mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-12-29 15:23:02 +05:00
616 lines
No EOL
18 KiB
C++
616 lines
No EOL
18 KiB
C++
#ifndef __GENERAL
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#define __GENERAL
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#include <stdint.h>
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#include "TheFLAUtils.h"
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class CSimpleTransform
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{
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public:
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CVector m_translate;
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float m_heading;
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};
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class CRGBA
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{
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public:
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uint8_t r, g, b, a;
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inline CRGBA() {}
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inline constexpr CRGBA(const CRGBA& in)
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: r(in.r), g(in.g), b(in.b), a(in.a)
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{}
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inline constexpr CRGBA(const CRGBA& in, uint8_t alpha)
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: r(in.r), g(in.g), b(in.b), a(alpha)
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{}
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inline constexpr CRGBA(uint8_t red, uint8_t green, uint8_t blue, uint8_t alpha = 255)
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: r(red), g(green), b(blue), a(alpha)
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{}
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friend constexpr CRGBA Blend(const CRGBA& From, const CRGBA& To, double BlendVal)
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{ double InvBlendVal = 1.0 - BlendVal;
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return CRGBA( uint8_t(To.r * BlendVal + From.r * InvBlendVal),
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uint8_t(To.g * BlendVal + From.g * InvBlendVal),
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uint8_t(To.b * BlendVal + From.b * InvBlendVal),
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uint8_t(To.a * BlendVal + From.a * InvBlendVal)); }
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friend constexpr CRGBA BlendSqr(const CRGBA& From, const CRGBA& To, double BlendVal)
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{ double InvBlendVal = 1.0 - BlendVal;
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return CRGBA( uint8_t(sqrt((To.r * To.r) * BlendVal + (From.r * From.r) * InvBlendVal)),
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uint8_t(sqrt((To.g * To.g) * BlendVal + (From.g * From.g) * InvBlendVal)),
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uint8_t(sqrt((To.b * To.b) * BlendVal + (From.b * From.b) * InvBlendVal)),
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uint8_t(sqrt((To.a * To.a) * BlendVal + (From.a * From.a) * InvBlendVal))); }
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// SilentPatch
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CRGBA* BlendGangColour(uint8_t r, uint8_t g, uint8_t b, uint8_t a);
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};
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class CRect
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{
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public:
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float x1, y1;
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float x2, y2;
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inline CRect() {}
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inline constexpr CRect(float a, float b, float c, float d)
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: x1(a), y1(b), x2(c), y2(d)
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{}
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};
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class CPlaceable
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{
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private:
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CSimpleTransform m_transform;
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CMatrix* m_pCoords;
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public:
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// Line up the VMTs
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virtual ~CPlaceable() {}
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inline CPlaceable() {}
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explicit inline CPlaceable(int dummy)
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{
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// Dummy ctor
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UNREFERENCED_PARAMETER(dummy);
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}
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inline CVector* GetCoords()
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{ return m_pCoords ? &m_pCoords->GetPos() : &m_transform.m_translate; }
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inline CMatrix* GetMatrix()
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{ return m_pCoords; }
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inline CSimpleTransform& GetTransform()
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{ return m_transform; }
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inline float GetHeading()
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{ return m_pCoords ? atan2(-m_pCoords->GetUp().x, m_pCoords->GetUp().y) : m_transform.m_heading; }
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inline void SetCoords(const CVector& pos)
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{ if ( m_pCoords ) { m_pCoords->GetPos() = pos; }
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else m_transform.m_translate = pos; }
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inline void SetHeading(float fHeading)
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{ if ( m_pCoords ) m_pCoords->SetRotateZOnly(fHeading); else m_transform.m_heading = fHeading; }
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};
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enum // nStatus
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{
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STATUS_PLAYER = 0,
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STATUS_PLAYER_PLAYBACKFROMBUFFER = 1,
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STATUS_SIMPLE = 2,
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STATUS_PHYSICS = 3,
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STATUS_ABANDONED = 4,
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STATUS_WRECKED = 5,
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STATUS_PLAYER_REMOTE = 8,
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STATUS_PLAYER_DISABLED = 9,
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STATUS_TRAILER = 10,
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STATUS_SIMPLE_TRAILER = 11,
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STATUS_GHOST = 12,
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};
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// TODO: May not be the best place to put it?
