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authoraap <aap@papnet.eu>2021-08-04 13:55:01 +0200
committeraap <aap@papnet.eu>2021-08-04 13:56:29 +0200
commit621f941ff777f6fb32db06c7eec3898292ce0e3b (patch)
tree47d5d481bea29bdfa4d3ae93bd0ed1778ff73bfe /src/vehicles/Vehicle.h
parentCPhysical almost done (diff)
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Diffstat (limited to '')
-rw-r--r--src/vehicles/Vehicle.h35
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);