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124 lines
3.2 KiB
C++
124 lines
3.2 KiB
C++
#pragma once
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#include "Collision.h"
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enum eWastedBustedState
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{
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WBSTATE_PLAYING,
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WBSTATE_WASTED,
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WBSTATE_BUSTED,
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WBSTATE_FAILED_CRITICAL_MISSION,
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};
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enum eBustedAudioState
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{
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BUSTEDAUDIO_NONE,
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BUSTEDAUDIO_LOADING,
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BUSTEDAUDIO_DONE
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};
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class CEntity;
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class CPed;
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class CVehicle;
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class CPlayerPed;
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class CCivilianPed;
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class CPlayerInfo
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{
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public:
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CPlayerPed *m_pPed;
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CVehicle *m_pRemoteVehicle;
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CColModel m_ColModel;
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CVehicle *m_pVehicleEx; // vehicle using the col model above
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char m_aPlayerName[70];
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int32 m_nMoney;
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int32 m_nVisibleMoney;
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int32 m_nCollectedPackages;
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int32 m_nTotalPackages;
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uint32 m_nLastBumpPlayerCarTimer;
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uint32 m_nUnusedTaxiTimer;
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bool m_bUnusedTaxiThing;
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uint32 m_nNextSexFrequencyUpdateTime;
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uint32 m_nNextSexMoneyUpdateTime;
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int32 m_nSexFrequency;
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CCivilianPed *m_pHooker;
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int8 m_WBState; // eWastedBustedState
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uint32 m_nWBTime;
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bool m_bInRemoteMode;
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bool field_D5;
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bool field_D6;
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uint32 m_nTimeLostRemoteCar;
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uint32 m_nTimeLastHealthLoss;
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uint32 m_nTimeLastArmourLoss;
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uint32 m_nTimeTankShotGun;
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int32 m_nUpsideDownCounter;
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int32 field_EC;
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int32 m_nTimeCarSpentOnTwoWheels;
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int32 m_nDistanceCarTravelledOnTwoWheels;
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int32 m_nTimeNotFullyOnGround;
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int32 m_nTimeSpentOnWheelie;
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float m_nDistanceTravelledOnWheelie;
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int32 m_nTimeSpentOnStoppie;
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float m_nDistanceTravelledOnStoppie;
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int32 m_nCancelWheelStuntTimer;
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int32 m_nLastTimeCarSpentOnTwoWheels;
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int32 m_nLastDistanceCarTravelledOnTwoWheels;
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int32 m_nLastTimeSpentOnWheelie;
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int32 m_nLastDistanceTravelledOnWheelie;
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int32 m_nLastTimeSpentOnStoppie;
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int32 m_nLastDistanceTravelledOnStoppie;
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int16 m_nTrafficMultiplier;
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int16 field_12A;
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float m_fRoadDensity;
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uint32 m_nPreviousTimeRewardedForExplosion;
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uint32 m_nExplosionsSinceLastReward;
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uint32 m_nHavocLevel;
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float m_fMediaAttention;
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bool m_bInfiniteSprint;
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bool m_bFastReload;
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bool m_bFireproof;
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uint8 m_nMaxHealth;
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uint8 m_nMaxArmour;
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bool m_bGetOutOfJailFree;
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bool m_bGetOutOfHospitalFree;
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bool m_bDriveByAllowed;
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uint8 m_nBustedAudioStatus;
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int16 m_nCurrentBustedAudio;
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#ifdef GTA_PC
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char m_aSkinName[32];
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RwTexture *m_pSkinTexture;
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#endif
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void MakePlayerSafe(bool);
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const CVector &GetPos();
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void Process(void);
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void KillPlayer(void);
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void ArrestPlayer(void);
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bool IsPlayerInRemoteMode(void);
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void PlayerFailedCriticalMission(void);
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void Clear(void);
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void BlowUpRCBuggy(bool);
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void CancelPlayerEnteringCars(CVehicle*);
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bool IsRestartingAfterDeath(void);
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bool IsRestartingAfterArrest(void);
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void EvaluateCarPosition(CEntity*, CPed*, float, float*, CVehicle**);
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void LoadPlayerInfo(uint8 *buf, uint32 size);
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void SavePlayerInfo(uint8 *buf, uint32* size);
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void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**);
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#ifdef GTA_PC
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void LoadPlayerSkin();
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void SetPlayerSkin(const char *skin);
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void DeletePlayerSkin();
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#endif
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};
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CPlayerPed *FindPlayerPed(void);
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CVehicle *FindPlayerVehicle(void);
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CVehicle *FindPlayerTrain(void);
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CEntity *FindPlayerEntity(void);
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CVector FindPlayerCoors(void);
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const CVector &FindPlayerSpeed(void);
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const CVector &FindPlayerCentreOfWorld(int32 player);
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const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
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float FindPlayerHeading(void); |