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-rw-r--r--src/core/Pools.h534
1 files changed, 534 insertions, 0 deletions
diff --git a/src/core/Pools.h b/src/core/Pools.h
index b0ba6598..6e5b0ac1 100644
--- a/src/core/Pools.h
+++ b/src/core/Pools.h
@@ -59,3 +59,537 @@ public:
static void SavePedPool(uint8 *buf, uint32 *size);
static void SaveVehiclePool(uint8 *buf, uint32 *size);
};
+
+#ifdef COMPATIBLE_SAVES
+
+// Following stuff allows changing structures like CPed, CAutomobile and CBoat without breaking compatibility with original saves.
+
+// For saving we have to assume that sizeof(void*) == 4, so we use int32 everywhere.
+// It will break some pointers, but saving them makes no sense anyway.
+
+struct CEntityProperties
+{
+ // these properties are defined exactly as in original game
+
+ uint32 m_type : 3;
+ uint32 m_status : 5;
+
+ // flagsA
+ uint32 bUsesCollision : 1; // does entity use collision
+ uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
+ uint32 bIsStatic : 1; // is entity static
+ uint32 bHasContacted : 1; // has entity processed some contact forces
+ uint32 bPedPhysics : 1;
+ uint32 bIsStuck : 1; // is entity stuck
+ uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
+ uint32 bUseCollisionRecords : 1;
+
+ // flagsB
+ uint32 bWasPostponed : 1; // was entity control processing postponed
+ uint32 bExplosionProof : 1;
+ uint32 bIsVisible : 1; //is the entity visible
+ uint32 bHasCollided : 1;
+ uint32 bRenderScorched : 1;
+ uint32 bHasBlip : 1;
+ uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
+ // VC inserts one more flag here: if drawdist <= 2000
+ uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
+
+ // flagsC
+ uint32 bBulletProof : 1;
+ uint32 bFireProof : 1;
+ uint32 bCollisionProof : 1;
+ uint32 bMeleeProof : 1;
+ uint32 bOnlyDamagedByPlayer : 1;
+ uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
+ uint32 bZoneCulled : 1;
+ uint32 bZoneCulled2 : 1; // only treadables+10m
+
+ // flagsD
+ uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
+ uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
+ uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered
+ uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy
+ uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
+ uint32 bDrawLast : 1; // draw object last
+ uint32 bNoBrightHeadLights : 1;
+ uint32 bDoNotRender : 1;
+
+ // flagsE
+ uint32 bDistanceFade : 1; // Fade entity because it is far away
+ uint32 m_flagE2 : 1;
+
+ void Store(CEntity* pEntity)
+ {
+ m_type = pEntity->m_type;
+ m_status = pEntity->m_status;
+ bUsesCollision = pEntity->bUsesCollision;
