re3/src/peds/PlayerPed.h

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#pragma once
#include "Ped.h"
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#include "Wanted.h"
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class CPlayerPed : public CPed
{
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public:
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CWanted *m_pWanted;
CCopPed *m_pArrestingCop;
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float m_fMoveSpeed;
float m_fCurrentStamina;
float m_fMaxStamina;
float m_fStaminaProgress;
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uint8 m_nSelectedWepSlot;
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bool m_bSpeedTimerFlag;
bool m_bShouldEvade;
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int8 field_1367;
int32 m_nSpeedTimer;
int32 m_nShotDelay;
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float field_1376; // m_fAttackButtonCounter?
int8 field_1380; // bHaveTargetSelected?
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int8 field_1381;
int8 field_1382;
int8 field_1383;
CEntity *m_pEvadingFrom;
int32 m_nTargettableObjects[4];
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bool m_bAdrenalineActive;
bool m_bHasLockOnTarget;
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int8 field_1406;
int8 field_1407;
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uint32 m_nAdrenalineTime;
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bool m_bCanBeDamaged;
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int8 field_1413;
int8 field_1414;
int8 field_1415;
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CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
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CPed *m_pPedAtSafePos[6];
float m_fWalkAngle;
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float m_fFPSMoveHeading;
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CPlayerPed();
~CPlayerPed();
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void SetMoveAnim() { };
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void ReApplyMoveAnims(void);
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void ClearWeaponTarget(void);
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void SetWantedLevel(int32 level);
void SetWantedLevelNoDrop(int32 level);
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void KeepAreaAroundPlayerClear(void);
void AnnoyPlayerPed(bool);
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void MakeChangesForNewWeapon(int8);
void SetInitialState(void);
void ProcessControl(void);
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void ClearAdrenaline(void);
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void UseSprintEnergy(void);
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class CPlayerInfo *GetPlayerInfoForThisPlayerPed();
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void SetRealMoveAnim(void);
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static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);
static void ReactivatePlayerPed(int32);
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};
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static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");