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class NOVMT CEntity : public CPlaceable
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{
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public:
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virtual void Add_CRect();
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virtual void Add();
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virtual void Remove();
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virtual void SetIsStatic(bool);
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virtual void SetModelIndex(int nModelIndex);
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virtual void SetModelIndexNoCreate(int nModelIndex);
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virtual void CreateRwObject();
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virtual void DeleteRwObject();
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virtual CRect GetBoundRect();
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virtual void ProcessControl();
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virtual void ProcessCollision();
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virtual void ProcessShift();
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virtual void TestCollision();
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virtual void Teleport();
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virtual void SpecialEntityPreCollisionStuff();
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virtual void SpecialEntityCalcCollisionSteps();
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virtual void PreRender();
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virtual void Render();
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virtual void SetupLighting();
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virtual void RemoveLighting(bool bRemove=true);
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virtual void FlagToDestroyWhenNextProcessed();
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//private:
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RpClump* m_pRwObject; // 0x18
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/********** BEGIN CFLAGS (0x1C) **************/
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unsigned long bUsesCollision : 1; // does entity use collision
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unsigned long bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
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unsigned long bIsStatic : 1; // is entity static
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unsigned long bHasContacted : 1; // has entity processed some contact forces
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unsigned long bIsStuck : 1; // is entity stuck
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unsigned long bIsInSafePosition : 1; // is entity in a collision free safe position
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unsigned long bWasPostponed : 1; // was entity control processing postponed
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unsigned long bIsVisible : 1; //is the entity visible
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unsigned long bIsBIGBuilding : 1; // Set if this entity is a big building
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unsigned long bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
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unsigned long bStreamingDontDelete : 1; // Dont let the streaming remove this
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unsigned long bRemoveFromWorld : 1; // remove this entity next time it should be processed
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unsigned long bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
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unsigned long bImBeingRendered : 1; // don't delete me because I'm being rendered
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unsigned long bDrawLast :1; // draw object last
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unsigned long bDistanceFade :1; // Fade entity because it is far away
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unsigned long bDontCastShadowsOn : 1; // Dont cast shadows on this object
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unsigned long bOffscreen : 1; // offscreen flag. This can only be trusted when it is set to true
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unsigned long bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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unsigned long bDontStream : 1; // tell the streaming not to stream me
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unsigned long bUnderwater : 1; // this object is underwater change drawing order
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unsigned long bHasPreRenderEffects : 1; // Object has a prerender effects attached to it
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unsigned long bIsTempBuilding : 1; // whether or not the building is temporary (i.e. can be created and deleted more than once)
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unsigned long bDontUpdateHierarchy : 1; // Don't update the aniamtion hierarchy this frame
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unsigned long bHasRoadsignText : 1; // entity is roadsign and has some 2deffect text stuff to be rendered
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unsigned long bDisplayedSuperLowLOD : 1;
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unsigned long bIsProcObject : 1; // set object has been generate by procedural object generator
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unsigned long bBackfaceCulled : 1; // has backface culling on
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unsigned long bLightObject : 1; // light object with directional lights
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unsigned long bUnimportantStream : 1; // set that this object is unimportant, if streaming is having problems