+ bCollisionProcessed = pEntity->bCollisionProcessed;
+ bIsStatic = pEntity->bIsStatic;
+ bHasContacted = pEntity->bHasContacted;
+ bPedPhysics = pEntity->bPedPhysics;
+ bIsStuck = pEntity->bIsStuck;
+ bIsInSafePosition = pEntity->bIsInSafePosition;
+ bUseCollisionRecords = pEntity->bUseCollisionRecords;
+ bWasPostponed = pEntity->bWasPostponed;
+ bExplosionProof = pEntity->bExplosionProof;
+ bIsVisible = pEntity->bIsVisible;
+ bHasCollided = pEntity->bHasCollided;
+ bRenderScorched = pEntity->bRenderScorched;
+ bHasBlip = pEntity->bHasBlip;
+ bIsBIGBuilding = pEntity->bIsBIGBuilding;
+ bRenderDamaged = pEntity->bRenderDamaged;
+ bBulletProof = pEntity->bBulletProof;
+ bFireProof = pEntity->bFireProof;
+ bCollisionProof = pEntity->bCollisionProof;
+ bMeleeProof = pEntity->bMeleeProof;
+ bOnlyDamagedByPlayer = pEntity->bOnlyDamagedByPlayer;
+ bStreamingDontDelete = pEntity->bStreamingDontDelete;
+ bZoneCulled = pEntity->bZoneCulled;
+ bZoneCulled2 = pEntity->bZoneCulled2;
+ bRemoveFromWorld = pEntity->bRemoveFromWorld;
+ bHasHitWall = pEntity->bHasHitWall;
+ bImBeingRendered = pEntity->bImBeingRendered;
+ bTouchingWater = pEntity->bTouchingWater;
+ bIsSubway = pEntity->bIsSubway;
+ bDrawLast = pEntity->bDrawLast;
+ bNoBrightHeadLights = pEntity->bNoBrightHeadLights;
+ bDoNotRender = pEntity->bDoNotRender;
+ bDistanceFade = pEntity->bDistanceFade;
+ m_flagE2 = pEntity->m_flagE2;
+ }
+
+ void Restore(CEntity* pEntity)
+ {
+ pEntity->m_type = m_type;
+ pEntity->m_status = m_status;
+ pEntity->bUsesCollision = bUsesCollision;
+ pEntity->bCollisionProcessed = bCollisionProcessed;
+ pEntity->bIsStatic = bIsStatic;
+ pEntity->bHasContacted = bHasContacted;
+ pEntity->bPedPhysics = bPedPhysics;
+ pEntity->bIsStuck = bIsStuck;
+ pEntity->bIsInSafePosition = bIsInSafePosition;
+ pEntity->bUseCollisionRecords = bUseCollisionRecords;
+ pEntity->bWasPostponed = bWasPostponed;
+ pEntity->bExplosionProof = bExplosionProof;
+ pEntity->bIsVisible = bIsVisible;
+ pEntity->bHasCollided = bHasCollided;
+ pEntity->bRenderScorched = bRenderScorched;
+ pEntity->bHasBlip = bHasBlip;
+ pEntity->bIsBIGBuilding = bIsBIGBuilding;
+ pEntity->bRenderDamaged = bRenderDamaged;
+ pEntity->bBulletProof = bBulletProof;
+ pEntity->bFireProof = bFireProof;
+ pEntity->bCollisionProof = bCollisionProof;
+ pEntity->bMeleeProof = bMeleeProof;
+ pEntity->bOnlyDamagedByPlayer = bOnlyDamagedByPlayer;
+ pEntity->bStreamingDontDelete = bStreamingDontDelete;
+ pEntity->bZoneCulled = bZoneCulled;
+ pEntity->bZoneCulled2 = bZoneCulled2;
+ pEntity->bRemoveFromWorld = bRemoveFromWorld;
+ pEntity->bHasHitWall = bHasHitWall;
+ pEntity->bImBeingRendered = bImBeingRendered;
