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-rw-r--r--src/peds/PlayerPed.h17
1 files changed, 11 insertions, 6 deletions
diff --git a/src/peds/PlayerPed.h b/src/peds/PlayerPed.h
index fa6d9d43..ecef9bef 100644
--- a/src/peds/PlayerPed.h
+++ b/src/peds/PlayerPed.h
@@ -12,14 +12,14 @@ public:
float m_fCurrentStamina;
float m_fMaxStamina;
float m_fStaminaProgress;
- bool m_bWeaponSlot;
+ uint8 m_nSelectedWepSlot;
bool m_bSpeedTimerFlag;
bool m_bShouldEvade;
int8 field_1367;
int32 m_nSpeedTimer;
int32 m_nShotDelay;
- float field_1376;
- int8 field_1380; // set if can't attack, why?
+ float field_1376; // m_fAttackButtonCounter?
+ int8 field_1380; // bHaveTargetSelected?
int8 field_1381;
int8 field_1382;
int8 field_1383;
@@ -34,19 +34,24 @@ public:
int8 field_1413;
int8 field_1414;
int8 field_1415;
- CVector field_1416[6];
- int32 field_1488[6];
+ CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
+ int32 field_1488[6]; // m_pPedAtSafePos?
float m_fWalkAngle;
float m_fFPSMoveHeading;
+ CPlayerPed();
~CPlayerPed();
void ReApplyMoveAnims(void);
- void ClearWeaponTarget();
+ void ClearWeaponTarget(void);
void SetWantedLevel(int32 level);
void SetWantedLevelNoDrop(int32 level);
void KeepAreaAroundPlayerClear(void);
void AnnoyPlayerPed(bool);
+ void MakeChangesForNewWeapon(int8);
+ void SetInitialState(void);
+ void SetMoveAnim(void);
+ void ProcessControl(void);
static void SetupPlayerPed(int32);
static void DeactivatePlayerPed(int32);