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unsigned long bTunnel : 1; // Is this model part of a tunnel
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unsigned long bTunnelTransition : 1; // This model should be rendered from within and outside of the tunnel
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/********** END CFLAGS **************/
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WORD RandomSeed; // 0x20
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FLAUtils::int16 m_nModelIndex; // 0x22
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void* pReferences; // 0x24
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void* m_pLastRenderedLink; // 0x28
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WORD m_nScanCode; // 0x2C
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BYTE m_iplIndex; // 0x2E
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BYTE m_areaCode; // 0x2F
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CEntity* m_pLod; // 0x30
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BYTE numLodChildren; // 0x34
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char numLodChildrenRendered; // 0x35
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//********* BEGIN CEntityInfo **********//
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uint8_t nType : 3; // what type is the entity // 0x36 (2 == Vehicle)
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uint8_t nStatus : 5; // control status // 0x36
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//********* END CEntityInfo ************//
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public:
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uint8_t GetStatus() const { return nStatus; }
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bool IsVisible();
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void SetPositionAndAreaCode( CVector position );
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};
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class NOVMT CPhysical : public CEntity
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{
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private:
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float pad1; // 56
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int __pad2; // 60
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unsigned int b0x01 : 1; // 64
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unsigned int bApplyGravity : 1;
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unsigned int bDisableFriction : 1;
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unsigned int bCollidable : 1;
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unsigned int b0x10 : 1;
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unsigned int bDisableMovement : 1;
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unsigned int b0x40 : 1;
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unsigned int b0x80 : 1;
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unsigned int bSubmergedInWater : 1; // 65
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unsigned int bOnSolidSurface : 1;
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unsigned int bBroken : 1;
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unsigned int b0x800 : 1; // ref @ 0x6F5CF0
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unsigned int b0x1000 : 1;//
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unsigned int b0x2000 : 1;//
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unsigned int b0x4000 : 1;//
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unsigned int b0x8000 : 1;//
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unsigned int b0x10000 : 1; // 66
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unsigned int b0x20000 : 1; // ref @ CPhysical__processCollision
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unsigned int bBulletProof : 1;
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unsigned int bFireProof : 1;
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unsigned int bCollisionProof : 1;
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unsigned int bMeeleProof : 1;
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unsigned int bInvulnerable : 1;
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unsigned int bExplosionProof : 1;
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unsigned int b0x1000000 : 1; // 67
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unsigned int bAttachedToEntity : 1;
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unsigned int b0x4000000 : 1;
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unsigned int bTouchingWater : 1;
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unsigned int bEnableCollision : 1;
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unsigned int bDestroyed : 1;
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unsigned int b0x40000000 : 1;
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unsigned int b0x80000000 : 1;
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CVector m_vecLinearVelocity; // 68
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CVector m_vecAngularVelocity; // 80
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CVector m_vecCollisionLinearVelocity; // 92
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CVector m_vecCollisionAngularVelocity; // 104
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CVector m_vForce; // 0x74
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CVector m_vTorque; // 0x80
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float fMass; // 0x8C
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float fTurnMass; // 0x90
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float m_fVelocityFrequency; // 0x94
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float m_fAirResistance; // 0x98
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float m_fElasticity; // 0x9C
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float m_fBuoyancyConstant; // 0xA0
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CVector vecCenterOfMass; // 0xA4
