mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-12-29 15:23:02 +05:00
191 lines
No EOL
7.9 KiB
C++
191 lines
No EOL
7.9 KiB
C++
#ifndef __VEHICLE
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#define __VEHICLE
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#include "GeneralSA.h"
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#include "ModelInfoSA.h"
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enum eVehicleType
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{
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VEHICLE_AUTOMOBILE,
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VEHICLE_MTRUCK,
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VEHICLE_QUAD,
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VEHICLE_HELI,
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VEHICLE_PLANE,
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VEHICLE_BOAT,
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VEHICLE_TRAIN,
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VEHICLE_FHELI,
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VEHICLE_FPLANE,
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VEHICLE_BIKE,
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VEHICLE_BMX,
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VEHICLE_TRAILER
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};
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struct CVehicleFlags
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{
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//0x428
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unsigned char bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
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unsigned char bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
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unsigned char bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
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unsigned char bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
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unsigned char bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
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unsigned char bIsHandbrakeOn: 1; // How's the handbrake doing ?
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unsigned char bLightsOn: 1; // Are the lights switched on ?
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unsigned char bFreebies: 1; // Any freebies left in this vehicle ?
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//0x429
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unsigned char bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
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unsigned char bIsBus: 1; // Is this vehicle a bus
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unsigned char bIsBig: 1; // Is this vehicle big
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unsigned char bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
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unsigned char bComedyControls: 1; // Will make the car hard to control (hopefully in a funny way)
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unsigned char bWarnedPeds: 1; // Has scan and warn peds of danger been processed?
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unsigned char bCraneMessageDone: 1; // A crane message has been printed for this car allready
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// unsigned char bExtendedRange: 1; // This vehicle needs to be a bit further away to get deleted
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unsigned char bTakeLessDamage: 1; // This vehicle is stronger (takes about 1/4 of damage)
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//0x42A
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unsigned char bIsDamaged: 1; // This vehicle has been damaged and is displaying all its components
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unsigned char bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
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unsigned char bFadeOut: 1; // Fade vehicle out
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unsigned char bIsBeingCarJacked: 1;
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unsigned char bCreateRoadBlockPeds : 1;// If this vehicle gets close enough we will create peds (coppers or gang members) round it
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unsigned char bCanBeDamaged: 1; // Set to FALSE during cut scenes to avoid explosions
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// unsigned char bUsingSpecialColModel : 1;
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// Is player vehicle using special collision model, stored in player strucure
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unsigned char bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
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unsigned char bGunSwitchedOff: 1; // Level designers can use this to switch off guns on boats
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//0x42B
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unsigned char bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
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unsigned char bIsCarParkVehicle: 1; // Car has been created using the special CAR_PARK script command
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unsigned char bHasAlreadyBeenRecorded : 1; // Used for replays
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unsigned char bPartOfConvoy: 1;
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unsigned char bHeliMinimumTilt: 1; // This heli should have almost no tilt really
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unsigned char bAudioChangingGear: 1; // sounds like vehicle is changing gear
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unsigned char bIsDrowning: 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
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unsigned char bTyresDontBurst: 1; // If this is set the tyres are invincible
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//0x42C
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unsigned char bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
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unsigned char bRestingOnPhysical: 1; // Dont go static cause car is sitting on a physical object that might get removed
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unsigned char bParking : 1;
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unsigned char bCanPark : 1;
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unsigned char bFireGun: 1; // Does the ai of this vehicle want to fire it's gun?
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unsigned char bDriverLastFrame: 1; // Was there a driver present last frame ?
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unsigned char bNeverUseSmallerRemovalRange: 1;// Some vehicles (like planes) we don't want to remove just behind the camera.
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unsigned char bIsRCVehicle: 1; // Is this a remote controlled (small) vehicle. True whether the player or AI controls it.
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//0x42D
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unsigned char bAlwaysSkidMarks: 1; // This vehicle leaves skidmarks regardless of the wheels' states.
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unsigned char bEngineBroken: 1; // Engine doesn't work. Player can get in but the vehicle won't drive
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unsigned char bVehicleCanBeTargetted : 1;// The ped driving this vehicle can be targetted, (for Torenos plane mission)
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unsigned char bPartOfAttackWave: 1; // This car is used in an attack during a gang war
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unsigned char bWinchCanPickMeUp: 1; // This car cannot be picked up by any ropes.
