Re3/src/vehicles/Automobile.h

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C
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#pragma once
#include "Vehicle.h"
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#include "DamageManager.h"
#include "Door.h"
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class CObject;
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enum eCarNodes
{
CAR_WHEEL_RF = 1,
CAR_WHEEL_RM,
CAR_WHEEL_RB,
CAR_WHEEL_LF,
CAR_WHEEL_LM,
CAR_WHEEL_LB,
CAR_BUMP_FRONT,
CAR_BUMP_REAR,
CAR_WING_RF,
CAR_WING_RR,
CAR_DOOR_RF,
CAR_DOOR_RR,
CAR_WING_LF,
CAR_WING_LR,
CAR_DOOR_LF,
CAR_DOOR_LR,
CAR_BONNET,
CAR_BOOT,
CAR_WINDSCREEN,
NUM_CAR_NODES,
};
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enum {
CARWHEEL_FRONT_LEFT,
CARWHEEL_REAR_LEFT,
CARWHEEL_FRONT_RIGHT,
CARWHEEL_REAR_RIGHT
};
enum eBombType
{
CARBOMB_NONE,
CARBOMB_TIMED,
CARBOMB_ONIGNITION,
CARBOMB_REMOTE,
CARBOMB_TIMEDACTIVE,
CARBOMB_ONIGNITIONACTIVE,
};
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enum {
CAR_DOOR_FLAG_UNKNOWN = 0x0,
CAR_DOOR_FLAG_LF = 0x1,
CAR_DOOR_FLAG_LR = 0x2,
CAR_DOOR_FLAG_RF = 0x4,
CAR_DOOR_FLAG_RR = 0x8
};
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class CAutomobile : public CVehicle
{
public:
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// 0x288
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CDamageManager Damage;
CDoor Doors[6];
RwFrame *m_aCarNodes[NUM_CAR_NODES];
CColPoint m_aWheelColPoints[4];
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float m_aSuspensionSpringRatio[4];
float m_aSuspensionSpringRatioPrev[4];
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float m_aWheelTimer[4]; // set to 4.0 when wheel is touching ground, then decremented
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float m_auto_unused1;
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bool m_aWheelSkidmarkMuddy[4];
bool m_aWheelSkidmarkBloody[4];
float m_aWheelRotation[4];
float m_aWheelPosition[4];
float m_aWheelSpeed[4];
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uint8 m_auto_unused2;
uint8 m_bombType : 3;
uint8 bTaxiLight : 1;
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uint8 bDriverLastFrame : 1; // for bombs
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uint8 bFixedColour : 1;
uint8 bBigWheels : 1;
uint8 bWaterTight : 1; // no damage for non-player peds
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uint8 bNotDamagedUpsideDown : 1;
uint8 bMoreResistantToDamage : 1;
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CEntity *m_pBombRigger;
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int16 m_auto_unk1;
uint16 m_hydraulicState;
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uint32 m_nBusDoorTimerEnd;
uint32 m_nBusDoorTimerStart;
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float m_aSuspensionSpringLength[4];
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float m_aSuspensionLineLength[4];
float m_fHeightAboveRoad;
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float m_fTraction;
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float m_fVelocityChangeForAudio;
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float m_randomValues[6]; // used for what?
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float m_fFireBlowUpTimer;
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CPhysical *m_aGroundPhysical[4]; // physicals touching wheels
CVector m_aGroundOffset[4]; // from ground object to colpoint
CEntity *m_pSetOnFireEntity;
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float m_weaponDoorTimerLeft; // still don't know what exactly this is
float m_weaponDoorTimerRight;
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float m_fCarGunLR;
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float m_fCarGunUD;
float m_fPropellerRotation;
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uint8 stuff4[4];
uint8 m_nWheelsOnGround;
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uint8 m_nDriveWheelsOnGround;
uint8 m_nDriveWheelsOnGroundPrev;
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float m_fGasPedalAudio;
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tWheelState m_aWheelState[4];
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static bool m_sAllTaxiLights;
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CAutomobile(int32 id, uint8 CreatedBy);
// from CEntity
void SetModelIndex(uint32 id);
void ProcessControl(void);
void Teleport(CVector v);
void PreRender(void);
void Render(void);
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// from CPhysical
int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
// from CVehicle
void ProcessControlInputs(uint8);
void GetComponentWorldPosition(int32 component, CVector &pos);
bool IsComponentPresent(int32 component);
void SetComponentRotation(int32 component, CVector rotation);
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void OpenDoor(int32 component, eDoors door, float openRatio);
void ProcessOpenDoor(uint32, uint32, float);
bool IsDoorReady(eDoors door);
bool IsDoorFullyOpen(eDoors door);
bool IsDoorClosed(eDoors door);
bool IsDoorMissing(eDoors door);
void RemoveRefsToVehicle(CEntity *ent);
void BlowUpCar(CEntity *ent);
bool SetUpWheelColModel(CColModel *colModel);
void BurstTyre(uint8 tyre);
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bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset);
float GetHeightAboveRoad(void);
void PlayCarHorn(void);
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void FireTruckControl(void);
void TankControl(void);
void HydraulicControl(void);
void VehicleDamage(float impulse, uint16 damagedPiece);
void ProcessBuoyancy(void);
void DoDriveByShootings(void);
int32 RcbanditCheckHitWheels(void);
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int32 RcbanditCheck1CarWheels(CPtrList &list);
void PlaceOnRoadProperly(void);
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void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
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void AddDamagedVehicleParticles(void);
int32 AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed);
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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);
void BlowUpCarsInPath(void);
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bool HasCarStoppedBecauseOfLight(void);
void SetBusDoorTimer(uint32 timer, uint8 type);
void ProcessAutoBusDoors(void);
void ProcessSwingingDoor(int32 component, eDoors door);
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void SetupDamageAfterLoad(void);
CObject *SpawnFlyingComponent(int32 component, uint32 type);
CObject *RemoveBonnetInPedCollision(void);
void SetPanelDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
void SetBumperDamage(int32 component, ePanels panel, bool noFlyingComponents = false);
void SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents = false);
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void Fix(void);
void SetComponentVisibility(RwFrame *frame, uint32 flags);
void SetupModelNodes(void);
void SetTaxiLight(bool light);
bool GetAllWheelsOffGround(void);
void HideAllComps(void);
void ShowAllComps(void);
void ReduceHornCounter(void);
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#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);
virtual void Load(uint8*& buf);
#endif
static const uint32 nSaveStructSize;
static void SetAllTaxiLights(bool set);
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};
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VALIDATE_SIZE(CAutomobile, 0x5A8);
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inline uint8 GetCarDoorFlag(int32 carnode) {
switch (carnode) {
case CAR_DOOR_LF:
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return CAR_DOOR_FLAG_LF;
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case CAR_DOOR_LR:
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return CAR_DOOR_FLAG_LR;
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case CAR_DOOR_RF:
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return CAR_DOOR_FLAG_RF;
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case CAR_DOOR_RR:
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return CAR_DOOR_FLAG_RR;
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default:
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return CAR_DOOR_FLAG_UNKNOWN;
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}
}