2019-06-02 15:13:56 +00:00
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#pragma once
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#include "Ped.h"
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2020-03-28 14:47:52 +00:00
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class CPad;
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class CCopPed;
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class CWanted;
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2019-06-02 15:13:56 +00:00
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2019-06-17 00:10:55 +00:00
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class CPlayerPed : public CPed
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{
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2019-06-02 15:13:56 +00:00
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public:
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2019-06-14 23:34:19 +00:00
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CWanted *m_pWanted;
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CCopPed *m_pArrestingCop;
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2019-06-16 22:16:38 +00:00
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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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2020-01-11 17:36:46 +00:00
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int8 m_nSelectedWepSlot; // eWeaponType
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2019-06-16 22:16:38 +00:00
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bool m_bSpeedTimerFlag;
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2020-02-13 20:34:36 +00:00
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uint8 m_nEvadeAmount;
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2019-06-14 23:34:19 +00:00
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int8 field_1367;
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2020-02-12 23:33:21 +00:00
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uint32 m_nSpeedTimer;
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2020-04-15 05:03:53 +00:00
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uint32 m_nHitAnimDelayTimer;
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2020-04-15 17:34:58 +00:00
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float m_fAttackButtonCounter;
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2020-01-23 20:21:50 +00:00
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bool m_bHaveTargetSelected; // may have better name
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CEntity *m_pEvadingFrom; // is this CPhysical?
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2019-06-14 23:34:19 +00:00
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int32 m_nTargettableObjects[4];
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2019-06-16 22:16:38 +00:00
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bool m_bAdrenalineActive;
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bool m_bHasLockOnTarget;
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2019-09-13 19:04:55 +00:00
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uint32 m_nAdrenalineTime;
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2019-06-16 22:16:38 +00:00
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bool m_bCanBeDamaged;
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2019-06-14 23:34:19 +00:00
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int8 field_1413;
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2019-08-01 22:04:30 +00:00
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CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
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2019-09-29 16:44:51 +00:00
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CPed *m_pPedAtSafePos[6];
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2019-07-03 16:34:42 +00:00
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float m_fWalkAngle;
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2019-06-16 22:16:38 +00:00
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float m_fFPSMoveHeading;
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2019-06-29 11:38:37 +00:00
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2019-08-01 22:04:30 +00:00
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CPlayerPed();
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2019-06-30 10:59:55 +00:00
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~CPlayerPed();
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2019-12-26 22:15:27 +00:00
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void SetMoveAnim() { };
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2019-06-30 10:59:55 +00:00
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2019-06-29 11:38:37 +00:00
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void ReApplyMoveAnims(void);
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2019-08-01 22:04:30 +00:00
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void ClearWeaponTarget(void);
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2019-07-09 16:50:35 +00:00
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void SetWantedLevel(int32 level);
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void SetWantedLevelNoDrop(int32 level);
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2019-07-11 10:48:49 +00:00
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void KeepAreaAroundPlayerClear(void);
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2019-07-18 02:26:46 +00:00
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void AnnoyPlayerPed(bool);
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2019-08-01 22:04:30 +00:00
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void MakeChangesForNewWeapon(int8);
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void SetInitialState(void);
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void ProcessControl(void);
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2019-09-13 19:04:55 +00:00
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void ClearAdrenaline(void);
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2019-12-26 22:15:27 +00:00
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void UseSprintEnergy(void);
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2019-10-07 21:29:30 +00:00
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class CPlayerInfo *GetPlayerInfoForThisPlayerPed();
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2019-12-26 22:15:27 +00:00
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void SetRealMoveAnim(void);
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2020-01-07 14:23:09 +00:00
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void RestoreSprintEnergy(float);
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bool DoWeaponSmoothSpray(void);
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void DoStuffToGoOnFire(void);
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bool DoesTargetHaveToBeBroken(CVector, CWeapon*);
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void RunningLand(CPad*);
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bool IsThisPedAttackingPlayer(CPed*);
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void PlayerControlSniper(CPad*);
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void PlayerControlM16(CPad*);
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void PlayerControlFighter(CPad*);
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void ProcessWeaponSwitch(CPad*);
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2020-01-03 16:48:13 +00:00
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void MakeObjectTargettable(int32);
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2020-01-23 20:21:50 +00:00
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void PlayerControl1stPersonRunAround(CPad *padUsed);
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void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool);
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void EvaluateTarget(CEntity*, CEntity**, float*, float, float, bool);
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bool FindNextWeaponLockOnTarget(CEntity*, bool);
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bool FindWeaponLockOnTarget(void);
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void ProcessAnimGroups(void);
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void ProcessPlayerWeapon(CPad*);
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2020-02-12 23:33:21 +00:00
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void PlayerControlZelda(CPad*);
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2019-07-09 20:38:05 +00:00
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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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2020-05-02 15:02:17 +00:00
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#ifdef COMPATIBLE_SAVES
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virtual void Save(uint8*& buf);
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virtual void Load(uint8*& buf);
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#endif
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static const uint32 nSaveStructSize;
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2019-06-02 15:13:56 +00:00
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};
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2019-06-14 23:34:19 +00:00
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2020-04-23 20:25:18 +00:00
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#ifndef PED_SKIN
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2020-05-10 15:49:33 +00:00
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VALIDATE_SIZE(CPlayerPed, 0x5F0);
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2020-04-23 20:25:18 +00:00
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#endif
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