+ pEntity->bTouchingWater = bTouchingWater;
+ pEntity->bIsSubway = bIsSubway;
+ pEntity->bDrawLast = bDrawLast;
+ pEntity->bNoBrightHeadLights = bNoBrightHeadLights;
+ pEntity->bDoNotRender = bDoNotRender;
+ pEntity->bDistanceFade = bDistanceFade;
+ pEntity->m_flagE2 = m_flagE2;
+ }
+};
+
+VALIDATE_SIZE(CEntityProperties, 8);
+
+struct CAutoPilot_FS
+{
+ int32 m_nCurrentRouteNode;
+ int32 m_nNextRouteNode;
+ int32 m_nPrevRouteNode;
+ uint32 m_nTimeEnteredCurve;
+ uint32 m_nTimeToSpendOnCurrentCurve;
+ uint32 m_nCurrentPathNodeInfo;
+ uint32 m_nNextPathNodeInfo;
+ uint32 m_nPreviousPathNodeInfo;
+ uint32 m_nAntiReverseTimer;
+ uint32 m_nTimeToStartMission;
+ int8 m_nPreviousDirection;
+ int8 m_nCurrentDirection;
+ int8 m_nNextDirection;
+ int8 m_nCurrentLane;
+ int8 m_nNextLane;
+ uint8 m_nDrivingStyle;
+ uint8 m_nCarMission;
+ uint8 m_nTempAction;
+ uint32 m_nTimeTempAction;
+ float m_fMaxTrafficSpeed;
+ uint8 m_nCruiseSpeed;
+ uint8 m_bSlowedDownBecauseOfCars : 1;
+ uint8 m_bSlowedDownBecauseOfPeds : 1;
+ uint8 m_bStayInCurrentLevel : 1;
+ uint8 m_bStayInFastLane : 1;
+ uint8 m_bIgnorePathfinding : 1;
+ float m_vecDestinationCoors[3];
+ int32 m_aPathFindNodesInfo[8]; // CPathNode* [NUM_PATH_NODES_IN_AUTOPILOT]
+ int16 m_nPathFindNodesCount;
+ int32 m_pTargetCar;
+
+ void Store(CAutoPilot* pAutoPilot)
+ {
+ m_nCurrentRouteNode = pAutoPilot->m_nCurrentRouteNode;
+ m_nNextRouteNode = pAutoPilot->m_nNextRouteNode;
+ m_nPrevRouteNode = pAutoPilot->m_nPrevRouteNode;
+ m_nTimeEnteredCurve = pAutoPilot->m_nTimeEnteredCurve;
+ m_nTimeToSpendOnCurrentCurve = pAutoPilot->m_nTimeToSpendOnCurrentCurve;
+ m_nCurrentPathNodeInfo = pAutoPilot->m_nCurrentPathNodeInfo;
+ m_nNextPathNodeInfo = pAutoPilot->m_nNextPathNodeInfo;
+ m_nPreviousPathNodeInfo = pAutoPilot->m_nPreviousPathNodeInfo;
+ m_nAntiReverseTimer = pAutoPilot->m_nAntiReverseTimer;
+ m_nTimeToStartMission = pAutoPilot->m_nTimeToStartMission;
+ m_nPreviousDirection = pAutoPilot->m_nPreviousDirection;
+ m_nCurrentDirection = pAutoPilot->m_nCurrentDirection;
+ m_nNextDirection = pAutoPilot->m_nNextDirection;
+ m_nCurrentLane = pAutoPilot->m_nCurrentLane;
+ m_nNextLane = pAutoPilot->m_nNextLane;
+ m_nDrivingStyle = pAutoPilot->m_nDrivingStyle;
+ m_nCarMission = pAutoPilot->m_nCarMission;
+ m_nTempAction = pAutoPilot->m_nTempAction;
+ m_nTimeTempAction = pAutoPilot->m_nTimeTempAction;
+ m_fMaxTrafficSpeed = pAutoPilot->m_fMaxTrafficSpeed;
+ m_nCruiseSpeed = pAutoPilot->m_nCruiseSpeed;
+ m_bSlowedDownBecauseOfCars = pAutoPilot->m_bSlowedDownBecauseOfCars;
+ m_bSlowedDownBecauseOfPeds = pAutoPilot->m_bSlowedDownBecauseOfPeds;
