFlags**: Inverse kinematics flags. Default is 0. +- * **ped**: The ped you want to play the animation +- * **animDictionary**: The animation dictionary +- * **animationName**: The animation name +- * **posX**: Initial X position of the task +- * **posY**: Initial Y position of the task +- * **posZ**: Initial Z position of the task +- * **rotX**: Initial X rotation of the task +- * **rotY**: Initial Y rotation of the task +- * **rotZ**: Initial Z rotation of the task +- * **blendInSpeed**: The speed at which the animation blends in. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant +- * **blendOutSpeed**: The speed at which the animation blends out. Lower is slower and higher is faster, 1.0 is normal, 8.0 is basically instant +- * **duration**: The duration of the animation in milliseconds. -1 will play the animation until canceled +- * **flag**: See [`TASK_PLAY_ANIM`](#_0xEA47FE3719165B94) +- * **animTime**: Value between 0.0 and 1.0, lets you start an animation from the given point +- * **rotationOrder**: 2 is most common. See [`GET_ENTITY_ROTATION`](#_0xAFBD61CC738D9EB9) +- * **ikFlags**: Inverse kinematics flags. Default is 0. From 6df9cedd0c85a896c21863cf0e11be3089319764 Mon Sep 17 00:00:00 2001 From: Leo Ohlson Date: Fri, 22 Nov 2024 19:33:55 +0100 Subject: [PATCH 3/3] Updated shaketypes. Found theese in. https://github.com/DurtyFree/gta-v-data-dumps/blob/master/camShakeTypesCompact.json --- CAM/ShakeCam.md | 43 ++++++++++++++++++++++++++++--------------- 1 file changed, 28 insertions(+), 15 deletions(-) diff --git a/CAM/ShakeCam.md b/CAM/ShakeCam.md index fd65c4596..631ad0616 100644 --- a/CAM/ShakeCam.md +++ b/CAM/ShakeCam.md @@ -1,6 +1,7 @@ --- ns: CAM --- + ## SHAKE_CAM ```c @@ -9,22 +10,34 @@ void SHAKE_CAM(Cam cam, char* type, float amplitude); ``` ``` -Possible shake types (updated b617d): -DEATH_FAIL_IN_EFFECT_SHAKE -DRUNK_SHAKE -FAMILY5_DRUG_TRIP_SHAKE -HAND_SHAKE -JOLT_SHAKE -LARGE_EXPLOSION_SHAKE -MEDIUM_EXPLOSION_SHAKE -SMALL_EXPLOSION_SHAKE -ROAD_VIBRATION_SHAKE -SKY_DIVING_SHAKE -VIBRATE_SHAKE +Possible shake types (updated b3258): +CLUB_DANCE_SHAKE +DAMPED_HAND_SHAKE +DEATH_FAIL_IN_EFFECT_SHAKE +DRONE_BOOST_SHAKE +DRUNK_SHAKE +FAMILY5_DRUG_TRIP_SHAKE +GAMEPLAY_EXPLOSION_SHAKE +GRENADE_EXPLOSION_SHAKE +GUNRUNNING_BUMP_SHAKE +GUNRUNNING_ENGINE_START_SHAKE +GUNRUNNING_ENGINE_STOP_SHAKE +GUNRUNNING_LOOP_SHAKE +HAND_SHAKE +HIGH_FALL_SHAKE +HIGH_SPEED_VEHICLE_SHAKE +JOLT_SHAKE +LARGE_EXPLOSION_SHAKE +MEDIUM_EXPLOSION_SHAKE +PLANE_PART_SPEED_SHAKE +ROAD_VIBRATION_SHAKE +SKY_DIVING_SHAKE +SMALL_EXPLOSION_SHAKE +VIBRATE_SHAKE ``` ## Parameters -* **cam**: -* **type**: -* **amplitude**: +- * **cam**: +- * **type**: +- * **amplitude**: