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more CAutomobile
This commit is contained in:
parent
edf5ac2626
commit
2ae112fdf6
18 changed files with 475 additions and 34 deletions
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@ -1,8 +1,15 @@
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#include "common.h"
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#include "patcher.h"
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#include "General.h"
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#include "ModelIndices.h"
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#include "VisibilityPlugins.h"
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#include "DMAudio.h"
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#include "World.h"
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#include "SurfaceTable.h"
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#include "HandlingMgr.h"
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#include "CarCtrl.h"
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#include "Ped.h"
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#include "Object.h"
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#include "Automobile.h"
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bool &CAutomobile::m_sAllTaxiLights = *(bool*)0x95CD21;
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@ -23,7 +30,22 @@ CAutomobile::SetModelIndex(uint32 id)
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}
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WRAPPER void CAutomobile::ProcessControl(void) { EAXJMP(0x531470); }
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WRAPPER void CAutomobile::Teleport(CVector v) { EAXJMP(0x535180); }
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void
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CAutomobile::Teleport(CVector pos)
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{
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CWorld::Remove(this);
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GetPosition() = pos;
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SetOrientation(0.0f, 0.0f, 0.0f);
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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ResetSuspension();
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CWorld::Add(this);
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}
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WRAPPER void CAutomobile::PreRender(void) { EAXJMP(0x535B40); }
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WRAPPER void CAutomobile::Render(void) { EAXJMP(0x539EA0); }
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@ -51,16 +73,53 @@ void
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CAutomobile::SetComponentRotation(int32 component, CVector rotation)
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{
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CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
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CVector pos = *mat.GetPosition();
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CVector pos = mat.GetPosition();
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// BUG: all these set the whole matrix
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mat.SetRotateX(DEGTORAD(rotation.x));
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mat.SetRotateY(DEGTORAD(rotation.y));
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mat.SetRotateZ(DEGTORAD(rotation.z));
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mat.GetPosition() += pos;
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mat.Translate(pos);
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mat.UpdateRW();
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}
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void
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CAutomobile::OpenDoor(int32 component, eDoors door, float openRatio)
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{
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CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
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CVector pos = mat.GetPosition();
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float axes[3] = { 0.0f, 0.0f, 0.0f };
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float wasClosed = false;
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if(Doors[door].IsClosed()){
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// enable angle cull for closed doors
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RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::ClearAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL);
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wasClosed = true;
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}
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Doors[door].Open(openRatio);
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if(wasClosed && Doors[door].RetAngleWhenClosed() != Doors[door].m_fAngle){
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// door opened
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HideAllComps();
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// turn off angle cull for swinging door
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RwFrameForAllObjects(m_aCarNodes[component], CVehicleModelInfo::SetAtomicFlagCB, (void*)ATOMIC_FLAG_NOCULL);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_OPEN_BONNET + door, 0.0f);
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}
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if(!wasClosed && openRatio == 0.0f){
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// door closed
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if(Damage.GetDoorStatus(door) == DOOR_STATUS_SWINGING)
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Damage.SetDoorStatus(door, DOOR_STATUS_OK); // huh?
