2019-05-19 19:28:10 +00:00
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#pragma once
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#include "Vehicle.h"
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2019-07-07 16:36:55 +00:00
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#include "DamageManager.h"
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#include "Door.h"
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class CObject;
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2019-05-19 19:28:10 +00:00
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class CAutomobile : public CVehicle
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{
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public:
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2019-06-02 15:13:56 +00:00
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// 0x288
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CDamageManager Damage;
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CDoor Doors[6];
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RwFrame *m_aCarNodes[NUM_CAR_NODES];
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CColPoint m_aWheelColPoints[4];
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2019-07-07 11:09:11 +00:00
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float m_aSuspensionSpringRatio[4];
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float m_aSuspensionSpringRatioPrev[4];
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float m_aWheelSkidThing[4];
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float field_49C;
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bool m_aWheelSkidmarkMuddy[4];
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bool m_aWheelSkidmarkBloody[4];
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float m_aWheelRotation[4];
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float m_aWheelPosition[4];
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float m_aWheelSpeed[4];
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uint8 field_4D8;
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uint8 m_auto_flagA7 : 1;
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uint8 bTaxiLight : 1;
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uint8 m_auto_flagA10 : 1;
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uint8 m_auto_flagA20 : 1;
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uint8 m_auto_flagA40 : 1;
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uint8 m_auto_flagA80 : 1;
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uint8 field_4DA[10];
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uint32 m_nBusDoorTimerEnd;
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uint32 m_nBusDoorTimerStart;
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float m_aSuspensionSpringLength[4];
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float m_aSuspensionLineLength[4];
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float m_fHeightAboveRoad;
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float m_fImprovedHandling;
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uint8 stuff6[28];
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float field_530;
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CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
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CVector m_aGroundOffset[4]; // from ground object to colpoint
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CEntity *m_pBlowUpEntity;
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float m_weaponThingA; // TODO
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float m_weaponThingB; // TODO
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float m_fCarGunLR;
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float m_fCarGunUD;
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float m_fWindScreenRotation;
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uint8 stuff4[4];
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uint8 m_nWheelsOnGround_2;
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uint8 m_nWheelsOnGround;
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uint8 m_nWheelsOnGroundPrev;
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uint8 stuff5[5];
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int32 m_aWheelState[4];
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static bool &m_sAllTaxiLights;
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2019-06-30 10:59:55 +00:00
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CAutomobile(int, uint8);
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// from CEntity
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void SetModelIndex(uint32 id);
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void ProcessControl(void);
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void Teleport(CVector v);
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void PreRender(void);
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void Render(void);
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2019-07-09 07:57:44 +00:00
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// from CPhysical
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int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
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// from CVehicle
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void ProcessControlInputs(uint8);
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void GetComponentWorldPosition(int32 component, CVector &pos);
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bool IsComponentPresent(int32 component);
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void SetComponentRotation(int32 component, CVector rotation);
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void OpenDoor(int32 component, eDoors door, float openRatio);
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void ProcessOpenDoor(uint32, uint32, float);
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bool IsDoorReady(eDoors door);
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bool IsDoorFullyOpen(eDoors door);
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bool IsDoorClosed(eDoors door);
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bool IsDoorMissing(eDoors door);
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void RemoveRefsToVehicle(CEntity *ent);
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void BlowUpCar(CEntity *ent);
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bool SetUpWheelColModel(CColModel *colModel);
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void BurstTyre(uint8 tyre);
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bool IsRoomForPedToLeaveCar(uint32, CVector *);
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float GetHeightAboveRoad(void);
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void PlayCarHorn(void);
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void PlayHornIfNecessary(void);
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void ResetSuspension(void);
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void SetupSuspensionLines(void);
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void ScanForCrimes(void);
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void BlowUpCarsInPath(void);
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bool HasCarStoppedBecauseOfLight(void);
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void SetBusDoorTimer(uint32 timer, uint8 type);
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void ProcessAutoBusDoors(void);
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void ProcessSwingingDoor(int32 component, eDoors door);
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void SetupDamageAfterLoad(void);
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CObject *SpawnFlyingComponent(int32 component, uint32 type);
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CObject *RemoveBonnetInPedCollision(void);
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void SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
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void SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
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void SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents = false);
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void Fix(void);
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void SetComponentVisibility(RwFrame *frame, uint32 flags);
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void SetupModelNodes(void);
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void SetTaxiLight(bool light);
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bool GetAllWheelsOffGround(void);
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void HideAllComps(void);
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void ShowAllComps(void);
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void ReduceHornCounter(void);
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static void SetAllTaxiLights(bool set);
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2019-06-30 10:59:55 +00:00
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CAutomobile* ctor(int, uint8);
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};
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static_assert(sizeof(CAutomobile) == 0x5A8, "CAutomobile: error");
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