SA-MP/saco/game/playerped.h

173 lines
3.9 KiB
C++

#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();
int GetFightingStyle();
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 StartDancing(int iStyle);
void StopDancing();
BOOL IsDancing();
void HandsUp();
BOOL HasHandsUp();
void HoldItem(int iObject);
void ProcessMarkers(BOOL bMarkerStreamingEnabled, float fMarkerStreamRadius, BOOL bVisible);
void ApplyCommandTask(char *szTaskName, int p1, int p2, int p3,
VECTOR *p4, int p5, float p6, int p7, int p8, int p9);
void DestroyFollowPedTask();
void ToggleCellphone(int iOn);
int IsCellphoneEnabled();
BOOL IsJumping();
BOOL IsFighting();
BOOL IsFalling();
BOOL IsSwimming();
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);
int m_iCellPhoneEnabled;
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;
int m_iDanceState;
int m_iDanceStyle;
char _gap2DA[4];
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];
};
//-----------------------------------------------------------