+ m_bStayInCurrentLevel = pAutoPilot->m_bStayInCurrentLevel;
+ m_bStayInFastLane = pAutoPilot->m_bStayInFastLane;
+ m_bIgnorePathfinding = pAutoPilot->m_bIgnorePathfinding;
+ m_vecDestinationCoors[0] = pAutoPilot->m_vecDestinationCoors.x;
+ m_vecDestinationCoors[1] = pAutoPilot->m_vecDestinationCoors.y;
+ m_vecDestinationCoors[2] = pAutoPilot->m_vecDestinationCoors.z;
+ for (int i = 0; i < 8; i++)
+ m_aPathFindNodesInfo[i] = 0;
+ m_nPathFindNodesCount = pAutoPilot->m_nPathFindNodesCount;
+ m_pTargetCar = 0;
+ }
+
+ void Restore(CAutoPilot* pAutoPilot)
+ {
+ pAutoPilot->m_nCurrentRouteNode = m_nCurrentRouteNode;
+ pAutoPilot->m_nNextRouteNode = m_nNextRouteNode;
+ pAutoPilot->m_nPrevRouteNode = m_nPrevRouteNode;
+ pAutoPilot->m_nTimeEnteredCurve = m_nTimeEnteredCurve;
+ pAutoPilot->m_nTimeToSpendOnCurrentCurve = m_nTimeToSpendOnCurrentCurve;
+ pAutoPilot->m_nCurrentPathNodeInfo = m_nCurrentPathNodeInfo;
+ pAutoPilot->m_nNextPathNodeInfo = m_nNextPathNodeInfo;
+ pAutoPilot->m_nPreviousPathNodeInfo = m_nPreviousPathNodeInfo;
+ pAutoPilot->m_nAntiReverseTimer = m_nAntiReverseTimer;
+ pAutoPilot->m_nTimeToStartMission = m_nTimeToStartMission;
+ pAutoPilot->m_nPreviousDirection = m_nPreviousDirection;
+ pAutoPilot->m_nCurrentDirection = m_nCurrentDirection;
+ pAutoPilot->m_nNextDirection = m_nNextDirection;
+ pAutoPilot->m_nCurrentLane = m_nCurrentLane;
+ pAutoPilot->m_nNextLane = m_nNextLane;
+ pAutoPilot->m_nDrivingStyle = (eCarDrivingStyle)m_nDrivingStyle;
+ pAutoPilot->m_nCarMission = (eCarMission)m_nCarMission;
+ pAutoPilot->m_nTempAction = (eCarTempAction)m_nTempAction;
+ pAutoPilot->m_nTimeTempAction = m_nTimeTempAction;
+ pAutoPilot->m_fMaxTrafficSpeed = m_fMaxTrafficSpeed;
+ pAutoPilot->m_nCruiseSpeed = m_nCruiseSpeed;
+ pAutoPilot->m_bSlowedDownBecauseOfCars = m_bSlowedDownBecauseOfCars;
+ pAutoPilot->m_bSlowedDownBecauseOfPeds = m_bSlowedDownBecauseOfPeds;
+ pAutoPilot->m_bStayInCurrentLevel = m_bStayInCurrentLevel;
+ pAutoPilot->m_bStayInFastLane = m_bStayInFastLane;
+ pAutoPilot->m_bIgnorePathfinding = m_bIgnorePathfinding;
+ pAutoPilot->m_vecDestinationCoors.x = m_vecDestinationCoors[0];
+ pAutoPilot->m_vecDestinationCoors.y = m_vecDestinationCoors[1];
+ pAutoPilot->m_vecDestinationCoors.z = m_vecDestinationCoors[2];
+ for (int i = 0; i < NUM_PATH_NODES_IN_AUTOPILOT; i++)
+ pAutoPilot->m_aPathFindNodesInfo[i] = nil;
+ pAutoPilot->m_nPathFindNodesCount = m_nPathFindNodesCount;
+ pAutoPilot->m_pTargetCar = nil;
+ }
+};
+
+struct CMatrix_FS
+{
+ float right[3];
+ uint8 gap1[4];
+ float forward[3];
+ uint8 gap2[4];
+ float up[3];
+ uint8 gap3[4];
+ float pos[3];
+ uint8 gap4[12];