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ShowAllComps();
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_DOOR_CLOSE_BONNET + door, 0.0f);
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}
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axes[Doors[door].m_nAxis] = Doors[door].m_fAngle;
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mat.SetRotate(axes[0], axes[1], axes[2]);
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mat.Translate(pos);
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mat.UpdateRW();
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}
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WRAPPER void CAutomobile::OpenDoor(int32, eDoors door, float) { EAXJMP(0x52E750); }
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WRAPPER void CAutomobile::ProcessOpenDoor(uint32, uint32, float) { EAXJMP(0x52E910); }
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bool
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@ -139,7 +198,31 @@ CAutomobile::SetUpWheelColModel(CColModel *colModel)
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return true;
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}
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WRAPPER void CAutomobile::BurstTyre(uint8 tyre) { EAXJMP(0x53C0E0); }
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// this probably isn't used in III yet
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void
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CAutomobile::BurstTyre(uint8 wheel)
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{
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switch(wheel){
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case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break;
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case CAR_PIECE_WHEEL_LR: wheel = VEHWHEEL_REAR_LEFT; break;
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case CAR_PIECE_WHEEL_RF: wheel = VEHWHEEL_FRONT_RIGHT; break;
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case CAR_PIECE_WHEEL_RR: wheel = VEHWHEEL_REAR_RIGHT; break;
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}
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int status = Damage.GetWheelStatus(wheel);
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if(status == WHEEL_STATUS_OK){
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Damage.SetWheelStatus(wheel, WHEEL_STATUS_BURST);
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if(m_status == STATUS_SIMPLE){
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m_status = STATUS_PHYSICS;
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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}
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ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f));
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ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward());
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}
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}
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WRAPPER bool CAutomobile::IsRoomForPedToLeaveCar(uint32, CVector *) { EAXJMP(0x53C5B0); }
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float
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@ -148,13 +231,269 @@ CAutomobile::GetHeightAboveRoad(void)
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return m_fHeightAboveRoad;
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}
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WRAPPER void CAutomobile::PlayCarHorn(void) { EAXJMP(0x53C450); }
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void
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CAutomobile::PlayCarHorn(void)
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{
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int r;
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if(m_nCarHornTimer != 0)
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return;
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r = CGeneral::GetRandomNumber() & 7;
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if(r < 2){
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m_nCarHornTimer = 45;
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}else if(r < 4){
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if(pDriver)
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pDriver->Say(SOUND_PED_CAR_COLLISION);
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m_nCarHornTimer = 45;
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}else{
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if(pDriver)
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pDriver->Say(SOUND_PED_CAR_COLLISION);
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}
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}
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void
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CAutomobile::ResetSuspension(void)
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{
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int i;
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for(i = 0; i < 4; i++){
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m_aSuspensionSpringRatio[i] = 1.0f;
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m_aWheelSkidThing[i] = 0.0f;
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m_aWheelRotation[i] = 0.0f;
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m_aWheelState[i] = 0; // TODO: enum?
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}
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}
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void
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CAutomobile::ProcessSwingingDoor(int32 component, eDoors door)
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{
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if(Damage.GetDoorStatus(door) != DOOR_STATUS_SWINGING)
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return;
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CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
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CVector pos = mat.GetPosition();
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float axes[3] = { 0.0f, 0.0f, 0.0f };
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WRAPPER void CAutomobile::SpawnFlyingComponent(int32 component, uint32 type) { EAXJMP(0x530300); }
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Doors[door].Process(this);
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axes[Doors[door].m_nAxis] = Doors[door].m_fAngle;
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mat.SetRotate(axes[0], axes[1], axes[2]);
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mat.Translate(pos);
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mat.UpdateRW();
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}
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void
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CAutomobile::Fix(void)
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{
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int component;
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Damage.ResetDamageStatus();
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if(m_handling->Flags & HANDLING_NO_DOORS){
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Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_MISSING);
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Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_MISSING);
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Damage.SetDoorStatus(DOOR_REAR_LEFT, DOOR_STATUS_MISSING);
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Damage.SetDoorStatus(DOOR_REAR_RIGHT, DOOR_STATUS_MISSING);
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}
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bIsDamaged = false;
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RpClumpForAllAtomics((RpClump*)m_rwObject, CVehicleModelInfo::HideAllComponentsAtomicCB, (void*)ATOMIC_FLAG_DAM);
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for(component = CAR_BUMP_FRONT; component < NUM_CAR_NODES; component++){
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if(m_aCarNodes[component]){
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CMatrix mat(RwFrameGetMatrix(m_aCarNodes[component]));
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mat.SetTranslate(mat.GetPosition());
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mat.UpdateRW();
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}
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}
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}
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void
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CAutomobile::SetupDamageAfterLoad(void)
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{
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if(m_aCarNodes[CAR_BUMP_FRONT])
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SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT);
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if(m_aCarNodes[CAR_BONNET])
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SetDoorDamage(CAR_BONNET, DOOR_BONNET);
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if(m_aCarNodes[CAR_BUMP_REAR])
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SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR);
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if(m_aCarNodes[CAR_BOOT])
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SetDoorDamage(CAR_BOOT, DOOR_BOOT);
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if(m_aCarNodes[CAR_DOOR_LF])
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SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT);
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if(m_aCarNodes[CAR_DOOR_RF])
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SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
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if(m_aCarNodes[CAR_DOOR_LR])
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SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT);
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if(m_aCarNodes[CAR_DOOR_RR])
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SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT);
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if(m_aCarNodes[CAR_WING_LF])
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SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT);
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if(m_aCarNodes[CAR_WING_RF])
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SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT);
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if(m_aCarNodes[CAR_WING_LR])
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SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT);