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DWORD dwUnk1; // 0xB0
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void* unkCPtrNodeDoubleLink; // 0xB4
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BYTE byUnk: 8; // 0xB8
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BYTE byCollisionRecords: 8; // 0xB9
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BYTE byUnk2: 8; // 0xBA (Baracus)
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BYTE byUnk3: 8; // 0xBB
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float pad4[6]; // 0xBC
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float fDistanceTravelled; // 0xD4
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float fDamageImpulseMagnitude; // 0xD8
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CEntity* damageEntity; // 0xDC
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BYTE pad2[28]; // 0xE0
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CEntity* pAttachedEntity; // 0xFC
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CVector m_vAttachedPosition; // 0x100
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CVector m_vAttachedRotation; // 0x10C
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BYTE pad3[20]; // 0x118
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float fLighting; // 0x12C col lighting? CPhysical::GetLightingFromCol
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float fLighting_2; // 0x130 added to col lighting in CPhysical::GetTotalLighting
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BYTE pad3a[4]; // 0x134
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};
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enum // m_objectCreatedBy
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{
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GAME_OBJECT = 1,
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MISSION_OBJECT = 2,
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TEMP_OBJECT = 3,
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MISSION_BRAIN_OBJECT = 6,
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};
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class NOVMT CObject : public CPhysical
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{
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public:
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void* m_pObjectList;
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uint8_t m_objectCreatedBy;
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__int8 field_13D;
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__int16 field_13E;
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bool bObjectFlag0 : 1;
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bool bObjectFlag1 : 1;
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bool bObjectFlag2 : 1;
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bool bObjectFlag3 : 1;
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bool bObjectFlag4 : 1;
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bool bObjectFlag5 : 1;
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bool m_bIsExploded : 1;
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bool bObjectFlag7 : 1;
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bool m_bIsLampPost : 1;
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bool m_bIsTargetable : 1;
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bool m_bIsBroken : 1;
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bool m_bTrainCrossEnabled : 1;
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bool m_bIsPhotographed : 1;
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bool m_bIsLiftable : 1;
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bool bObjectFlag14 : 1;
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bool m_bIsDoor : 1;
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bool m_bHasNoModel : 1;
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bool m_bIsScaled : 1;
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bool m_bCanBeAttachedToMagnet : 1;
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bool bObjectFlag19 : 1;
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bool bObjectFlag20 : 1;
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bool bObjectFlag21 : 1;
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bool m_bFadingIn : 1;
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bool m_bAffectedByColBrightness : 1;
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bool bObjectFlag24 : 1;
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bool m_bDoNotRender : 1;
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bool m_bFadingIn2 : 1;
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bool bObjectFlag27 : 1;
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bool bObjectFlag28 : 1;
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bool bObjectFlag29 : 1;
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bool bObjectFlag30 : 1;
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bool bObjectFlag31 : 1;
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unsigned char m_nColDamageEffect;
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__int8 field_145;
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__int8 field_146;
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__int8 field_147;
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unsigned char m_nLastWeaponDamage;
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unsigned char m_nColBrightness;
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FLAUtils::int16 m_wCarPartModelIndex;
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// this is used for detached car parts
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FLAUtils::int8 m_nCarColor[4];
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// time when this object must be deleted
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unsigned __int32 m_dwRemovalTime;
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float m_fHealth;
