diff options
| author | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
|---|---|---|
| committer | claude-bot <[email protected]> | 2026-07-13 12:27:07 +0000 |
| commit | 9f61c9e6ac6b1ac5692cf6352d2ebbd47a31a686 (patch) | |
| tree | a84756b82513739a2672db3a1f0ec579db6d18ff /src/peds/PlayerPed.h | |
| download | re3-miami.tar.gz re3-miami.zip | |
Snapshot import (no upstream history) into git.ancap.in.ua/claude, per @lzcnt.
Source: https://github.com/Cai1Hsu/re3 branch miami.
Diffstat (limited to 'src/peds/PlayerPed.h')
| -rw-r--r-- | src/peds/PlayerPed.h | 114 |
1 files changed, 114 insertions, 0 deletions
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h new file mode 100644 index 0000000..1b7158b --- /dev/null +++ b/src/peds/PlayerPed.h @@ -0,0 +1,114 @@ +#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; + bool m_bSpeedTimerFlag; + uint8 m_nEvadeAmount; + uint32 m_nSpeedTimer; // m_nStandStillTimer? + uint32 m_nHitAnimDelayTimer; // m_nShotDelay? + float m_fAttackButtonCounter; + bool m_bHaveTargetSelected; // may have better name + CEntity *m_pEvadingFrom; // is this CPhysical? + int32 m_nTargettableObjects[4]; + uint32 m_nAdrenalineTime; + uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame + uint8 m_nFadeDrunkenness; + uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends + bool m_bAdrenalineActive; + bool m_bHasLockOnTarget; + bool m_bCanBeDamaged; + bool m_bNoPosForMeleeAttack; + bool unk1; + CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree + CPed *m_pPedAtSafePos[6]; + CPed *m_pMeleeList[6]; // reachable peds at each direction(6) + int16 m_nAttackDirToCheck; + float m_fWalkAngle; //angle between heading and walking direction + float m_fFPSMoveHeading; + RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model + float m_fGunSpinSpeed; // for minigun + float m_fGunSpinAngle; + unsigned int m_nPadDownPressedInMilliseconds; + unsigned int m_nLastBusFareCollected; + + static bool bDontAllowWeaponChange; +#ifndef MASTER + static bool bDebugPlayerInfo; +#endif + + 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(int32); + void MakeChangesForNewWeapon(eWeaponType); + void SetInitialState(void); + void ProcessControl(void); + void ClearAdrenaline(void); + void UseSprintEnergy(void); + class CPlayerInfo *GetPlayerInfoForThisPlayerPed(); + void SetRealMoveAnim(void); + void RestoreSprintEnergy(float); + float DoWeaponSmoothSpray(void); + void DoStuffToGoOnFire(void); + bool DoesTargetHaveToBeBroken(CVector, CWeapon*); + void RunningLand(CPad*); + bool IsThisPedAnAimingPriority(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, 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*); + bool DoesPlayerWantNewWeapon(eWeaponType, bool); + void PlayIdleAnimations(CPad*); + void RemovePedFromMeleeList(CPed*); + void GetMeleeAttackCoords(CVector&, int8, float); + int32 FindMeleeAttackPoint(CPed*, CVector&, uint32&); + bool CanIKReachThisTarget(CVector, CWeapon*, bool); + void RotatePlayerToTrackTarget(void); + bool MovementDisabledBecauseOfTargeting(void); + void FindNewAttackPoints(void); + void SetNearbyPedsToInteractWithPlayer(void); + void UpdateMeleeAttackers(void); + + 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; +}; + +//VALIDATE_SIZE(CPlayerPed, 0x5F0); |
