CCarCtrl stuff
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792893df59
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cd30a76dc5
@ -64,6 +64,10 @@ WRAPPER void CCarCtrl::GenerateEmergencyServicesCar(void) { EAXJMP(0x41FC50); }
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WRAPPER void CCarCtrl::PickNextNodeAccordingStrategy(CVehicle*) { EAXJMP(0x41BA50); }
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WRAPPER void CCarCtrl::DragCarToPoint(CVehicle*, CVector*) { EAXJMP(0x41D450); }
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WRAPPER void CCarCtrl::Init(void) { EAXJMP(0x41D280); }
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WRAPPER void CCarCtrl::WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*) { EAXJMP(0x41B1B0); }
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WRAPPER void CCarCtrl::WeaveForPed(CEntity*, CVehicle*, float*, float*) { EAXJMP(0x41B2D0); }
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WRAPPER void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*) { EAXJMP(0x41B520); }
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WRAPPER void CCarCtrl::WeaveForObject(CEntity*, CVehicle*, float*, float*) { EAXJMP(0x41B640); }
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void
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CCarCtrl::GenerateRandomCars()
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@ -1173,6 +1177,147 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
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}
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#endif
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float CCarCtrl::FindAngleToWeaveThroughTrafficTest(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
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{
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float myval = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward);
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DWORD dwProtect[2];
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VirtualProtect((void*)(0x41A590), 5, PAGE_EXECUTE_READWRITE, &dwProtect[0]);
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*(BYTE*)(0x41A590) = 0x53;
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*(BYTE*)(0x41A591) = 0x56;
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*(BYTE*)(0x41A592) = 0x57;
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*(BYTE*)(0x41A593) = 0x55;
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*(BYTE*)(0x41A594) = 0x83;
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VirtualProtect((void*)(0x41A590), 5, dwProtect[0], &dwProtect[1]);
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float gameval = ((float(*)(CVehicle*, CPhysical*, float, float))(0x41A590))(pVehicle, pTarget, angleToTarget, angleForward);
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VirtualProtect((void*)(0x41A590), 5, PAGE_EXECUTE_READWRITE, &dwProtect[0]);
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*(BYTE*)(0x41A590) = 0xE9;
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*(ptrdiff_t*)(0x41A591) = (DWORD)(&CCarCtrl::FindAngleToWeaveThroughTrafficTest) - (0x41A590) - 5;
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VirtualProtect((void*)(0x41A590), 5, dwProtect[0], &dwProtect[1]);
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if (myval == gameval)
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return myval;
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debug("FindAngleToWeaveThroughTraffic failed! Expected %f, received %f\n", gameval, myval);
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return gameval;
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}
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float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
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{
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float distanceToTest = min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
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float left = pVehicle->GetPosition().x - distanceToTest;
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float right = pVehicle->GetPosition().x + distanceToTest;
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float top = pVehicle->GetPosition().y - distanceToTest;
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float bottom = pVehicle->GetPosition().y + distanceToTest;
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int xstart = max(0, CWorld::GetSectorIndexX(left));
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int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
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int ystart = max(0, CWorld::GetSectorIndexY(top));
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int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
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assert(xstart <= xend);
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assert(ystart <= yend);
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float angleToWeaveLeft = angleToTarget;
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float angleToWeaveRight = angleToTarget;
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CWorld::AdvanceCurrentScanCode();
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float angleToWeaveLeftLastIteration = -9999.9f;
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float angleToWeaveRightLastIteration = -9999.9f;
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while (angleToWeaveLeft != angleToWeaveLeftLastIteration ||
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angleToWeaveRight != angleToWeaveRightLastIteration){
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angleToWeaveLeftLastIteration = angleToWeaveLeft;
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angleToWeaveRightLastIteration = angleToWeaveRight;
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for (int y = ystart; y <= yend; y++) {
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for (int x = xstart; x <= xend; x++) {
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CSector* s = CWorld::GetSector(x, y);
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WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, pTarget,
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left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
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WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, pTarget,
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left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
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WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, pTarget,
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left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
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WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, pTarget,
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left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
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WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS], pVehicle,
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left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
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WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS_OVERLAP], pVehicle,
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left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
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}
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}
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}
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float angleDiffFromActualToTarget = LimitRadianAngle(angleForward - angleToTarget);
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float angleToBisectActualToTarget = LimitRadianAngle(angleToTarget + angleDiffFromActualToTarget / 2);
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float angleDiffLeft = LimitRadianAngle(angleToWeaveLeft - angleToBisectActualToTarget);
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angleDiffLeft = ABS(angleDiffLeft);
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float angleDiffRight = LimitRadianAngle(angleToWeaveRight - angleToBisectActualToTarget);
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angleDiffRight = ABS(angleDiffRight);
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if (angleDiffLeft > HALFPI && angleDiffRight > HALFPI)
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return angleToBisectActualToTarget;
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if (ABS(angleDiffLeft - angleDiffRight) < 0.08f)
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return angleToWeaveRight;
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return angleDiffLeft < angleDiffRight ? angleToWeaveLeft : angleToWeaveRight;
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}
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void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
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{
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for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
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CVehicle* pTestVehicle = (CVehicle*)pNode->item;
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if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
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continue;
