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CVehicle done
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0338d4c393
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8 changed files with 235 additions and 113 deletions
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@ -60,7 +60,9 @@ enum eCarLock {
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CARLOCK_LOCKED_PLAYER_INSIDE,
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CARLOCK_LOCKED_INITIALLY,
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CARLOCK_FORCE_SHUT_DOORS,
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CARLOCK_SKIP_SHUT_DOORS
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CARLOCK_7,
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CARLOCK_8,
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CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED
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};
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enum eBombType
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@ -189,7 +191,7 @@ public:
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int8 m_nGettingInFlags;
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int8 m_nGettingOutFlags;
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uint8 m_nNumMaxPassengers;
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float field_1D0[4];
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CVector m_vehLCS_230;
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CEntity *m_pCurGroundEntity;
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CFire *m_pCarFire;
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float m_fSteerAngle;
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@ -225,6 +227,9 @@ public:
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uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
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uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
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uint8 m_vehLCS_258 : 1;
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int8 m_vehLCS_259;
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uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
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uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats
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uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
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@ -250,7 +255,8 @@ public:
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uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
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int8 m_nPacManPickupsCarried;
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uint8 m_nRoadblockType;
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bool m_bGarageTurnedLightsOff;
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uint8 m_bGarageTurnedLightsOff;
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int32 m_vehLCS_264;
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float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
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float m_fEngineEnergy; // TODO(LCS): better name. it adds up acceleration force, so possibly kinetic energy??
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uint8 m_nCurrentGear;
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@ -267,19 +273,26 @@ public:
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float m_fMapObjectHeightAhead; // front Z?
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float m_fMapObjectHeightBehind; // rear Z?
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eCarLock m_nDoorLock;
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int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
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CEntity *m_pLastDamageEntity;
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int16 m_vehLCS_29C;
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int8 m_vehLCS_29E;
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int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
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uint8 m_nRadioStation;
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uint8 m_bRainAudioCounter;
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uint8 m_bRainSamplesCounter;
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int8 m_vehLCS_2A3;
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int32 m_vehLCS_2A4; // haven't seen this used yet
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uint32 m_nCarHornTimer;
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uint8 m_nCarHornPattern;
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bool m_bSirenOrAlarm;
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uint8 m_bSirenOrAlarm;
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uint8 m_nCarHornDelay;
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int8 m_comedyControlState;
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int32 m_vehLCS_2B0;
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int32 m_vehLCS_2B4;
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CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car
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float m_fSteerInput;
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eVehicleType m_vehType;
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bool m_vehLCS_348;
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static void *operator new(size_t) throw();
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static void *operator new(size_t sz, int slot) throw();
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@ -334,6 +347,9 @@ public:
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bool DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult);
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bool BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult);
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// TODO(LCS)?
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// CVehicle::ApplyCollisionMultiplayer
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void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus);
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void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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@ -369,10 +385,13 @@ public:
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bool IsPassenger(CPed *ped);
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bool IsPassenger(int32 model);
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void UpdatePassengerList(void);
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bool AreThereAnyPassengers(void);
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void ProcessCarAlarm(void);
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bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
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bool ShufflePassengersToMakeSpace(void);
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void MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&player, CCopPed *&cop);
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bool PedsShouldScreamOnDisembarking(void);
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void OccupantsReactToDamage(CEntity *damagedBy);
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void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage, CVector pos = CVector(0.0f, 0.0f, 0.0f));
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void DoFixedMachineGuns(void);
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void FireFixedMachineGuns(void);
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@ -409,6 +428,12 @@ public:
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#ifndef MASTER
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static bool m_bDisplayHandlingInfo;
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#endif
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static float rcHeliHeightLimit;
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// unused from SA:
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static float WHEELSPIN_FALL_RATE;
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static float WHEELSPIN_RISE_RATE;
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static float WHEELSPIN_INAIR_TARGET_RATE;
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static float WHEELSPIN_TARGET_RATE;
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};
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void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle);
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