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if(m_aCarNodes[CAR_WING_RR])
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SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT);
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}
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RwObject*
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GetCurrentAtomicObjectCB(RwObject *object, void *data)
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{
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RpAtomic *atomic = (RpAtomic*)object;
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assert(RwObjectGetType(object) == rpATOMIC);
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if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
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*(RpAtomic**)data = atomic;
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return object;
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}
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CColPoint aTempPedColPts[32]; // this name doesn't make any sense
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CObject*
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CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
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{
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RpAtomic *atomic;
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RwFrame *frame;
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RwMatrix *matrix;
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CObject *obj;
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if(CObject::nNoTempObjects >= NUMTEMPOBJECTS)
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return nil;
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atomic = nil;
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RwFrameForAllObjects(m_aCarNodes[component], GetCurrentAtomicObjectCB, &atomic);
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if(atomic == nil)
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return nil;
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obj = new CObject;
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if(obj == nil)
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return nil;
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if(component == CAR_WINDSCREEN){
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obj->SetModelIndexNoCreate(MI_CAR_BONNET);
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}else switch(type){
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case COMPGROUP_BUMPER:
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obj->SetModelIndexNoCreate(MI_CAR_BUMPER);
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break;
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case COMPGROUP_WHEEL:
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obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
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break;
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case COMPGROUP_DOOR:
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obj->SetModelIndexNoCreate(MI_CAR_DOOR);
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obj->SetCenterOfMass(0.0f, -0.5f, 0.0f);
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break;
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case COMPGROUP_BONNET:
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obj->SetModelIndexNoCreate(MI_CAR_BONNET);
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obj->SetCenterOfMass(0.0f, 0.4f, 0.0f);
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break;
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case COMPGROUP_BOOT:
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obj->SetModelIndexNoCreate(MI_CAR_BOOT);
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obj->SetCenterOfMass(0.0f, -0.3f, 0.0f);
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break;
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case COMPGROUP_PANEL:
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default:
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obj->SetModelIndexNoCreate(MI_CAR_PANEL);
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break;
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}
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// object needs base model
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obj->RefModelInfo(GetModelIndex());
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// create new atomic
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matrix = RwFrameGetLTM(m_aCarNodes[component]);
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frame = RwFrameCreate();
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atomic = RpAtomicClone(atomic);
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*RwFrameGetMatrix(frame) = *matrix;
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RpAtomicSetFrame(atomic, frame);
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CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil);
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obj->AttachToRwObject((RwObject*)atomic);
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// init object
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obj->m_fMass = 10.0f;
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obj->m_fTurnMass = 25.0f;
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obj->m_fAirResistance = 0.97f;
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obj->m_fElasticity = 0.1f;
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obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
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obj->ObjectCreatedBy = TEMP_OBJECT;
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obj->bIsStatic = true;
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obj->bIsPickup = false;
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obj->bUseVehicleColours = true;
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obj->m_colour1 = m_currentColour1;
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obj->m_colour2 = m_currentColour2;
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// life time - the more objects the are, the shorter this one will live
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CObject::nNoTempObjects++;
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if(CObject::nNoTempObjects > 20)
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obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/5.0f;
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else if(CObject::nNoTempObjects > 10)
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obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000/2.0f;
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else
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obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
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obj->m_vecMoveSpeed = m_vecMoveSpeed;
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if(obj->m_vecMoveSpeed.z > 0.0f){
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obj->m_vecMoveSpeed.z *= 1.5f;
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}else if(GetUp().z > 0.0f &&
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(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN)){
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obj->m_vecMoveSpeed.z *= -1.5f;
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obj->m_vecMoveSpeed.z += 0.04f;
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}else{
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obj->m_vecMoveSpeed.z *= 0.25f;
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}
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obj->m_vecMoveSpeed.x *= 0.75f;
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obj->m_vecMoveSpeed.y *= 0.75f;
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obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
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// push component away from car
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CVector dist = obj->GetPosition() - GetPosition();
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dist.Normalise();
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if(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN){
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// push these up some
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dist += GetUp();
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if(GetUp().z > 0.0f){
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// simulate fast upward movement if going fast
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float speed = CVector2D(m_vecMoveSpeed).MagnitudeSqr();
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obj->GetPosition() += GetUp()*speed;
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}
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}
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obj->ApplyMoveForce(dist);
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if(type == COMPGROUP_WHEEL){
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obj->m_fTurnMass = 5.0f;
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obj->m_vecTurnSpeed.x = 0.5f;
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obj->m_fAirResistance = 0.99f;
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}
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if(CCollision::ProcessColModels(obj->GetMatrix(), *CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel(),
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this->GetMatrix(), *CModelInfo::GetModelInfo(this->GetModelIndex())->GetColModel(),
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aTempPedColPts, nil, nil) > 0)
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obj->m_pCollidingEntity = this;
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if(bRenderScorched)
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obj->bRenderScorched = true;
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CWorld::Add(obj);
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return obj;
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}
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CObject*
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CAutomobile::RemoveBonnetInPedCollision(void)
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{
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CObject *obj;
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if(Damage.GetDoorStatus(DOOR_BONNET) != DOOR_STATUS_SWINGING &&
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Doors[DOOR_BONNET].RetAngleWhenOpen()*0.4f < Doors[DOOR_BONNET].m_fAngle){
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// BUG? why not COMPGROUP_BONNET?