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if (!pTestVehicle->bUsesCollision)
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continue;
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if (pTestVehicle == pTarget)
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continue;
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pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
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if (pTestVehicle->GetBoundCentre().x < x_inf || pTestVehicle->GetBoundCentre().x > x_sup)
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continue;
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if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
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continue;
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if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= 4.0f)
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continue;
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if (pTestVehicle != pVehicle)
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WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
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}
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}
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void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
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{
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
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return;
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
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return;
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CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
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CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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float distance = vecDiff.Magnitude();
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if (distance < 1.0f)
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return;
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if (DotProduct2D(pVehicle->GetMoveSpeed() - pOtherCar->GetMoveSpeed(), vecDiff) * 110.0f -
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pOtherCar->GetModelInfo()->GetColModel()->boundingSphere.radius -
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pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
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return;
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleDiff = angleBetweenVehicles - forwardAngle;
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float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
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float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
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float lengthToEvade = (2.0f * (lenProjection + widthProjection) + 2.4f * pVehicle->GetColModel()->boundingBox.max.x) / distance;
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float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
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diffToLeftAngle = ABS(diffToLeftAngle);
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float angleToWeave = lengthToEvade / 2;
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if (diffToLeftAngle < angleToWeave){
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*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
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while (*pAngleToWeaveLeft < -PI)
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*pAngleToWeaveLeft += TWOPI;
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}
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float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
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diffToRightAngle = ABS(diffToRightAngle);
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if (diffToRightAngle < angleToWeave){
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*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
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while (*pAngleToWeaveRight > PI)
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*pAngleToWeaveRight -= TWOPI;
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}
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}
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bool
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CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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{
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@ -1187,4 +1332,5 @@ InjectHook(0x417EC0, &CCarCtrl::ChooseModel, PATCH_JUMP);
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InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
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InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
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InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
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InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTrafficTest, PATCH_JUMP);
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ENDPATCHES
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@ -64,6 +64,14 @@ public:
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static void Init(void);
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static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
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static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
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static float FindAngleToWeaveThroughTraffic(CVehicle*, CPhysical*, float, float);
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static float FindAngleToWeaveThroughTrafficTest(CVehicle*, CPhysical*, float, float);
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static void WeaveThroughCarsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
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static void WeaveForOtherCar(CEntity*, CVehicle*, float*, float*);
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static void WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
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static void WeaveForPed(CEntity*, CVehicle*, float*, float*);
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static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*);
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static void WeaveForObject(CEntity*, CVehicle*, float*, float*);
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static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
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{
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@ -77,6 +85,16 @@ public:
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return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
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}
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/* Used very often and differs from CGeneral::LimitRadianAngle */
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static float LimitRadianAngle(float angle)
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{
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while (angle < -PI)
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angle += TWOPI;
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while (angle > PI)
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angle -= TWOPI;
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return angle;
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}
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static int32 &NumLawEnforcerCars;
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static int32 &NumAmbulancesOnDuty;
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static int32 &NumFiretrucksOnDuty;
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@ -3493,12 +3493,15 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
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default:
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break;
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}
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#ifdef FIX_BUGS
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/* BUG: if audio is not initialized, this object will not be freed. */
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if (!DMAudio.IsAudioInitialised())
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return 0;
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#endif
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cAudioScriptObject* obj = new cAudioScriptObject();
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obj->Posn = *(CVector*)&ScriptParams[0];
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obj->AudioId = ScriptParams[3];
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obj->AudioEntity = AEHANDLE_NONE;
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/* BUG: if audio is not initialized, this object will not be freed. */
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/* Issue needs to be addressed in CreateOneShotScriptObject. */
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DMAudio.CreateOneShotScriptObject(obj);
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return 0;
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}
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