281 lines
6.7 KiB
C++
281 lines
6.7 KiB
C++
#pragma once
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#include "Physical.h"
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#include "Weapon.h"
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#include "PedIK.h"
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#include "PedStats.h"
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#include "AnimManager.h"
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#include "AnimBlendClumpData.h"
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struct CPathNode;
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enum {
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PED_MAX_WEAPONS = 13
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};
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enum PedState
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{
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PED_NONE,
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PED_IDLE,
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PED_LOOK_ENTITY,
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PED_LOOK_HEADING,
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PED_WANDER_RANGE,
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PED_WANDER_PATH,
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PED_SEEK_POS,
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PED_SEEK_ENTITY,
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PED_FLEE_POS,
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PED_FLEE_ENTITY,
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PED_PURSUE,
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PED_FOLLOW_PATH,
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PED_SNIPER_MODE,
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PED_ROCKET_ODE,
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PED_DUMMY,
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PED_PAUSE,
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PED_ATTACK,
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PED_FIGHT,
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PED_FACE_PHONE,
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PED_MAKE_CALL,
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PED_CHAT,
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PED_MUG,
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PED_AIM_GUN,
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PED_AI_CONTROL,
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PED_SEEK_CAR,
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PED_SEEK_IN_BOAT,
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PED_FOLLOW_ROUTE,
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PED_CPR,
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PED_SOLICIT,
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PED_BUY_ICECREAM,
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PED_INVESTIGATE,
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PED_STEP_AWAY,
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PED_ON_FIRE,
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PED_UNKNOWN, // HANG_OUT in Fire_Head's idb
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PED_STATES_NO_AI,
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PED_JUMP,
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PED_FALL,
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PED_GETUP,
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PED_STAGGER,
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PED_DIVE_AWAY,
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PED_STATES_NO_ST,
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PED_ENTER_TRAIN,
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PED_EXIT_TRAIN,
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PED_ARREST_PLAYER,
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PED_DRIVING,
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PED_PASSENGER,
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PED_TAXI_PASSENGER,
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PED_OPEN_DOOR,
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PED_DIE,
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PED_DEAD,
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PED_CARJACK,
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PED_DRAG_FROM_CAR,
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PED_ENTER_CAR,
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PED_STEAL_CAR,
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PED_EXIT_CAR,
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PED_HANDS_UP,
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PED_ARRESTED,
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};
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enum {
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PEDMOVE_NONE,
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PEDMOVE_STILL,
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PEDMOVE_WALK,
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PEDMOVE_RUN,
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PEDMOVE_SPRINT,
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};
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class CVehicle;
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class CPed : public CPhysical
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{
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public:
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// 0x128
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CStoredCollPoly m_collPoly;
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float m_fCollisionSpeed;
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uint8 m_ped_flagA1 : 1;
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uint8 m_ped_flagA2 : 1;
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uint8 m_ped_flagA4 : 1; // stores (CTimer::GetTimeInMilliseconds() < m_lastHitTime)
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uint8 m_ped_flagA8 : 1;
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uint8 m_ped_flagA10 : 1; // set when A20 just changed?
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uint8 m_ped_flagA20_look : 1;
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uint8 m_ped_flagA40 : 1;
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uint8 m_ped_flagA80 : 1;
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uint8 m_ped_flagB1 : 1;
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uint8 m_ped_flagB2 : 1;
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uint8 m_ped_flagB4 : 1;
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uint8 m_ped_flagB8 : 1;
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uint8 m_ped_flagB10 : 1;
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uint8 m_ped_flagB20 : 1;
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uint8 m_ped_flagB40 : 1;
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uint8 m_ped_flagB80 : 1;
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uint8 m_ped_flagC1 : 1;
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uint8 m_ped_flagC2 : 1;
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uint8 m_ped_flagC4 : 1;
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uint8 m_ped_flagC8 : 1;
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uint8 m_ped_flagC10 : 1;
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uint8 m_ped_flagC20 : 1; // just left some body part?
