diff options
Diffstat (limited to '')
-rw-r--r-- | src/vehicles/Automobile.cpp | 394 |
1 files changed, 384 insertions, 10 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index e1484fa4..50010d3c 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -20,6 +20,7 @@ #include "Floater.h" #include "World.h" #include "SurfaceTable.h" +#include "Weather.h" #include "HandlingMgr.h" #include "Record.h" #include "Remote.h" @@ -167,7 +168,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy) m_fCarGunLR = 0.0f; m_fCarGunUD = 0.05f; - m_fWindScreenRotation = 0.0f; + m_fPropellerRotation = 0.0f; m_weaponDoorTimerLeft = 0.0f; m_weaponDoorTimerRight = m_weaponDoorTimerLeft; @@ -206,7 +207,7 @@ CAutomobile::ProcessControl(void) int i; CColModel *colModel; - if(bUseSpecialColModel) + if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); @@ -1202,8 +1203,216 @@ CAutomobile::Teleport(CVector pos) } WRAPPER void CAutomobile::PreRender(void) { EAXJMP(0x535B40); } -WRAPPER void CAutomobile::Render(void) { EAXJMP(0x539EA0); } +void +CAutomobile::Render(void) +{ + int i; + CMatrix mat; + CVector pos; + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + + if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){ + // Rhino has no bonnet...what are we doing here? + CMatrix m; + CVector p; + m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET])); + p = m.GetPosition(); + m.SetRotateZ(m_fCarGunLR); + m.Translate(p); + m.UpdateRW(); + } + + CVector contactPoints[4]; // relative to model + CVector contactSpeeds[4]; // speed at contact points + CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f)); + CVector rearWheelFwd = GetForward(); + for(i = 0; i < 4; i++){ + contactPoints[i] = m_aWheelColPoints[i].point - GetPosition(); + contactSpeeds[i] = GetSpeed(contactPoints[i]); + if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT) + m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); + else + m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale); + m_aWheelRotation[i] += m_aWheelSpeed[i]; + } + + // Rear right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); + else + mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB])); + + // Rear left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB])); + + // Mid right wheel + if(m_aCarNodes[CAR_WHEEL_RM]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT])); + else + mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM])); + } + + // Mid left wheel + if(m_aCarNodes[CAR_WHEEL_LM]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM])); + } + + if(GetModelIndex() == MI_DODO){ + // Front wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); + else + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Rotate propeller + if(m_aCarNodes[CAR_WINDSCREEN]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN])); + pos = mat.GetPosition(); + mat.SetRotateY(m_fPropellerRotation); + mat.Translate(pos); + mat.UpdateRW(); + + m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f; + if(m_fPropellerRotation > TWOPI) + m_fPropellerRotation -= TWOPI; + } + + // Rudder + if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){ + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT])); + pos = mat.GetPosition(); + mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle); + mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f); + mat.Translate(pos); + mat.UpdateRW(); + } + + ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); + ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + }else if(GetModelIndex() == MI_RHINO){ + // Front right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + // no damaged wheels or steering + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Front left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; + // no damaged wheels or steering + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); + }else{ + // Front right wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST) + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT])); + else + mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF])); + + // Front left wheel + mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF])); + pos.x = mat.GetPosition().x; + pos.y = mat.GetPosition().y; + pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT]; + if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST) + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(-m_aWheelRotation[CARWHEEL_FRONT_LEFT])); + else + mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle); + mat.Scale(mi->m_wheelScale); + mat.Translate(pos); + mat.UpdateRW(); + if(CVehicle::bWheelsOnlyCheat) + RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF])); + + ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT); + ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT); + ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT); + ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT); + ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET); + ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT); + + mi->SetVehicleColour(m_currentColour1, m_currentColour2); + } + + + if(!CVehicle::bWheelsOnlyCheat) + CEntity::Render(); +} int32 CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) @@ -1214,7 +1423,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) if(m_status != STATUS_SIMPLE) bVehicleColProcessed = true; - if(bUseSpecialColModel) + if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); @@ -1596,7 +1805,7 @@ CAutomobile::HydraulicControl(void) if(m_status != STATUS_PLAYER){ // reset hydraulics for non-player cars - if(!bUseSpecialColModel) + if(!bUsingSpecialColModel) return; if(specialColModel != nil) // this is always true for(i = 0; i < 4; i++) @@ -1616,7 +1825,7 @@ CAutomobile::HydraulicControl(void) if(playerInfo->m_pVehicleEx == this) playerInfo->m_pVehicleEx = nil; - bUseSpecialColModel = false; + bUsingSpecialColModel = false; m_hydraulicState = 0; return; } @@ -1630,14 +1839,14 @@ CAutomobile::HydraulicControl(void) float extendedLowerLimit = normalLowerLimit - 0.2f; float extendedSpringLength = extendedUpperLimit - extendedLowerLimit; - if(!bUseSpecialColModel){ + if(!bUsingSpecialColModel){ // Init special col model if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this) - playerInfo->m_pVehicleEx->bUseSpecialColModel = false; + playerInfo->m_pVehicleEx->bUsingSpecialColModel = false; playerInfo->m_pVehicleEx = this; playerInfo->m_ColModel = *normalColModel; - bUseSpecialColModel = true; + bUsingSpecialColModel = true; specialColModel = &playerInfo->m_ColModel; if(m_fVelocityChangeForAudio > 0.1f) @@ -2467,6 +2676,110 @@ CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount) } void +CAutomobile::AddDamagedVehicleParticles(void) +{ + if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson()) + return; + + uint8 engineStatus = Damage.GetEngineStatus(); + if(engineStatus < ENGINE_STATUS_STEAM1) + return; + + float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()) * 180.0f; + CVector direction = 0.5f*m_vecMoveSpeed; + CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS]; + + switch(Damage.GetDoorStatus(DOOR_BONNET)){ + case DOOR_STATUS_OK: + case DOOR_STATUS_SMASHED: + // Bonnet is still there, smoke comes out at the edge + damagePos += vecDAMAGE_ENGINE_POS_SMALL; + break; + case DOOR_STATUS_SWINGING: + case DOOR_STATUS_MISSING: + // Bonnet is gone, smoke comes out at the engine + damagePos += vecDAMAGE_ENGINE_POS_BIG; + break; + } + + if(GetModelIndex() == MI_BFINJECT) + damagePos = CVector(0.3f, -1.5f, -0.1f); + + damagePos = GetMatrix()*damagePos; + damagePos.z += 0.15f; + + if(engineStatus < ENGINE_STATUS_STEAM2){ + if(fwdSpeed < 90.0f){ + direction.z += 0.05f; + CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.1f); + } + }else if(engineStatus < ENGINE_STATUS_SMOKE){ + if(fwdSpeed < 90.0f) + CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f); + }else if(engineStatus < ENGINE_STATUS_ON_FIRE){ + if(fwdSpeed < 90.0f){ + CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f); + CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.3f*direction, nil, 0.0f); + } + }else if(m_fHealth > 250.0f){ + if(fwdSpeed < 90.0f) + CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.2f*direction, nil, 0.0f); + } +} + +void +CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed) +{ + int i; + CVector dir; + static RwRGBA grassCol = { 8, 24, 8, 255 }; + static RwRGBA dirtCol = { 64, 64, 64, 255 }; + static RwRGBA dirttrackCol = { 64, 32, 16, 255 }; + static RwRGBA waterCol = { 48, 48, 64, 0 }; + + if(!belowEffectSpeed) + return; + + switch(colpoint->surfaceB){ + case SURFACE_GRASS: + dir.x = -0.05f*m_vecMoveSpeed.x; + dir.y = -0.05f*m_vecMoveSpeed.y; + for(i = 0; i < 4; i++){ + dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); + CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, + CGeneral::GetRandomNumberInRange(0.02f, 0.1f), grassCol); + } + break; + case SURFACE_DIRT: + dir.x = -0.05f*m_vecMoveSpeed.x; + dir.y = -0.05f*m_vecMoveSpeed.y; + for(i = 0; i < 4; i++){ + dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); + CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, + CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirtCol); + } + break; + case SURFACE_DIRTTRACK: + dir.x = -0.05f*m_vecMoveSpeed.x; + dir.y = -0.05f*m_vecMoveSpeed.y; + for(i = 0; i < 4; i++){ + dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f); + CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil, + CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirttrackCol); + } + break; + default: + // Is this even visible? + if(CWeather::WetRoads > 0.01f && CTimer::GetFrameCounter() & 1) + CParticle::AddParticle(PARTICLE_WATERSPRAY, + colpoint->point + CVector(0.0f, 0.0f, 0.25f+0.25f), + CVector(0.0f, 0.0f, 1.0f), nil, + CGeneral::GetRandomNumberInRange(0.1f, 0.5f), waterCol); + break; + } +} + +void CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos) { if(m_aCarNodes[component] == nil){ @@ -2824,7 +3137,64 @@ CAutomobile::BurstTyre(uint8 wheel) } } -WRAPPER bool CAutomobile::IsRoomForPedToLeaveCar(uint32, CVector *) { EAXJMP(0x53C5B0); } +bool +CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset) +{ + CColPoint colpoint; + CEntity *ent; + colpoint.point = CVector(0.0f, 0.0f, 0.0f); + CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); + + CVector seatPos; + switch(component){ + case CAR_DOOR_RF: + seatPos = mi->m_positions[IsBoat() ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT]; + break; + case CAR_DOOR_LF: + seatPos = mi->m_positions[IsBoat() ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT]; + seatPos.x = -seatPos.x; + break; + case CAR_DOOR_RR: + seatPos = mi->m_positions[CAR_POS_BACKSEAT]; + break; + case CAR_DOOR_LR: + seatPos = mi->m_positions[CAR_POS_BACKSEAT]; + seatPos.x = -seatPos.x; + break; + } + seatPos = GetMatrix() * seatPos; + + CVector doorPos = CPed::GetPositionToOpenCarDoor(this, component); + if(doorOffset){ + CVector off = *doorOffset; + if(component == CAR_DOOR_RF || component == CAR_DOOR_RR) + off.x = -off.x; + doorPos += Multiply3x3(GetMatrix(), off); + } + + if(GetUp().z < 0.0f){ + seatPos.z += 0.5f; + doorPos.z += 0.5f; + } + + CVector dist = doorPos - seatPos; + float length = dist.Magnitude(); + CVector pedPos = seatPos + dist*((length+0.6f)/length); + + if(!CWorld::GetIsLineOfSightClear(seatPos, pedPos, true, false, false, true, false, false)) + return false; + if(CWorld::TestSphereAgainstWorld(doorPos, 0.6f, this, true, true, false, true, false, false)) + return false; + if(CWorld::ProcessVerticalLine(doorPos, 1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) + if(colpoint.point.z > doorPos.z && colpoint.point.z < doorPos.z + 0.6f) + return false; + float upperZ = colpoint.point.z; + if(!CWorld::ProcessVerticalLine(doorPos, -1000.0f, colpoint, ent, true, false, false, true, false, false, nil)) + return false; + if(upperZ != 0.0f && upperZ < colpoint.point.z) + return false; + return true; +} float CAutomobile::GetHeightAboveRoad(void) @@ -3438,6 +3808,7 @@ STARTPATCHES InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP); InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP); InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP); + InjectHook(0x539EA0, &CAutomobile_::Render_, PATCH_JUMP); InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP); InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP); InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP); @@ -3452,10 +3823,13 @@ STARTPATCHES InjectHook(0x53BC60, &CAutomobile_::BlowUpCar_, PATCH_JUMP); InjectHook(0x53BF70, &CAutomobile_::SetUpWheelColModel_, PATCH_JUMP); InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP); + InjectHook(0x53C5B0, &CAutomobile_::IsRoomForPedToLeaveCar_, PATCH_JUMP); InjectHook(0x437690, &CAutomobile_::GetHeightAboveRoad_, PATCH_JUMP); InjectHook(0x53C450, &CAutomobile_::PlayCarHorn_, PATCH_JUMP); InjectHook(0x53E090, &CAutomobile::PlaceOnRoadProperly, PATCH_JUMP); InjectHook(0x52F030, &CAutomobile::dmgDrawCarCollidingParticles, PATCH_JUMP); + InjectHook(0x535450, &CAutomobile::AddDamagedVehicleParticles, PATCH_JUMP); + InjectHook(0x5357D0, &CAutomobile::AddWheelDirtAndWater, PATCH_JUMP); InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP); InjectHook(0x52D210, &CAutomobile::SetupSuspensionLines, PATCH_JUMP); InjectHook(0x53E000, &CAutomobile::BlowUpCarsInPath, PATCH_JUMP); |