GTAV-Classes/netsync/nodes/player/CPlayerGameStateDataNode.hpp
2024-09-25 01:24:45 +00:00

148 lines
No EOL
5 KiB
C++

#pragma once
#include <cstdint>
#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)