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uint8 m_ped_flagC40 : 1;
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uint8 m_ped_flagC80 : 1;
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uint8 m_ped_flagD1 : 1;
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uint8 m_ped_flagD2 : 1;
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uint8 m_ped_flagD4 : 1;
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uint8 m_ped_flagD8 : 1;
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uint8 m_ped_flagD10 : 1;
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uint8 m_ped_flagD20 : 1;
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uint8 m_ped_flagD40 : 1;
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uint8 m_ped_flagD80 : 1;
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uint8 m_ped_flagE1 : 1;
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uint8 m_ped_flagE2 : 1;
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uint8 m_ped_flagE4 : 1;
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uint8 m_ped_flagE8 : 1;
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uint8 m_ped_flagE10 : 1; // can't attack if it's set
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uint8 m_ped_flagE20 : 1;
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uint8 m_ped_flagE40 : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagF1 : 1;
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uint8 m_ped_flagF2 : 1;
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uint8 m_ped_flagF4 : 1;
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uint8 m_ped_flagF8 : 1;
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uint8 m_ped_flagF10 : 1;
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uint8 m_ped_flagF20 : 1;
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uint8 m_ped_flagF40 : 1;
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uint8 m_ped_flagF80 : 1;
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uint8 m_ped_flagG1 : 1;
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uint8 m_ped_flagG2 : 1;
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uint8 m_ped_flagG4 : 1;
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uint8 m_ped_flagG8 : 1;
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uint8 m_ped_flagG10 : 1;
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uint8 m_ped_flagG20 : 1;
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uint8 m_ped_flagG40 : 1;
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uint8 m_ped_flagG80 : 1;
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uint8 m_ped_flagH1 : 1;
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uint8 m_ped_flagH2 : 1;
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uint8 m_ped_flagH4 : 1;
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uint8 m_ped_flagH8 : 1;
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uint8 m_ped_flagH10 : 1;
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uint8 m_ped_flagH20 : 1;
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uint8 m_ped_flagH40 : 1;
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uint8 m_ped_flagH80 : 1;
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uint8 m_ped_flagI1 : 1;
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uint8 m_ped_flagI2 : 1;
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uint8 m_ped_flagI4 : 1;
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uint8 m_ped_flagI8 : 1;
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uint8 m_ped_flagI10 : 1;
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uint8 m_ped_flagI20 : 1;
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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uint8 stuff10[15];
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CPed *m_field_16C;
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uint8 stuff12[44];
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int32 m_pEventEntity;
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float m_fAngleToEvent;
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AnimBlendFrameData *m_pFrames[PED_NODE_MAX];
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int32 m_animGroup;
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int32 m_pVehicleAnim;
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CVector2D m_vecAnimMoveDelta;
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CVector m_vecOffsetSeek;
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CPedIK m_pedIK;
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uint8 stuff1[8];
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uint32 m_nPedStateTimer;
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int32 m_nPedState;
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int32 m_nLastPedState;
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int32 m_nMoveState;
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int32 m_nStoredActionState;
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int32 m_nPrevActionState;
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int32 m_nWaitState;
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int32 m_nWaitTimer;
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private:
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uint32 stuff0[28];
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public:
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uint16 m_nPathNodes;
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uint8 m_nCurPathNode;
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int8 m_nPathState;
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private:
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int8 _pad2B5[3];
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public:
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CPathNode *m_pNextPathNode;
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CPathNode *m_pLastPathNode;
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float m_fHealth;
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float m_fArmour;
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uint8 stuff2[20];
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float m_fRotationCur;
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float m_fRotationDest;
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uint8 stuff13[6];
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CEntity *m_pCurrentPhysSurface;
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CVector m_vecOffsetFromPhysSurface;
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CEntity *m_pCurSurface;
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uint8 stuff3[12];
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CPed* m_pSeekTarget;
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CVehicle *m_pMyVehicle;
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bool bInVehicle;
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uint8 stuff4[23];
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int32 m_nPedType;
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PedStat *m_pedStats;
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uint8 stuff5[24];
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CEntity *m_pCollidingEntity;
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uint8 stuff6[12];
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CWeapon m_weapons[PED_MAX_WEAPONS];
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int32 stuff7;
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uint8 m_currentWeapon;
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uint8 stuff[3];
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int32 m_pPointGunAt;
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CVector m_vecHitLastPos;
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uint8 stuff8[12];
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CPed *m_pPedFight;
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float m_fLookDirection;
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int32 m_wepModelID;
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uint32 m_leaveCarTimer;
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uint32 m_getUpTimer;
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uint32 m_lookTimer;
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uint32 m_standardTimer;
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uint32 m_attackTimer;
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uint32 m_lastHitTime;
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uint8 stuff9[22];
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uint8 m_bodyPartBleeding;
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uint8 m_field_4F3;
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CPed *m_nearPeds[10];
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uint8 stuff11[32];
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static void *operator new(size_t);
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static void operator delete(void*, size_t);
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// TODO: enum!
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bool IsPlayer(void) { return m_nPedType == 0 || m_nPedType== 1 || m_nPedType == 2 || m_nPedType == 3; }
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bool UseGroundColModel(void);
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void AddWeaponModel(int id);
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void AimGun();
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void KillPedWithCar(CVehicle *veh, float impulse);
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void Say(uint16 audio);
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void SetLookFlag(CPed *to, bool set);
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void SetLookFlag(float angle, bool set);
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void SetLookTimer(int time);
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void SetDie(AnimationId anim, float arg1, float arg2);
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void ApplyHeadShot(eWeaponType weaponType, CVector pos, bool evenOnPlayer);
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void RemoveBodyPart(PedNode nodeId, int8 unknown);
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void SpawnFlyingComponent(int, int8 unknown);
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bool OurPedCanSeeThisOne(CEntity* who);
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void Avoid(void);
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static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
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static RwFrame *RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data);
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
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static bool &bNastyLimbsCheat;
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static bool &bPedCheat2;
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static bool &bPedCheat3;
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};
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static_assert(offsetof(CPed, m_nPedState) == 0x224, "CPed: error");
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static_assert(offsetof(CPed, m_pCurSurface) == 0x2FC, "CPed: error");
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static_assert(offsetof(CPed, m_pMyVehicle) == 0x310, "CPed: error");
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static_assert(offsetof(CPed, m_nPedType) == 0x32C, "CPed: error");
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static_assert(offsetof(CPed, m_pCollidingEntity) == 0x34C, "CPed: error");
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static_assert(offsetof(CPed, m_weapons) == 0x35C, "CPed: error");
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static_assert(offsetof(CPed, m_currentWeapon) == 0x498, "CPed: error");
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static_assert(offsetof(CPed, m_lookTimer) == 0x4CC, "CPed: error");
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static_assert(offsetof(CPed, m_bodyPartBleeding) == 0x4F2, "CPed: error");
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static_assert(offsetof(CPed, m_field_16C) == 0x16C, "CPed: error");
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static_assert(offsetof(CPed, m_pEventEntity) == 0x19C, "CPed: error");
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static_assert(sizeof(CPed) == 0x53C, "CPed: error");
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