mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-16 17:38:59 +00:00
44 lines
1.6 KiB
C++
44 lines
1.6 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "Entity.h"
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#include "World.h"
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CPtrList *CWorld::ms_bigBuildingsList = (CPtrList*)0x6FAB60;
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CPtrList &CWorld::ms_listMovingEntityPtrs = *(CPtrList*)0x8F433C;
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CSector (*CWorld::ms_aSectors)[NUMSECTORS_X] = (CSector (*)[NUMSECTORS_Y])0x665608;
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uint16 &CWorld::ms_nCurrentScanCode = *(uint16*)0x95CC64;
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bool &CWorld::bNoMoreCollisionTorque = *(bool*)0x95CDCC;
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CEntity *&CWorld::pIgnoreEntity = *(CEntity**)0x8F6494;
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bool &CWorld::bSecondShift = *(bool*)0x95CD54;
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bool &CWorld::bForceProcessControl = *(bool*)0x95CD6C;
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bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
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void
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CWorld::ClearScanCodes(void)
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{
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CPtrNode *node;
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for(int i = 0; i < NUMSECTORS_Y; i++)
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for(int j = 0; j < NUMSECTORS_X; j++){
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CSector *s = &ms_aSectors[i][j];
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for(node = s->m_lists[ENTITYLIST_BUILDINGS].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_VEHICLES].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_PEDS].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_OBJECTS].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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for(node = s->m_lists[ENTITYLIST_DUMMIES].first; node; node = node->next)
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((CEntity*)node->item)->m_scanCode = 0;
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}
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}
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STARTPATCHES
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InjectHook(0x4B1F60, CWorld::ClearScanCodes, PATCH_JUMP);
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ENDPATCHES
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WRAPPER CVector &FindPlayerCoors(CVector &v) { EAXJMP(0x4A1030); }
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WRAPPER CVehicle *FindPlayerVehicle(void) { EAXJMP(0x4A10C0); }
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WRAPPER CVehicle *FindPlayerTrain(void) { EAXJMP(0x4A1120); }
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