+
+ void Store(CMatrix* pMatrix)
+ {
+ right[0] = pMatrix->GetRight().x;
+ right[1] = pMatrix->GetRight().y;
+ right[2] = pMatrix->GetRight().z;
+ forward[0] = pMatrix->GetForward().x;
+ forward[1] = pMatrix->GetForward().y;
+ forward[2] = pMatrix->GetForward().z;
+ up[0] = pMatrix->GetUp().x;
+ up[1] = pMatrix->GetUp().y;
+ up[2] = pMatrix->GetUp().z;
+ pos[0] = pMatrix->GetPosition().x;
+ pos[1] = pMatrix->GetPosition().y;
+ pos[2] = pMatrix->GetPosition().z;
+ }
+
+ void Restore(CMatrix* pMatrix)
+ {
+ CMatrix tmp;
+ tmp.GetRight().x = right[0];
+ tmp.GetRight().y = right[1];
+ tmp.GetRight().z = right[2];
+ tmp.GetForward().x = forward[0];
+ tmp.GetForward().y = forward[1];
+ tmp.GetForward().z = forward[2];
+ tmp.GetUp().x = up[0];
+ tmp.GetUp().y = up[1];
+ tmp.GetUp().z = up[2];
+ tmp.GetPosition().x = pos[0];
+ tmp.GetPosition().y = pos[1];
+ tmp.GetPosition().z = pos[2];
+ *pMatrix = tmp;
+ }
+};
+
+VALIDATE_SIZE(CMatrix_FS, 72);
+
+struct CVehicle_FS
+{
+ uint32 vtable;
+ CMatrix_FS matrix;
+ uint8 gap1[4];
+ CEntityProperties properties;
+ uint8 gap2[212];
+ CAutoPilot_FS AutoPilot;
+ uint8 m_currentColour1;
+ uint8 m_currentColour2;
+ uint8 gap3[2];
+ int16 m_nAlarmState;
+ int8 gap4[43];
+ uint8 m_nNumMaxPassengers;
+ float field_1D0[4];
+ uint8 gap5[8];
+ float m_fSteerAngle;
+ float m_fGasPedal;
+ float m_fBrakePedal;
+ uint8 VehicleCreatedBy;
+
+ // cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
+ uint8 bIsLawEnforcer : 1; // Is this guy chasing the player at the moment
+ uint8 gap_b1 : 1;
+ uint8 gap_b2 : 1;
+ uint8 bIsLocked : 1; // Is this guy locked by the script (cannot be removed)
+ uint8 bEngineOn : 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
+ uint8 bIsHandbrakeOn : 1; // How's the handbrake doing ?
+ uint8 bLightsOn : 1; // Are the lights switched on ?
+ uint8 bFreebies : 1; // Any freebies left in this vehicle ?
+
+ uint8 gap6[3];
+
+ uint8 gap7[6];
+ float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
+ uint8 m_nCurrentGear;
+ float m_fChangeGearTime;
+ uint8 gap8[4];
+ uint32 m_nTimeOfDeath;
+ uint8 gap9[2];
+ int16 m_nBombTimer;
+ uint8 gap10[12];
+ int8 m_nDoorLock;
+ uint8 gap11[96];
+
+ void Store(CVehicle* pVehicle)
+ {
+ matrix.Store(&pVehicle->GetMatrix());
+ VehicleCreatedBy = pVehicle->VehicleCreatedBy;
+ m_currentColour1 = pVehicle->m_currentColour1;
+ m_currentColour2 = pVehicle->m_currentColour2;
+ m_nAlarmState = pVehicle->m_nAlarmState;
+ m_nNumMaxPassengers = pVehicle->m_nNumMaxPassengers;
+ field_1D0[0] = pVehicle->field_1D0[0];
+ field_1D0[1] = pVehicle->field_1D0[1];
+ field_1D0[2] = pVehicle->field_1D0[2];
