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-rw-r--r--src/vehicles/Vehicle.h45
1 files changed, 32 insertions, 13 deletions
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h
index f83e1bb0..7be4e563 100644
--- a/src/vehicles/Vehicle.h
+++ b/src/vehicles/Vehicle.h
@@ -60,6 +60,8 @@ enum eCarLock {
CARLOCK_LOCKED_PLAYER_INSIDE,
CARLOCK_LOCKED_INITIALLY,
CARLOCK_FORCE_SHUT_DOORS,
+ CARLOCK_7,
+ CARLOCK_8,
CARLOCK_LOCKED_BUT_CAN_BE_DAMAGED
};
@@ -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?
@@ -240,21 +245,18 @@ public:
uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed
uint8 bParking : 1;
uint8 bCanPark : 1;
-#if (!defined GTA_PS2 || defined FIX_BUGS)
- uint8 m_bombType : 3;
-#endif
- uint8 bDriverLastFrame : 1;
+ uint8 bRewardVehicle : 1; // 25B_40
int8 m_numPedsUseItAsCover;
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
int8 m_nPacManPickupsCarried;
uint8 m_nRoadblockType;
+ uint8 m_bGarageTurnedLightsOff;
+ float m_fWheelSpin;
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;
float m_fChangeGearTime;
-#if (!defined GTA_PS2 || defined FIX_BUGS)
- CEntity* m_pBombRigger;
-#endif
uint32 m_nSetPieceExtendedRangeTime;
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
uint32 m_nTimeOfDeath;
@@ -264,19 +266,26 @@ 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; // enables 2A4
+ uint8 m_vehLCS_2A4; // some timer
uint32 m_nCarHornTimer;
uint8 m_nCarHornPattern;
bool 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_bSuperBrake;
static void *operator new(size_t) throw();
static void *operator new(size_t sz, int slot) throw();
@@ -288,6 +297,7 @@ public:
~CVehicle(void);
// from CEntity
void SetModelIndex(uint32 id);
+ void PreRender(void) {}
bool SetupLighting(void);
void RemoveLighting(bool);
void FlagToDestroyWhenNextProcessed(void) {}
@@ -330,6 +340,9 @@ 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,
@@ -365,15 +378,16 @@ 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);
- void ActivateBomb(void);
- void ActivateBombWhenEntered(void);
void KillPedsInVehicle(void);
void SetComponentAtomicAlpha(RpAtomic *atomic, int32 alpha);
@@ -384,8 +398,8 @@ public:
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1 && GetStatus() != STATUS_WRECKED; }
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
- bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_ZEBRA || GetModelIndex() == MI_KAUFMAN; }
- bool IsLimo(void) { return GetModelIndex() == MI_STRETCH || GetModelIndex() == MI_LOVEFIST; }
+ bool IsTaxi(void) { return GetModelIndex() == MI_TAXI || GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE || GetModelIndex() == MI_KAUFMAN; }
+ bool IsLimo(void) { return GetModelIndex() == MI_STRETCH; }
bool IsRealHeli(void) { return !!(pHandling->Flags & HANDLING_IS_HELI); }
bool IsRealPlane(void) { return !!(pHandling->Flags & HANDLING_IS_PLANE); }
@@ -405,6 +419,11 @@ public:
#ifndef MASTER
static bool m_bDisplayHandlingInfo;
#endif
+ static float rcHeliHeightLimit;
+ 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);