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obj = SpawnFlyingComponent(CAR_BONNET, COMPGROUP_DOOR);
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// make both doors invisible on car
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SetComponentVisibility(m_aCarNodes[CAR_BONNET], ATOMIC_FLAG_NONE);
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Damage.SetDoorStatus(DOOR_BONNET, DOOR_STATUS_MISSING);
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return obj;
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}
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return nil;
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}
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void
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CAutomobile::SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents)
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@ -245,7 +584,7 @@ void
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CAutomobile::SetComponentVisibility(RwFrame *frame, uint32 flags)
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{
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HideAllComps();
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m_veh_flagC2 = true;
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bIsDamaged = true;
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RwFrameForAllObjects(frame, SetVehicleAtomicVisibilityCB, (void*)flags);
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}
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@ -327,16 +666,26 @@ public:
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STARTPATCHES
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InjectHook(0x52D170, &CAutomobile_::dtor, PATCH_JUMP);
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InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
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InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
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InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
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InjectHook(0x52E660, &CAutomobile_::IsComponentPresent_, PATCH_JUMP);
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InjectHook(0x52E680, &CAutomobile_::SetComponentRotation_, PATCH_JUMP);
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InjectHook(0x52E750, &CAutomobile_::OpenDoor_, PATCH_JUMP);
|
||||
InjectHook(0x52EF10, &CAutomobile_::IsDoorReady_, PATCH_JUMP);
|
||||
InjectHook(0x52EF90, &CAutomobile_::IsDoorFullyOpen_, PATCH_JUMP);
|
||||
InjectHook(0x52EFD0, &CAutomobile_::IsDoorClosed_, PATCH_JUMP);
|
||||
InjectHook(0x52F000, &CAutomobile_::IsDoorMissing_, PATCH_JUMP);
|
||||
InjectHook(0x53BF40, &CAutomobile_::RemoveRefsToVehicle_, PATCH_JUMP);
|
||||
InjectHook(0x53BF70, &CAutomobile_::SetUpWheelColModel_, PATCH_JUMP);
|
||||
InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP);
|
||||
InjectHook(0x437690, &CAutomobile_::GetHeightAboveRoad_, PATCH_JUMP);
|
||||
InjectHook(0x53C450, &CAutomobile_::PlayCarHorn_, PATCH_JUMP);
|
||||
InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP);
|
||||
InjectHook(0x535250, &CAutomobile::ProcessSwingingDoor, PATCH_JUMP);
|
||||
InjectHook(0x53C240, &CAutomobile::Fix, PATCH_JUMP);
|
||||
InjectHook(0x53C310, &CAutomobile::SetupDamageAfterLoad, PATCH_JUMP);
|
||||
InjectHook(0x530300, &CAutomobile::SpawnFlyingComponent, PATCH_JUMP);
|
||||
InjectHook(0x535320, &CAutomobile::RemoveBonnetInPedCollision, PATCH_JUMP);
|
||||
InjectHook(0x5301A0, &CAutomobile::SetPanelDamage, PATCH_JUMP);
|
||||
InjectHook(0x530120, &CAutomobile::SetBumperDamage, PATCH_JUMP);
|
||||
InjectHook(0x530200, &CAutomobile::SetDoorDamage, PATCH_JUMP);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue