#pragma once #include #include "netsync/CProjectBaseSyncDataNode.hpp" #pragma pack(push,4) class CPlayerGameStateDataNode : CSyncDataNodeInfrequent { public: uint32_t m_player_state; //0x00C0 bool m_controls_disabled_by_script; //0x00C4 bool m_is_max_armor_and_health_default; //0x00C5 bool unk_000C6; //0x00C6 bool m_is_spectating; //0x00C7 bool m_is_antagonistic_to_another_player; //0x00C8 bool m_never_target; //0x00C9 bool m_use_kinematic_physics; //0x00CA bool m_has_tutorial_data; //0x00CB bool m_pending_tutorial_change; //0x00CC bool unk_00CD; //0x00CD bool m_respawning; //0x00CE bool m_will_jack_any_player; //0x00CF bool m_will_jack_wanted_players; //0x00D0 bool m_dont_drag_from_car; //0x00D1 bool m_random_peds_flee; //0x00D2 bool m_every_ped_back_away; //0x00D3 bool m_has_microphone; //0x00D4 bool m_is_invincible; //0x00D5 bool unk_00D6; //0x00D6 bool unk_00D7; //0x00D7 bool m_seatbelt; //0x00D8 bool unk_00D9; //0x00D9 bool m_bullet_proof; //0x00DA bool m_fire_proof; //0x00DB bool m_explosion_proof; //0x00DC bool m_collision_proof; //0x00DD bool m_melee_proof; //0x00DE bool m_water_proof; //0x00DF bool m_steam_proof; //0x00E0 bool unk_00E1; //0x00E1 bool unk_00E2; //0x00E2 bool unk_00E3; //0x00E3 bool unk_00E4; //0x00E4 bool unk_00E5; //0x00E5 bool unk_00E6; //0x00E6 bool unk_00E7; //0x00E7 bool unk_00E8; //0x00E8 bool unk_00E9; //0x00E9 bool unk_00EA; //0x00EA bool unk_00EB; //0x00EB bool unk_00EC; //0x00EC bool unk_00ED; //0x00ED bool unk_00EE; //0x00EE bool unk_00EF; //0x00EF bool unk_00F0; //0x00F0 bool unk_00F1; //0x00F1 bool unk_00F2; //0x00F2 bool unk_00F3; //0x00F3 bool unk_00F4; //0x00F4 bool unk_00F5; //0x00F5 bool unk_00F6; //0x00F6 bool unk_00F7; //0x00F7 bool unk_00F8; //0x00F8 bool unk_00F9; //0x00F9 bool unk_00FA; //0x00FA bool unk_00FB; //0x00FB uint32_t unk_00FC; //0x00FC uint32_t m_mobile_ring_state; //0x0100 int32_t m_player_team; //0x0104 float m_air_drag_multiplier; //0x0108 uint32_t m_max_health; //0x010C uint32_t m_max_armor; //0x0110 uint32_t m_jack_speed; //0x0114 uint16_t m_player_is_targetable_by_team; //0x0118 uint32_t m_override_receive_chat; //0x011C uint32_t m_override_send_chat; //0x0120 bool unk_0124; //0x0124 bool unk_0125; //0x0125 bool unk_0126; //0x0126 bool unk_0127; //0x0127 uint16_t m_spectating_net_id; //0x0128 uint8_t m_antagonistic_to_player_id; //0x012C uint8_t m_tutorial_index; //0x012B uint8_t m_tutorial_instance_id; //0x012C char pad_012D[2]; //0x012D float m_microphone_volume; //0x0130 uint32_t m_voice_channel; //0x0134 bool m_is_overriding_voice_proximity; //0x0138 char pad_0139[7]; //0x0139 float m_voice_proximity_x; //0x0140 float m_voice_proximity_y; //0x0144 float m_voice_proximity_z; //0x0148 float m_voice_proximity_radius_maybe; //0x014C uint32_t unk_0150; //0x0150 uint32_t m_vehicle_weapon_index; //0x0154 bool m_has_vehicle_weapon_index; //0x0158 uint32_t m_decor_count; //0x015C uint32_t m_decor_type[3]; // 0x0160 uint32_t m_decor_value[3]; // 0x016C uint32_t m_decor_name_hash[3]; // 0x0178 bool m_friendly_fire_allowed; //0x0184 bool unk_0185; //0x0185 uint8_t m_current_garage_instance_index; //0x0186 uint8_t m_current_property_id; //0x0187 uint8_t unk_0188; //0x0188 uint8_t unk_0189; //0x0189 bool m_battle_aware; //0x018A bool m_vehicle_jump_down; //0x018B float m_weapon_defence_modifier; //0x018C float m_weapon_defence_modifier_2; //0x0190 bool m_is_overriding_population_control_sphere; //0x0194 char pad_0195[11]; //0x0195 float m_population_control_sphere_x; //0x01A0 float m_population_control_sphere_y; //0x01A4 float m_population_control_sphere_z; //0x01A8 uint16_t unk_01AC; //0x01AC uint16_t unk_01AE; //0x01AE uint16_t unk_01B0; //0x01B0 bool new_01B2; bool new_01B3; bool pad_01B2; //0x01B2 bool unk_01B3; //0x01B3 bool m_no_collision; //0x01B4 bool unk_01B5; //0x01B5 bool unk_01B6; //0x01B6 bool m_super_jump; //0x01B7 bool unk_01B8; //0x01B8 bool unk_01B9; //0x01B9 uint16_t unk_01BA; //0x01BA uint32_t unk_01BC; //0x01BC float unk_01C0; //0x01C0 float m_weapon_damage_modifier; //0x01C4 Divisor: 0x3F800000 float m_melee_weapon_damage_modifier; //0x01C8 Divisor: 0x3F800000 float unk_01CC; //0x01CC bool unk_01D0; //0x01D0 char pad_01D1[11]; //0x01D1 float unk_01E0; //0x01E0 float unk_01E4; //0x01E4 float unk_01E8; //0x01E8 uint32_t unk_01EC; //0x01EC uint8_t unk_01F0; //0x01F0 uint8_t unk_01F1; //0x01F1 bool unk_01F2; //0x01F2 uint8_t unk_01F3; //0x01F3 bool unk_01F4; //0x01F4 bool unk_01F5; //0x01F5 }; //Size: 0x01F8 static_assert(sizeof(CPlayerGameStateDataNode) == 0x1F8); #pragma pack(pop)