+ field_1D0[3] = pVehicle->field_1D0[3];
+ m_fSteerAngle = pVehicle->m_fSteerAngle;
+ m_fGasPedal = pVehicle->m_fGasPedal;
+ m_fBrakePedal = pVehicle->m_fBrakePedal;
+ bIsLawEnforcer = pVehicle->bIsLawEnforcer;
+ bIsLocked = pVehicle->bIsLocked;
+ bEngineOn = pVehicle->bEngineOn;
+ bIsHandbrakeOn = pVehicle->bIsHandbrakeOn;
+ bLightsOn = pVehicle->bLightsOn;
+ bFreebies = pVehicle->bFreebies;
+ m_fHealth = pVehicle->m_fHealth;
+ m_nCurrentGear = pVehicle->m_nCurrentGear;
+ m_fChangeGearTime = pVehicle->m_fChangeGearTime;
+ m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
+#ifdef FIX_BUGS //must be copypaste
+ m_nBombTimer = pVehicle->m_nBombTimer;
+#else
+ m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
+#endif
+ m_nDoorLock = pVehicle->m_nDoorLock;
+ properties.Store(pVehicle);
+ AutoPilot.Store(&pVehicle->AutoPilot);
+ }
+
+ void Restore(CVehicle* pVehicle)
+ {
+ matrix.Restore(&pVehicle->GetMatrix());
+ pVehicle->VehicleCreatedBy = VehicleCreatedBy;
+ pVehicle->m_currentColour1 = m_currentColour1;
+ pVehicle->m_currentColour2 = m_currentColour2;
+ pVehicle->m_nAlarmState = m_nAlarmState;
+ pVehicle->m_nNumMaxPassengers = m_nNumMaxPassengers;
+ pVehicle->field_1D0[0] = field_1D0[0];
+ pVehicle->field_1D0[1] = field_1D0[1];
+ pVehicle->field_1D0[2] = field_1D0[2];
+ pVehicle->field_1D0[3] = field_1D0[3];
+ pVehicle->m_fSteerAngle = m_fSteerAngle;
+ pVehicle->m_fGasPedal = m_fGasPedal;
+ pVehicle->m_fBrakePedal = m_fBrakePedal;
+ pVehicle->bIsLawEnforcer = bIsLawEnforcer;
+ pVehicle->bIsLocked = bIsLocked;
+ pVehicle->bEngineOn = bEngineOn;
+ pVehicle->bIsHandbrakeOn = bIsHandbrakeOn;
+ pVehicle->bLightsOn = bLightsOn;
+ pVehicle->bFreebies = bFreebies;
+ pVehicle->m_fHealth = m_fHealth;
+ pVehicle->m_nCurrentGear = m_nCurrentGear;
+ pVehicle->m_fChangeGearTime = m_fChangeGearTime;
+ pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
+#ifdef FIX_BUGS //must be copypaste
+ pVehicle->m_nBombTimer = m_nBombTimer;
+#else
+ pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
+#endif
+ pVehicle->m_nDoorLock = (eCarLock)m_nDoorLock;
+ properties.Restore(pVehicle);
+ AutoPilot.Restore(&pVehicle->AutoPilot);
+ }
+};
+
+VALIDATE_SIZE(CVehicle_FS, 648);
+
+static_assert(sizeof(CDamageManager) < 1448 - sizeof(CVehicle_FS), "CDamageManager size too big to keep saves compatible");
+
+struct CAutomobile_FS
+{
+ CVehicle_FS vehicle;
+ CDamageManager Damage;
+ char gap[1448 - sizeof(CVehicle_FS) - sizeof(CDamageManager)]; // even allows increasing size of CDamageManager
+};
+
+struct CBoat_FS
+{
+ CVehicle_FS vehicle;
+ char gap[1156 - sizeof(CVehicle_FS)];
+};
+
