diff options
Diffstat (limited to 'src/World.h')
-rw-r--r-- | src/World.h | 22 |
1 files changed, 22 insertions, 0 deletions
diff --git a/src/World.h b/src/World.h index 309f407c..45287989 100644 --- a/src/World.h +++ b/src/World.h @@ -33,6 +33,9 @@ public: static_assert(sizeof(CSector) == 0x28, "CSector: error"); class CEntity; +struct CColPoint; +struct CColLine; +struct CStoredCollPoly; class CWorld { @@ -43,6 +46,7 @@ class CWorld public: static CEntity *&pIgnoreEntity; + static bool &bIncludeDeadPeds; static bool &bNoMoreCollisionTorque; static bool &bSecondShift; static bool &bForceProcessControl; @@ -61,10 +65,28 @@ public: } static void ClearScanCodes(void); + static bool CameraToIgnoreThisObject(CEntity *ent); + + static bool ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false); + static bool ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false); + static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects = false); + static bool ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly); + static bool ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly); + static bool ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly); + static bool GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false); + static bool GetIsLineOfSightSectorClear(CSector §or, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false); + static bool GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects = false); + + static float FindGroundZForCoord(float x, float y); + static float FindGroundZFor3DCoord(float x, float y, float z, bool *found); + static float FindRoofZFor3DCoord(float x, float y, float z, bool *found); + static float GetSectorX(float f) { return ((f + 2000.0f)/40.0f); } static float GetSectorY(float f) { return ((f + 2000.0f)/40.0f); } static int GetSectorIndexX(float f) { return (int)GetSectorX(f); } static int GetSectorIndexY(float f) { return (int)GetSectorY(f); } + static float GetWorldX(int x) { return x*40.0f - 2000.0f; } + static float GetWorldY(int y) { return y*40.0f - 2000.0f; } }; CVector &FindPlayerCoors(CVector &v); |