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author | aap <aap@papnet.eu> | 2021-08-04 13:55:01 +0200 |
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committer | aap <aap@papnet.eu> | 2021-08-04 13:56:29 +0200 |
commit | 621f941ff777f6fb32db06c7eec3898292ce0e3b (patch) | |
tree | 47d5d481bea29bdfa4d3ae93bd0ed1778ff73bfe /src/vehicles/Vehicle.h | |
parent | CPhysical almost done (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/vehicles/Vehicle.h | 35 |
1 files changed, 30 insertions, 5 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index 5458590f..b89c8158 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -60,7 +60,9 @@ enum eCarLock { CARLOCK_LOCKED_PLAYER_INSIDE, CARLOCK_LOCKED_INITIALLY, CARLOCK_FORCE_SHUT_DOORS, - CARLOCK_SKIP_SHUT_DOORS + CARLOCK_7, + CARLOCK_8, + CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED }; enum eBombType @@ -189,7 +191,7 @@ public: int8 m_nGettingInFlags; int8 m_nGettingOutFlags; uint8 m_nNumMaxPassengers; - float field_1D0[4]; + CVector m_vehLCS_230; CEntity *m_pCurGroundEntity; CFire *m_pCarFire; float m_fSteerAngle; @@ -225,6 +227,9 @@ public: uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure + uint8 m_vehLCS_258 : 1; + int8 m_vehLCS_259; + uint8 bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again) uint8 bGunSwitchedOff : 1; // Level designers can use this to switch off guns on boats uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car? @@ -250,7 +255,8 @@ public: uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default) int8 m_nPacManPickupsCarried; uint8 m_nRoadblockType; - bool m_bGarageTurnedLightsOff; + uint8 m_bGarageTurnedLightsOff; + int32 m_vehLCS_264; float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode float m_fEngineEnergy; // TODO(LCS): better name. it adds up acceleration force, so possibly kinetic energy?? uint8 m_nCurrentGear; @@ -267,19 +273,26 @@ public: float m_fMapObjectHeightAhead; // front Z? float m_fMapObjectHeightBehind; // rear Z? eCarLock m_nDoorLock; - int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage CEntity *m_pLastDamageEntity; + int16 m_vehLCS_29C; + int8 m_vehLCS_29E; + int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage uint8 m_nRadioStation; uint8 m_bRainAudioCounter; uint8 m_bRainSamplesCounter; + int8 m_vehLCS_2A3; + int32 m_vehLCS_2A4; // haven't seen this used yet uint32 m_nCarHornTimer; uint8 m_nCarHornPattern; - bool m_bSirenOrAlarm; + uint8 m_bSirenOrAlarm; uint8 m_nCarHornDelay; int8 m_comedyControlState; + int32 m_vehLCS_2B0; + int32 m_vehLCS_2B4; CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car float m_fSteerInput; eVehicleType m_vehType; + bool m_vehLCS_348; static void *operator new(size_t) throw(); static void *operator new(size_t sz, int slot) throw(); @@ -334,6 +347,9 @@ public: bool DoBladeCollision(CVector pos, CMatrix &matrix, int16 rotorType, float radius, float damageMult); bool BladeColSectorList(CPtrList &list, CColModel &rotorColModel, CMatrix &matrix, int16 rotorType, float damageMult); + // TODO(LCS)? + // CVehicle::ApplyCollisionMultiplayer + void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus); void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, @@ -369,10 +385,13 @@ public: bool IsPassenger(CPed *ped); bool IsPassenger(int32 model); void UpdatePassengerList(void); + bool AreThereAnyPassengers(void); void ProcessCarAlarm(void); bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius); bool ShufflePassengersToMakeSpace(void); void MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&player, CCopPed *&cop); + bool PedsShouldScreamOnDisembarking(void); + void OccupantsReactToDamage(CEntity *damagedBy); void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage, CVector pos = CVector(0.0f, 0.0f, 0.0f)); void DoFixedMachineGuns(void); void FireFixedMachineGuns(void); @@ -409,6 +428,12 @@ public: #ifndef MASTER static bool m_bDisplayHandlingInfo; #endif + static float rcHeliHeightLimit; + // unused from SA: + static float WHEELSPIN_FALL_RATE; + static float WHEELSPIN_RISE_RATE; + static float WHEELSPIN_INAIR_TARGET_RATE; + static float WHEELSPIN_TARGET_RATE; }; void DestroyVehicleAndDriverAndPassengers(CVehicle* pVehicle); |