SuperMarioOdysseyOnline/include/game/Player/PlayerInfo.h

54 lines
2.4 KiB
C++

#pragma once
#include "HackCap.h"
#include "PlayerAnimator.h"
#include "PlayerInput.h"
#include "al/sensor/HitSensor.h"
#include "PlayerColliderHakoniwa.h"
#include "PlayerHackKeeper.h"
#include "PlayerCostumeInfo.h"
#include "PlayerModelChangerHakoniwa.h"
namespace al {
struct FootPrintHolder;
}
class PlayerInfo {
public:
PlayerInfo();
PlayerModelChangerHakoniwa *pModelChanger; // 0x0
struct PlayerOxygen *pOxygen; // 0x8
PlayerAnimator *mPlayerAnimator; // 0x10
struct PlayerBindKeeper *pBindKeeper; // 0x18
struct PlayerDamageKeeper *pDamageKeeper; // 0x20
struct PlayerDemoActionFlag *pDemoActionFlag; // 0x28
struct PlayerEquipmentUser *pEquipmentUser; // 0x30
HackCap *mHackCap; // 0x38
struct WorldEndBorderKeeper *mWorldEndBorderKeeper; // 0x40
struct PlayerCarryKeeper *pCarryKeeper; // 0x48
struct PlayerJointControlKeeper *pJoinControlKeeper; // 0x50
struct PlayerCounterIceWater *pCounterIceWater; // 0x58
struct PlayerStainControl *pStainControl; // 0x60
al::FootPrintHolder *mFootPrintHolder; // 0x68
al::HitSensor *mHitSensor; // 0x70
struct PlayerFormSensorCollisionArranger *pSensorCollArranger; // 0x78
PlayerInput *pInput; // 0x80
PlayerColliderHakoniwa *pColliderHakoniwa; // 0x88
struct PlayerModelHolder *pModelHolder; // 0x90
PlayerHackKeeper *pHackKeeper; // 0x98
struct PlayerCapManHeroEyesControl *pCapManHeroEyesCtrl; // 0xA0
struct PlayerRecoverySafetyPoint *pRecoverySafetyPoint; // 0xA8
PlayerCostumeInfo *pCostumeInfo; // 0xB0
struct PlayerJudgeCameraInWater *pJudgeCameraInWater; // 0xB8
struct PlayerJudgeTalkGround *pJudgeTalkGround; // 0xC0
struct PlayerJudgeTalkSwim *pJudgeTalkSwim; // 0xC8
struct PlayerJudgeDead *pJudgeDead; // 0xD0
struct PlayerJudgeDeadWipeStart *pJudgeDeadWipeStart; // 0xD8
struct PlayerJudgeDrawForward *pJudgeDrawForward; // 0xE0
struct PlayerJudgeSameNerve *pJudgeSameNervePoleClimb; // 0xE8
struct PlayerJudgeSameNerve *pJudgeSameNerveGrabCeil; // 0xF0
struct PlayerJudgeSameNerve *pJudgeSameNerveWallCatch; // 0xF8
struct PlayerJudgeActiveCameraSubjective *pJudgeActiveCameraSubjective; // 0x100
// theres a lot more judges and same nerves but im too lazy to get them all
};