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unsigned char bImpounded: 1; // Has this vehicle been in a police impounding garage
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unsigned char bVehicleCanBeTargettedByHS : 1;// Heat seeking missiles will not target this vehicle.
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unsigned char bSirenOrAlarm: 1; // Set to TRUE if siren or alarm active, else FALSE
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//0x42E
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unsigned char bHasGangLeaningOn: 1;
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unsigned char bGangMembersForRoadBlock : 1;// Will generate gang members if NumPedsForRoadBlock > 0
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unsigned char bDoesProvideCover: 1; // If this is false this particular vehicle can not be used to take cover behind.
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unsigned char bMadDriver: 1; // This vehicle is driving like a lunatic
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unsigned char bUpgradedStereo: 1; // This vehicle has an upgraded stereo
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unsigned char bConsideredByPlayer: 1; // This vehicle is considered by the player to enter
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unsigned char bPetrolTankIsWeakPoint : 1;// If false shootong the petrol tank will NOT Blow up the car
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unsigned char bDisableParticles: 1; // Disable particles from this car. Used in garage.
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//0x42F
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unsigned char bHasBeenResprayed: 1; // Has been resprayed in a respray garage. Reset after it has been checked.
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unsigned char bUseCarCheats: 1; // If this is true will set the car cheat stuff up in ProcessControl()
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unsigned char bDontSetColourWhenRemapping : 1;// If the texture gets remapped we don't want to change the colour with it.
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unsigned char bUsedForReplay: 1; // This car is controlled by replay and should be removed when replay is done.
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};
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class CBouncingPanel
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{
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public:
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short m_nNodeIndex;
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short m_nBouncingType;
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float m_fBounceRange;
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CVector field_8;
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CVector m_vecBounceVector;
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};
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class NOVMT CVehicle : public CPhysical
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{
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protected:
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BYTE __pad1[752];
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CVehicleFlags m_nVehicleFlags;
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BYTE __pad2[160];
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signed int m_nTimeTillWeNeedThisCar;
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BYTE __pad4[56];
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CEntity* pDamagingEntity;
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BYTE __pad3[116];
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char padpad, padpad2, padpad3;
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signed char PlateDesign;
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RwTexture* PlateTexture;
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BYTE __pad5[20];
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public:
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CVehicleFlags& GetVehicleFlags()
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{ return m_nVehicleFlags; }
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CEntity* GetDamagingEntity()
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{ return pDamagingEntity; }
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virtual void Render() override;
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bool CustomCarPlate_TextureCreate(CVehicleModelInfo* pModelInfo);
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void CustomCarPlate_BeforeRenderingStart(CVehicleModelInfo* pModelInfo);
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//void CustomCarPlate_AfterRenderingStop(CVehicleModelInfo* pModelInfo);
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bool IsLawEnforcementVehicle();
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static void SetComponentAtomicAlpha(RpAtomic* pAtomic, int nAlpha);
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};
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class NOVMT CAutomobile : public CVehicle
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{
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public:
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BYTE paddd[168];
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RwFrame* m_pCarNode[25];
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CBouncingPanel m_aBouncingPanel[3];
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BYTE padding[320];
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float m_fRotorSpeed;
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BYTE __moarpad[312];
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public:
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void Fix_SilentPatch();
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void ResetFrames();
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};
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class NOVMT CHeli : public CAutomobile
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{
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public:
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inline void Render_Stub()
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{ CHeli::Render(); }
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virtual void Render() override;
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};
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class NOVMT CPlane : public CAutomobile
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{
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public:
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BYTE __pad[60];
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float m_fPropellerSpeed;
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public:
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inline void Render_Stub()
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{ CPlane::Render(); }
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virtual void Render() override;
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void Fix_SilentPatch();
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};
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static_assert(sizeof(CBouncingPanel) == 0x20, "Wrong size: CBouncingPanel");
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static_assert(sizeof(CVehicle) == 0x5A0, "Wrong size: CVehicle");
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static_assert(sizeof(CAutomobile) == 0x988, "Wrong size: CAutomobile");
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#endif |