re3-mirror/src/core/PlayerInfo.h

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C
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#pragma once
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#include "Collision.h"
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enum eWastedBustedState
{
WBSTATE_PLAYING,
WBSTATE_WASTED,
WBSTATE_BUSTED,
WBSTATE_FAILED_CRITICAL_MISSION,
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};
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class CEntity;
class CPed;
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class CVehicle;
class CPlayerPed;
class CCivilianPed;
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class CPlayerInfo
{
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public:
CPlayerPed *m_pPed;
CVehicle *m_pRemoteVehicle;
CColModel m_ColModel;
CVehicle *m_pVehicleEx; // vehicle using the col model above
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char m_aPlayerName[70];
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int32 m_nMoney;
int32 m_nVisibleMoney;
int32 m_nCollectedPackages;
int32 m_nTotalPackages;
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uint32 m_nLastBumpPlayerCarTimer;
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uint32 m_nUnusedTaxiTimer;
bool m_bUnusedTaxiThing;
uint32 m_nNextSexFrequencyUpdateTime;
uint32 m_nNextSexMoneyUpdateTime;
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int32 m_nSexFrequency;
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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uint32 m_nTimeLostRemoteCar;
uint32 m_nTimeLastHealthLoss;
uint32 m_nTimeLastArmourLoss;
uint32 m_nTimeTankShotGun;
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int32 m_nUpsideDownCounter;
int32 field_248;
int16 m_nTrafficMultiplier;
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float m_fRoadDensity;
uint32 m_nPreviousTimeRewardedForExplosion;
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int32 m_nExplosionsSinceLastReward;
int32 field_268;
int32 field_272;
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bool m_bInfiniteSprint;
bool m_bFastReload;
bool m_bGetOutOfJailFree;
bool m_bGetOutOfHospitalFree;
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char m_aSkinName[32];
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RwTexture *m_pSkinTexture;
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void MakePlayerSafe(bool);
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void LoadPlayerSkin();
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void DeletePlayerSkin();
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void AwardMoneyForExplosion(CVehicle *vehicle);
void SetPlayerSkin(char* skin);
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const CVector &GetPos();
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void Process(void);
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void KillPlayer(void);
void ArrestPlayer(void);
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bool IsPlayerInRemoteMode(void);
void PlayerFailedCriticalMission(void);
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void Clear(void);
void BlowUpRCBuggy(void);
void CancelPlayerEnteringCars(CVehicle*);
bool IsRestartingAfterDeath(void);
bool IsRestartingAfterArrest(void);
void EvaluateCarPosition(CEntity*, CPed*, float, float*, CVehicle**);
void LoadPlayerInfo(uint8 *buf, uint32 size);
void SavePlayerInfo(uint8 *buf, uint32* size);
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void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**);
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~CPlayerInfo() { };
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};