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#pragma once
#include "Collision.h"
enum eWastedBustedState
{
WBSTATE_PLAYING,
WBSTATE_WASTED,
WBSTATE_BUSTED,
WBSTATE_FAILED_CRITICAL_MISSION,
};
enum eBustedAudioState
{
BUSTEDAUDIO_NONE,
BUSTEDAUDIO_LOADING,
BUSTEDAUDIO_DONE
};
class CEntity;
class CPed;
class CVehicle;
class CPlayerPed;
class CCivilianPed;
class CPlayerInfo
{
public:
CPlayerPed *m_pPed;
CVehicle *m_pRemoteVehicle;
CColModel m_ColModel;
CVehicle *m_pVehicleEx; // vehicle using the col model above
char m_aPlayerName[70];
int32 m_nMoney;
int32 m_nVisibleMoney;
int32 m_nCollectedPackages;
int32 m_nTotalPackages;
uint32 m_nLastBumpPlayerCarTimer;
uint32 m_nUnusedTaxiTimer;
bool m_bUnusedTaxiThing;
uint32 m_nNextSexFrequencyUpdateTime;
uint32 m_nNextSexMoneyUpdateTime;
int32 m_nSexFrequency;
CCivilianPed *m_pHooker;
int8 m_WBState; // eWastedBustedState
uint32 m_nWBTime;
bool m_bInRemoteMode;
bool field_D5;
bool field_D6;
uint32 m_nTimeLostRemoteCar;
uint32 m_nTimeLastHealthLoss;
uint32 m_nTimeLastArmourLoss;
uint32 m_nTimeTankShotGun;
int32 m_nUpsideDownCounter;
int32 field_EC;
int32 m_nTimeCarSpentOnTwoWheels;
int32 m_nDistanceCarTravelledOnTwoWheels;
int32 m_nTimeNotFullyOnGround;
int32 m_nTimeSpentOnWheelie;
float m_nDistanceTravelledOnWheelie;
int32 m_nTimeSpentOnStoppie;
float m_nDistanceTravelledOnStoppie;
int32 m_nCancelWheelStuntTimer;
int32 m_nLastTimeCarSpentOnTwoWheels;
int32 m_nLastDistanceCarTravelledOnTwoWheels;
int32 m_nLastTimeSpentOnWheelie;
int32 m_nLastDistanceTravelledOnWheelie;
int32 m_nLastTimeSpentOnStoppie;
int32 m_nLastDistanceTravelledOnStoppie;
int16 m_nTrafficMultiplier;
int16 field_12A;
float m_fRoadDensity;
uint32 m_nPreviousTimeRewardedForExplosion;
uint32 m_nExplosionsSinceLastReward;
uint32 m_nHavocLevel;
float m_fMediaAttention;
bool m_bInfiniteSprint;
bool m_bFastReload;
bool m_bFireproof;
uint8 m_nMaxHealth;
uint8 m_nMaxArmour;
bool m_bGetOutOfJailFree;
bool m_bGetOutOfHospitalFree;
bool m_bDriveByAllowed;
uint8 m_nBustedAudioStatus;
int16 m_nCurrentBustedAudio;
#ifdef GTA_PC
char m_aSkinName[32];
RwTexture *m_pSkinTexture;
#endif
void MakePlayerSafe(bool);
const CVector &GetPos();
void Process(void);
void KillPlayer(void);
void ArrestPlayer(void);
bool IsPlayerInRemoteMode(void);
void PlayerFailedCriticalMission(void);
void Clear(void);
void BlowUpRCBuggy(bool);
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);
void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**);
#ifdef GTA_PC
void LoadPlayerSkin();
void SetPlayerSkin(const char *skin);
void DeletePlayerSkin();
#endif
};
CPlayerPed *FindPlayerPed(void);
CVehicle *FindPlayerVehicle(void);
CVehicle *FindPlayerTrain(void);
CEntity *FindPlayerEntity(void);
CVector FindPlayerCoors(void);
const CVector &FindPlayerSpeed(void);
const CVector &FindPlayerCentreOfWorld(int32 player);
const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
float FindPlayerHeading(void);
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