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path: root/src/peds/PlayerPed.h
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#pragma once

#include "Ped.h"
#include "Wanted.h"

class CPlayerPed : public CPed
{
public:
	CWanted *m_pWanted;
	CCopPed *m_pArrestingCop;
	float m_fMoveSpeed;
	float m_fCurrentStamina;
	float m_fMaxStamina;
	float m_fStaminaProgress;
	uint8 m_nSelectedWepSlot;
	bool m_bSpeedTimerFlag;
	bool m_bShouldEvade;
	int8 field_1367;
	int32 m_nSpeedTimer;
	int32 m_nShotDelay;
	float field_1376; // m_fAttackButtonCounter?
	int8 field_1380;	// bHaveTargetSelected?
	int8 field_1381;
	int8 field_1382;
	int8 field_1383;
	CEntity *m_pEvadingFrom;
	int32 m_nTargettableObjects[4];
	bool m_bAdrenalineActive;
	bool m_bHasLockOnTarget;
	int8 field_1406;
	int8 field_1407;
	uint32 m_nAdrenalineTime;
	bool m_bCanBeDamaged;
	int8 field_1413;
	int8 field_1414;
	int8 field_1415;
	CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
	CPed *m_pPedAtSafePos[6];
	float m_fWalkAngle;
	float m_fFPSMoveHeading;

	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(int8);
	void SetInitialState(void);
	void ProcessControl(void);
	void ClearAdrenaline(void);
	void UseSprintEnergy(void);
	class CPlayerInfo *GetPlayerInfoForThisPlayerPed();
	void SetRealMoveAnim(void);

	static void SetupPlayerPed(int32);
	static void DeactivatePlayerPed(int32);
	static void ReactivatePlayerPed(int32);
};

static_assert(sizeof(CPlayerPed) == 0x5F0, "CPlayerPed: error");