+VALIDATE_SIZE(CAutomobile_FS, 1448);
+VALIDATE_SIZE(CBoat_FS, 1156);
+
+struct CWeapon_FS
+{
+ int32 m_eWeaponType;
+ int32 m_eWeaponState;
+ uint32 m_nAmmoInClip;
+ uint32 m_nAmmoTotal;
+ uint32 m_nTimer;
+ bool m_bAddRotOffset;
+
+ void Store(CWeapon* pWeapon)
+ {
+ m_eWeaponType = pWeapon->m_eWeaponType;
+ m_eWeaponState = pWeapon->m_eWeaponState;
+ m_nAmmoInClip = pWeapon->m_nAmmoInClip;
+ m_nAmmoTotal = pWeapon->m_nAmmoTotal;
+ m_nTimer = pWeapon->m_nTimer;
+ m_bAddRotOffset = pWeapon->m_bAddRotOffset;
+ }
+
+ void Restore(CWeapon* pWeapon)
+ {
+ pWeapon->m_eWeaponType = (eWeaponType)m_eWeaponType;
+ pWeapon->m_eWeaponState = (eWeaponState)m_eWeaponState;
+ pWeapon->m_nAmmoInClip = m_nAmmoInClip;
+ pWeapon->m_nAmmoTotal = m_nAmmoTotal;
+ pWeapon->m_nTimer = m_nTimer;
+ pWeapon->m_bAddRotOffset = m_bAddRotOffset;
+ }
+};
+
+static_assert(WEAPONTYPE_TOTAL_INVENTORY_WEAPONS == 13,
+ "Saving struct needs to be changed by adding new weapons to existing space; or COMPATIBLE_SAVES needs to be undefined");
+
+struct CPlayerPed_FS
+{
+ int32 vtable;
+ int8 gap[48];
+ float pos[3];
+ uint8 gap_2[288];
+ uint8 CharCreatedBy;
+ uint8 gap_3[351];
+ float m_fHealth;
+ float m_fArmour;
+ uint8 gap_4[148];
+
+ CWeapon_FS m_weapons[13];
+ int32 m_storedWeapon;
+ uint8 m_currentWeapon;
+ uint8 m_maxWeaponTypeAllowed;
+ uint8 gap_5[178];
+ float m_fMaxStamina;
+ uint8 gap_6[28];
+ int32 m_nTargettableObjects[4];
+ uint8 gap_7[116];
+
+ void StorePlayerPed(CPlayerPed* pPlayerPed)
+ {
+ for (int i = 0; i < 4; i++)
+ m_nTargettableObjects[i] = pPlayerPed->m_nTargettableObjects[i];
+ m_fMaxStamina = pPlayerPed->m_fMaxStamina;
+ }
+
+ void StorePed(CPed* pPed)
+ {
+ pos[0] = pPed->GetPosition().x;
+ pos[1] = pPed->GetPosition().y;
+ pos[2] = pPed->GetPosition().z;
+ m_fHealth = pPed->m_fHealth;
+ m_fArmour = pPed->m_fArmour;
+ CharCreatedBy = pPed->CharCreatedBy;
+ m_maxWeaponTypeAllowed = pPed->m_maxWeaponTypeAllowed;
+ for (int i = 0; i < 13; i++)
+ m_weapons[i].Store(&pPed->m_weapons[i]);
+ }
+
+ void RestorePlayerPed(CPlayerPed* pPlayerPed)
+ {
+ for (int i = 0; i < 4; i++)
+ pPlayerPed->m_nTargettableObjects[i] = m_nTargettableObjects[i];
+ pPlayerPed->m_fMaxStamina = m_fMaxStamina;
+ }
+
+ void RestorePed(CPed* pPed)
+ {
+ pPed->GetPosition().x = pos[0];
+ pPed->GetPosition().y = pos[1];
+ pPed->GetPosition().z = pos[2];
+ pPed->m_fHealth = m_fHealth;
+ pPed->m_fArmour = m_fArmour;
+ pPed->CharCreatedBy = CharCreatedBy;
+ pPed->m_maxWeaponTypeAllowed = m_maxWeaponTypeAllowed;
+ for (int i = 0; i < 13; i++)
+ m_weapons[i].Restore(&pPed->m_weapons[i]);
+ }
+};
+
+VALIDATE_SIZE(CPlayerPed_FS, 1520);
+
+#endif