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Weapon layer in Peds
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@ -18,22 +18,32 @@ public:
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int8 m_nSelectedWepSlot; // eWeaponType
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bool m_bSpeedTimerFlag;
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uint8 m_nEvadeAmount;
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int8 field_1367;
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uint32 m_nSpeedTimer;
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uint32 m_nHitAnimDelayTimer;
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uint32 m_nSpeedTimer; // m_nStandStillTimer?
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uint32 m_nHitAnimDelayTimer; // m_nShotDelay?
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float m_fAttackButtonCounter;
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bool m_bHaveTargetSelected; // may have better name
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CEntity *m_pEvadingFrom; // is this CPhysical?
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int32 m_nTargettableObjects[4];
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uint32 m_nAdrenalineTime;
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uint8 m_nDrunkenness; // Needed to work out whether we lost target this frame
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uint8 m_nFadeDrunkenness;
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uint8 m_nDrunkCountdown; //countdown in frames when the drunk effect ends
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bool m_bAdrenalineActive;
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bool m_bHasLockOnTarget;
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uint32 m_nAdrenalineTime;
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bool m_bCanBeDamaged;
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int8 field_1413;
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bool m_bDrunkVisualsWearOff; // TODO(Miami): That may be something else
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CVector m_vecSafePos[6]; // safe places from the player, for example behind a tree
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CPed *m_pPedAtSafePos[6];
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float m_fWalkAngle;
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CPlayerPed* m_pCheckPlayers[6]; //checks something with players, could be a leftover from original multiplayer
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char unused1;
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int16 m_nCheckPlayersIndex;
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float m_fWalkAngle; //angle between heading and walking direction
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float m_fFPSMoveHeading;
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RpAtomic* m_pMinigunTopAtomic; //atomic for the spinning part of the minigun model
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float m_fGunSpinSpeed; // for minigun
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float m_fGunSpinAngle;
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unsigned int m_nPadDownPressedInMilliseconds;
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unsigned int m_nPadUpPressedInMilliseconds;
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CPlayerPed();
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~CPlayerPed();
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@ -45,7 +55,8 @@ public:
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void SetWantedLevelNoDrop(int32 level);
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void KeepAreaAroundPlayerClear(void);
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void AnnoyPlayerPed(bool);
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void MakeChangesForNewWeapon(int8);
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void MakeChangesForNewWeapon(int32);
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void MakeChangesForNewWeapon(eWeaponType);
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void SetInitialState(void);
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void ProcessControl(void);
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void ClearAdrenaline(void);
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