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// this is used for door objects
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float m_fDoorStartAngle;
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float m_fScale;
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void* m_pObjectInfo;
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void* m_pFire; // CFire *
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short field_168;
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// this is used for detached car parts
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short m_wPaintjobTxd;
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// this is used for detached car parts
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RwTexture* m_pPaintjobTex;
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void* m_pDummyObject;
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// time when particles must be stopped
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signed int m_dwTimeToStopParticles;
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float m_fParticlesIntensity;
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public:
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inline void Render_Stub()
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{ CObject::Render(); }
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virtual void Render() override;
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static void TryToFreeUpTempObjects_SilentPatch( int numObjects );
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static std::tuple<int,int> TryOrFreeUpTempObjects( int numObjects, bool force );
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};
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class CZoneInfo
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{
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public:
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unsigned char GangDensity[10];
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unsigned char DrugDealerCounter;
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CRGBA ZoneColour;
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bool unk1 : 1;
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bool unk2 : 1;
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bool unk3 : 1;
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bool unk4 : 1;
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bool unk5 : 1;
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bool bUseColour : 1;
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bool bInGangWar : 1;
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bool bNoCops : 1;
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unsigned char flags;
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};
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enum eWeaponSkill
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{
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WEAPONSKILL_POOR = 0,
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WEAPONSKILL_STD,
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WEAPONSKILL_PRO,
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WEAPONSKILL_SPECIAL, // for cops using pistols differently for example
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WEAPONSKILL_MAX_NUMBER
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};
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enum eFireType
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{
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FIRETYPE_MELEE,
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FIRETYPE_INSTANT_HIT,
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FIRETYPE_PROJECTILE,
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FIRETYPE_AREA_EFFECT,
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FIRETYPE_CAMERA,
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FIRETYPE_USE,
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FIRETYPE_LAST_FIRETYPE
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};
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enum eWeaponSlot
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{
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WEAPONSLOT_TYPE_UNARMED = 0,
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WEAPONSLOT_TYPE_MELEE,
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WEAPONSLOT_TYPE_HANDGUN,
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WEAPONSLOT_TYPE_SHOTGUN,
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WEAPONSLOT_TYPE_SMG, //4
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WEAPONSLOT_TYPE_MG,
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WEAPONSLOT_TYPE_RIFLE,
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WEAPONSLOT_TYPE_HEAVY,
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WEAPONSLOT_TYPE_THROWN,
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WEAPONSLOT_TYPE_SPECIAL, //9
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WEAPONSLOT_TYPE_GIFT, //10
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WEAPONSLOT_TYPE_PARACHUTE, //11
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WEAPONSLOT_TYPE_DETONATOR, //12
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WEAPONSLOT_MAX
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};
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enum eWeaponState
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{
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WEAPONSTATE_READY,
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WEAPONSTATE_FIRING,
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WEAPONSTATE_RELOADING,
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WEAPONSTATE_OUT_OF_AMMO,
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WEAPONSTATE_MELEE_MADECONTACT
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};
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/**
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* Contains the weapon types/models
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*/
