mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-10 20:39:15 +00:00
90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
#pragma once
|
|
|
|
#include "Ped.h"
|
|
|
|
class CPad;
|
|
class CCopPed;
|
|
class CWanted;
|
|
|
|
class CPlayerPed : public CPed
|
|
{
|
|
public:
|
|
CWanted *m_pWanted;
|
|
CCopPed *m_pArrestingCop;
|
|
float m_fMoveSpeed;
|
|
float m_fCurrentStamina;
|
|
float m_fMaxStamina;
|
|
float m_fStaminaProgress;
|
|
int8 m_nSelectedWepSlot; // eWeaponType
|
|
bool m_bSpeedTimerFlag;
|
|
uint8 m_nEvadeAmount;
|
|
int8 field_1367;
|
|
uint32 m_nSpeedTimer;
|
|
uint32 m_nHitAnimDelayTimer;
|
|
float m_fAttackButtonCounter;
|
|
bool m_bHaveTargetSelected; // may have better name
|
|
CEntity *m_pEvadingFrom; // is this CPhysical?
|
|
int32 m_nTargettableObjects[4];
|
|
bool m_bAdrenalineActive;
|
|
bool m_bHasLockOnTarget;
|
|
uint32 m_nAdrenalineTime;
|
|
bool m_bCanBeDamaged;
|
|
int8 field_1413;
|
|
CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
|
|
CPed *m_pPedAtSafePos[6];
|
|
float m_fWalkAngle;
|
|
float m_fFPSMoveHeading;
|
|
|
|
CPlayerPed();
|
|
~CPlayerPed();
|
|
void SetMoveAnim() { };
|
|
|
|
void ReApplyMoveAnims(void);
|
|
void ClearWeaponTarget(void);
|
|
void SetWantedLevel(int32 level);
|
|
void SetWantedLevelNoDrop(int32 level);
|
|
void KeepAreaAroundPlayerClear(void);
|
|
void AnnoyPlayerPed(bool);
|
|
void MakeChangesForNewWeapon(int8);
|
|
void SetInitialState(void);
|
|
void ProcessControl(void);
|
|
void ClearAdrenaline(void);
|
|
void UseSprintEnergy(void);
|
|
class CPlayerInfo *GetPlayerInfoForThisPlayerPed();
|
|
void SetRealMoveAnim(void);
|
|
void RestoreSprintEnergy(float);
|
|
bool DoWeaponSmoothSpray(void);
|
|
void DoStuffToGoOnFire(void);
|
|
bool DoesTargetHaveToBeBroken(CVector, CWeapon*);
|
|
void RunningLand(CPad*);
|
|
bool IsThisPedAttackingPlayer(CPed*);
|
|
void PlayerControlSniper(CPad*);
|
|
void PlayerControlM16(CPad*);
|
|
void PlayerControlFighter(CPad*);
|
|
void ProcessWeaponSwitch(CPad*);
|
|
void MakeObjectTargettable(int32);
|
|
void PlayerControl1stPersonRunAround(CPad *padUsed);
|
|
void EvaluateNeighbouringTarget(CEntity*, CEntity**, float*, float, float, bool);
|
|
void EvaluateTarget(CEntity*, CEntity**, float*, float, float, bool);
|
|
bool FindNextWeaponLockOnTarget(CEntity*, bool);
|
|
bool FindWeaponLockOnTarget(void);
|
|
void ProcessAnimGroups(void);
|
|
void ProcessPlayerWeapon(CPad*);
|
|
void PlayerControlZelda(CPad*);
|
|
|
|
static void SetupPlayerPed(int32);
|
|
static void DeactivatePlayerPed(int32);
|
|
static void ReactivatePlayerPed(int32);
|
|
|
|
#ifdef COMPATIBLE_SAVES
|
|
virtual void Save(uint8*& buf);
|
|
virtual void Load(uint8*& buf);
|
|
#endif
|
|
|
|
static const uint32 nSaveStructSize;
|
|
};
|
|
|
|
#ifndef PED_SKIN
|
|
VALIDATE_SIZE(CPlayerPed, 0x5F0);
|
|
#endif
|