2019-06-02 17:13:56 +02:00
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#pragma once
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#include "Ped.h"
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2019-06-15 01:34:19 +02:00
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#include "Wanted.h"
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2019-06-02 17:13:56 +02:00
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2019-06-17 02:10:55 +02:00
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class CPlayerPed : public CPed
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{
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2019-06-02 17:13:56 +02:00
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public:
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2019-06-15 01:34:19 +02:00
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CWanted *m_pWanted;
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CCopPed *m_pArrestingCop;
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2019-06-17 00:16:38 +02:00
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float m_fMoveSpeed;
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float m_fCurrentStamina;
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float m_fMaxStamina;
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float m_fStaminaProgress;
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bool m_bWeaponSlot;
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bool m_bSpeedTimerFlag;
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bool m_bShouldEvade;
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2019-06-15 01:34:19 +02:00
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int8 field_1367;
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int32 m_nSpeedTimer;
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int32 m_nShotDelay;
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2019-06-17 00:16:38 +02:00
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float field_1376;
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2019-06-18 14:34:27 +02:00
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int8 field_1380; // set if can't attack, why?
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2019-06-15 01:34:19 +02:00
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int8 field_1381;
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int8 field_1382;
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int8 field_1383;
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CEntity *m_pEvadingFrom;
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int32 m_nTargettableObjects[4];
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2019-06-17 00:16:38 +02:00
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bool m_bAdrenalineActive;
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bool m_bHasLockOnTarget;
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2019-06-15 01:34:19 +02:00
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int8 field_1406;
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int8 field_1407;
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2019-06-17 00:16:38 +02:00
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bool m_bAdrenalineTime;
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bool m_bCanBeDamaged;
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2019-06-15 01:34:19 +02:00
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int8 field_1413;
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int8 field_1414;
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int8 field_1415;
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CVector field_1416[6];
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int32 field_1488[6];
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2019-07-03 18:34:42 +02:00
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float m_fWalkAngle;
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2019-06-17 00:16:38 +02:00
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float m_fFPSMoveHeading;
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2019-06-29 13:38:37 +02:00
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2019-06-30 12:59:55 +02:00
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~CPlayerPed();
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2019-06-29 13:38:37 +02:00
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void ReApplyMoveAnims(void);
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2019-07-04 22:31:21 +02:00
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void ClearWeaponTarget();
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2019-07-09 18:50:35 +02:00
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void SetWantedLevel(int32 level);
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void SetWantedLevelNoDrop(int32 level);
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2019-07-11 12:48:49 +02:00
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void KeepAreaAroundPlayerClear(void);
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2019-07-09 22:38:05 +02:00
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static void SetupPlayerPed(int32);
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static void DeactivatePlayerPed(int32);
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static void ReactivatePlayerPed(int32);
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2019-06-02 17:13:56 +02:00
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};
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2019-06-15 01:34:19 +02:00
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2019-06-02 17:13:56 +02:00
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static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");
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