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enum eWeaponType
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{
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WEAPONTYPE_UNARMED=0,
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WEAPONTYPE_BRASSKNUCKLE,
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WEAPONTYPE_GOLFCLUB,
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WEAPONTYPE_NIGHTSTICK,
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WEAPONTYPE_KNIFE,
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WEAPONTYPE_BASEBALLBAT,
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WEAPONTYPE_SHOVEL,
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WEAPONTYPE_POOL_CUE,
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WEAPONTYPE_KATANA,
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WEAPONTYPE_CHAINSAW,
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// gifts
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WEAPONTYPE_DILDO1, // 10
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WEAPONTYPE_DILDO2,
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WEAPONTYPE_VIBE1,
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WEAPONTYPE_VIBE2,
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WEAPONTYPE_FLOWERS,
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WEAPONTYPE_CANE,
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WEAPONTYPE_GRENADE,
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WEAPONTYPE_TEARGAS,
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WEAPONTYPE_MOLOTOV,
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WEAPONTYPE_ROCKET,
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WEAPONTYPE_ROCKET_HS, // 20
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WEAPONTYPE_FREEFALL_BOMB,
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// FIRST SKILL WEAPON
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WEAPONTYPE_PISTOL, // handguns
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WEAPONTYPE_PISTOL_SILENCED,
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WEAPONTYPE_DESERT_EAGLE,
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WEAPONTYPE_SHOTGUN, // shotguns
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WEAPONTYPE_SAWNOFF_SHOTGUN, // one handed
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WEAPONTYPE_SPAS12_SHOTGUN,
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WEAPONTYPE_MICRO_UZI, // submachine guns
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WEAPONTYPE_MP5,
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WEAPONTYPE_AK47, // 30 // machine guns
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WEAPONTYPE_M4,
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WEAPONTYPE_TEC9, // this uses stat from the micro_uzi
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// END SKILL WEAPONS
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WEAPONTYPE_COUNTRYRIFLE, // rifles
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WEAPONTYPE_SNIPERRIFLE,
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WEAPONTYPE_ROCKETLAUNCHER, // specials
|
|
WEAPONTYPE_ROCKETLAUNCHER_HS,
|
|
WEAPONTYPE_FLAMETHROWER,
|
|
WEAPONTYPE_MINIGUN,
|
|
WEAPONTYPE_REMOTE_SATCHEL_CHARGE,
|
|
WEAPONTYPE_DETONATOR, // 40 // plastic explosive
|
|
WEAPONTYPE_SPRAYCAN,
|
|
WEAPONTYPE_EXTINGUISHER,
|
|
WEAPONTYPE_CAMERA,
|
|
WEAPONTYPE_NIGHTVISION,
|
|
WEAPONTYPE_INFRARED,
|
|
WEAPONTYPE_PARACHUTE,
|
|
WEAPONTYPE_LAST_WEAPONTYPE,
|
|
|
|
WEAPONTYPE_ARMOUR,
|
|
// these are possible ways to die
|
|
WEAPONTYPE_RAMMEDBYCAR,
|
|
WEAPONTYPE_RUNOVERBYCAR, // 50
|
|
WEAPONTYPE_EXPLOSION,
|
|
WEAPONTYPE_UZI_DRIVEBY,
|
|
WEAPONTYPE_DROWNING,
|
|
WEAPONTYPE_FALL,
|
|
WEAPONTYPE_UNIDENTIFIED, // Used for damage being done
|
|
WEAPONTYPE_ANYMELEE,
|
|
WEAPONTYPE_ANYWEAPON,
|
|
WEAPONTYPE_FLARE,
|
|
};
|
|
|
|
class CWeapon
|
|
{
|
|
public:
|
|
eWeaponType m_eWeaponType;
|
|
eWeaponState m_eState;
|
|
int m_nAmmoInClip;
|
|
int m_nAmmoTotal;
|
|
int m_nTimer;
|
|
int m_Unknown;
|
|
void* m_pParticle;
|
|
};
|
|
|
|
class CWeaponInfo
|
|
{
|
|
public:
|
|
DWORD weaponType;
|
|
DWORD targetRange;
|
|
DWORD weaponRange;
|
|
int dwModelID;
|
|
int dwModelID2;
|
|
int nSlot;
|
|
DWORD hexFlags;
|
|
DWORD animStyle;
|
|
WORD ammoClip;
|
|
DWORD fireOffsetX;
|
|
DWORD fireOffsetY;
|
|
DWORD fireOffsetZ;
|
|
DWORD skillLevel;
|
|
DWORD reqStatLevel;
|
|
float accuracy;
|
|
DWORD moveSpeed;
|
|
DWORD animLoopStart;
|
|
DWORD animLoopEnd;
|
|
DWORD animLoopFire;
|
|
DWORD animLoop2Start;
|
|
DWORD animLoop2End;
|
|
DWORD animLoop2Fire;
|
|
DWORD breakoutTime;
|
|
DWORD speed;
|
|
DWORD radius;
|
|
DWORD lifespan;
|
|
DWORD spread;
|
|
DWORD animStyle2;
|
|
|
|
public:
|
|
inline float GetAccuracy()
|
|
{ return accuracy; };
|
|
inline DWORD GetWeaponType()
|
|
{ return weaponType; };
|
|
inline DWORD GetClipSize()
|
|
{ return ammoClip; };
|
|
inline DWORD GetWeaponSlot()
|
|
{ return nSlot; };
|
|
|
|
static CWeaponInfo* (*GetWeaponInfo)(eWeaponType weaponID, signed char bType);
|
|
};
|
|
|
|
class CShadowCamera
|
|
{
|
|
public:
|
|
RwCamera* m_pCamera;
|
|
RwTexture* m_pTexture;
|
|
|
|
public:
|
|
void InvertRaster();
|
|
|
|
RwCamera* Update(CEntity* pEntity);
|
|
};
|
|
|
|
#include <vector>
|
|
|
|
class CEscalator
|
|
{
|
|
private:
|
|
CVector field_0;
|
|
CVector field_C;
|
|
CVector field_18;
|
|
CVector field_24;
|
|
CMatrix m_matrix;
|
|
bool field_78;
|
|
bool m_bExists;
|
|
bool field_7A;
|
|
int field_7C;
|
|
int field_80;
|
|
int field_84;
|
|
char gap_88[8];
|
|
CVector field_90;
|
|
float field_9C;
|
|
float field_A0;
|
|
CEntity* m_pMainEntity;
|
|
CEntity* m_pSteps[42];
|
|
|
|
public:
|
|
static std::vector<CEntity*> ms_entitiesToRemove;
|
|
|
|
public:
|
|
void SwitchOffNoRemove();
|
|
};
|
|
|
|
|
|
RpAtomic* ShadowCameraRenderCB(RpAtomic* pAtomic);
|
|
|
|
static_assert(sizeof(CEntity) == 0x38, "Wrong size: CEntity");
|
|
static_assert(sizeof(CPhysical) == 0x138, "Wrong size: CPhysical");
|
|
static_assert(sizeof(CObject) == 0x17C, "Wrong size: CObject");
|
|
static_assert(sizeof(CEscalator) == 0x150, "Wrong size: CEscalator");
|
|
|
|
#endif |