#pragma once #include "game.h" #include "aimstuff.h" #include "entity.h" struct struc_97 { char _gap0[52]; }; //----------------------------------------------------------- class CPlayerPed : public CEntity { public: void ResetPointers(); void SetInitialState(); void SetKeys(WORD wKeys, WORD lrAnalog, WORD udAnalog); WORD GetKeys(WORD * lrAnalog, WORD * udAnalog); BYTE GetSpecialKey(); CAMERA_AIM * GetCurrentAim(); void SetCurrentAim(CAMERA_AIM *pAim); BYTE GetCameraMode() { if(!m_bytePlayerNumber) return GameGetLocalPlayerCameraMode(); else return GameGetPlayerCameraMode(m_bytePlayerNumber); }; void ShowMarker(int iMarkerColorID); void HideMarker(); BYTE GetCurrentWeapon(); int GetCurrentVehicleID(); BOOL IsOnScreen(); float GetHealth(); void SetHealth(float fHealth); float GetArmour(); void SetArmour(float fArmour); DWORD GetStateFlags(); void SetStateFlags(DWORD dwStateFlags); BOOL IsDead(); BOOL IsInVehicle(); BYTE GetActionTrigger(); void SetActionTrigger(BYTE byteTrigger); WORD GetAmmo(); float GetTargetRotation(); void SetTargetRotation(float fRotation); void ForceTargetRotation(float fRotation); void GiveWeapon(int iWeaponID, int iAmmo); void SetArmedWeapon(int iWeaponType, bool bUnk); void ClearAllWeapons(); void RemoveWeaponWhenEnteringVehicle(); WEAPON_SLOT_TYPE * GetCurrentWeaponSlot(); WEAPON_SLOT_TYPE * FindWeaponSlot(DWORD dwWeapon); BOOL HasAmmoForCurrentWeapon(); void SetImmunities(BOOL bBullet, BOOL bFire, BOOL bExplosion, BOOL bDamage, BOOL bUnknown); void PutDirectlyInVehicle(int iVehicleID, int iSeat); void EnterVehicle(int iVehicleID, BOOL bPassenger); void ExitCurrentVehicle(); void RemoveFromVehicleAndPutAt(float fX, float fY, float fZ); BOOL IsAPassenger(); VEHICLE_TYPE * GetGtaVehicle(); VEHICLE_TYPE * GetGtaContactVehicle(); ENTITY_TYPE * GetGtaContactEntity(); int GetVehicleSeatID(); void TogglePlayerControllable(int iControllable); float GetDistanceFromVehicle(CVehicle *pVehicle); void StartJetpack(); void StopJetpack(); BOOL IsInJetpackMode(); void StartGoggles(); void StopGoggles(); BOOL HasGoggles(); void SetAnimationSet(PCHAR szAnim); void SetMoney(int iAmount); void ApplyAnimation(char *szAnimName, char *szAnimFile, float fT, int opt1, int opt2, int opt3, int opt4, int iUnk); BOOL IsPerformingAnimation(char *szAnimName); CPlayerPed(); void ProcessVehicleHorn(); void HandsUp(); BOOL HasHandsUp(); void HoldItem(int iObject); float GetAimZ(); void SetAimZ(float fAimZ); PCHAR GetLoadedShopName(); void LoadShoppingDataSubsection(PCHAR szSectionName); PCHAR GetShopName(); void SetShopName(char *szNewShopName); void SetWeaponSkillLevel(int iSkill, float fLevel); VECTOR* GetBonePosition(int iBone, VECTOR *vecPos); VECTOR* GetTransformedBonePosition(int iBone, VECTOR *vecOffset); //char _gap0[813]; //char _gap0[741]; int field_48; int field_4C[10]; struc_97 field_74[10]; int field_27C[10]; PED_TYPE *m_pPed; int field_2A8; int field_2AC; BYTE m_bytePlayerNumber; char _gap2B1[8]; int field_2B9; char _gap2BD[4]; int field_2C1; int field_2C5; int field_2C9; DWORD m_dwArrow; char _gap2D1[1]; int field_2D2; char _gap2D6[8]; int field_2DE; int field_2E2; BOOL m_bGoggleState; char _gap2EA[8]; int field_2F2; char field_2F6; char field_2F7; char field_2F8; int field_2F9; char _gap2FD[48]; }; //-----------------------------------------------------------