mirror of
https://github.com/CookiePLMonster/SilentPatch.git
synced 2024-12-28 23:03:01 +05:00
539398dd68
Programmatically fixed props on Predator and Tropic
241 lines
No EOL
9 KiB
C++
241 lines
No EOL
9 KiB
C++
#ifndef __VEHICLE
|
|
#define __VEHICLE
|
|
|
|
#include "GeneralSA.h"
|
|
#include "ModelInfoSA.h"
|
|
|
|
enum eVehicleType
|
|
{
|
|
VEHICLE_AUTOMOBILE,
|
|
VEHICLE_MTRUCK,
|
|
VEHICLE_QUAD,
|
|
VEHICLE_HELI,
|
|
VEHICLE_PLANE,
|
|
VEHICLE_BOAT,
|
|
VEHICLE_TRAIN,
|
|
VEHICLE_FHELI,
|
|
VEHICLE_FPLANE,
|
|
VEHICLE_BIKE,
|
|
VEHICLE_BMX,
|
|
VEHICLE_TRAILER
|
|
};
|
|
|
|
struct CVehicleFlags
|
|
{
|
|
//0x428
|
|
unsigned char bIsLawEnforcer: 1; // Is this guy chasing the player at the moment
|
|
unsigned char bIsAmbulanceOnDuty: 1; // Ambulance trying to get to an accident
|
|
unsigned char bIsFireTruckOnDuty: 1; // Firetruck trying to get to a fire
|
|
unsigned char bIsLocked: 1; // Is this guy locked by the script (cannot be removed)
|
|
unsigned char bEngineOn: 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
|
|
unsigned char bIsHandbrakeOn: 1; // How's the handbrake doing ?
|
|
unsigned char bLightsOn: 1; // Are the lights switched on ?
|
|
unsigned char bFreebies: 1; // Any freebies left in this vehicle ?
|
|
|
|
//0x429
|
|
unsigned char bIsVan: 1; // Is this vehicle a van (doors at back of vehicle)
|
|
unsigned char bIsBus: 1; // Is this vehicle a bus
|
|
unsigned char bIsBig: 1; // Is this vehicle big
|
|
unsigned char bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
|
|
unsigned char bComedyControls: 1; // Will make the car hard to control (hopefully in a funny way)
|
|
unsigned char bWarnedPeds: 1; // Has scan and warn peds of danger been processed?
|
|
unsigned char bCraneMessageDone: 1; // A crane message has been printed for this car allready
|
|
// unsigned char bExtendedRange: 1; // This vehicle needs to be a bit further away to get deleted
|
|
unsigned char bTakeLessDamage: 1; // This vehicle is stronger (takes about 1/4 of damage)
|
|
|
|
//0x42A
|
|
unsigned char bIsDamaged: 1; // This vehicle has been damaged and is displaying all its components
|
|
unsigned char bHasBeenOwnedByPlayer : 1;// To work out whether stealing it is a crime
|
|
unsigned char bFadeOut: 1; // Fade vehicle out
|
|
unsigned char bIsBeingCarJacked: 1;
|
|
unsigned char bCreateRoadBlockPeds : 1;// If this vehicle gets close enough we will create peds (coppers or gang members) round it
|
|
unsigned char bCanBeDamaged: 1; // Set to FALSE during cut scenes to avoid explosions
|
|
// unsigned char bUsingSpecialColModel : 1;
|
|
// Is player vehicle using special collision model, stored in player strucure
|
|
unsigned char bOccupantsHaveBeenGenerated : 1; // Is true if the occupants have already been generated. (Shouldn't happen again)
|
|
unsigned char bGunSwitchedOff: 1; // Level designers can use this to switch off guns on boats
|
|
|
|
//0x42B
|
|
unsigned char bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
|
|
unsigned char bIsCarParkVehicle: 1; // Car has been created using the special CAR_PARK script command
|
|
unsigned char bHasAlreadyBeenRecorded : 1; // Used for replays
|
|
unsigned char bPartOfConvoy: 1;
|
|
unsigned char bHeliMinimumTilt: 1; // This heli should have almost no tilt really
|
|
unsigned char bAudioChangingGear: 1; // sounds like vehicle is changing gear
|
|
unsigned char bIsDrowning: 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
|
|
unsigned char bTyresDontBurst: 1; // If this is set the tyres are invincible
|
|
|
|
//0x42C
|
|
unsigned char bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
|
|
unsigned char bRestingOnPhysical: 1; // Dont go static cause car is sitting on a physical object that might get removed
|
|
unsigned char bParking : 1;
|
|
unsigned char bCanPark : 1;
|
|
unsigned char bFireGun: 1; // Does the ai of this vehicle want to fire it's gun?
|
|
unsigned char bDriverLastFrame: 1; // Was there a driver present last frame ?
|
|
unsigned char bNeverUseSmallerRemovalRange: 1;// Some vehicles (like planes) we don't want to remove just behind the camera.
|
|
unsigned char bIsRCVehicle: 1; // Is this a remote controlled (small) vehicle. True whether the player or AI controls it.
|
|
|
|
//0x42D
|
|
unsigned char bAlwaysSkidMarks: 1; // This vehicle leaves skidmarks regardless of the wheels' states.
|
|
unsigned char bEngineBroken: 1; // Engine doesn't work. Player can get in but the vehicle won't drive
|
|
unsigned char bVehicleCanBeTargetted : 1;// The ped driving this vehicle can be targetted, (for Torenos plane mission)
|
|
unsigned char bPartOfAttackWave: 1; // This car is used in an attack during a gang war
|
|
unsigned char bWinchCanPickMeUp: 1; // This car cannot be picked up by any ropes.
|
|
unsigned char bImpounded: 1; // Has this vehicle been in a police impounding garage
|
|
unsigned char bVehicleCanBeTargettedByHS : 1;// Heat seeking missiles will not target this vehicle.
|
|
unsigned char bSirenOrAlarm: 1; // Set to TRUE if siren or alarm active, else FALSE
|
|
|
|
//0x42E
|
|
unsigned char bHasGangLeaningOn: 1;
|
|
unsigned char bGangMembersForRoadBlock : 1;// Will generate gang members if NumPedsForRoadBlock > 0
|
|
unsigned char bDoesProvideCover: 1; // If this is false this particular vehicle can not be used to take cover behind.
|
|
unsigned char bMadDriver: 1; // This vehicle is driving like a lunatic
|
|
unsigned char bUpgradedStereo: 1; // This vehicle has an upgraded stereo
|
|
unsigned char bConsideredByPlayer: 1; // This vehicle is considered by the player to enter
|
|
unsigned char bPetrolTankIsWeakPoint : 1;// If false shootong the petrol tank will NOT Blow up the car
|
|
unsigned char bDisableParticles: 1; // Disable particles from this car. Used in garage.
|
|
|
|
//0x42F
|
|
unsigned char bHasBeenResprayed: 1; // Has been resprayed in a respray garage. Reset after it has been checked.
|
|
unsigned char bUseCarCheats: 1; // If this is true will set the car cheat stuff up in ProcessControl()
|
|
unsigned char bDontSetColourWhenRemapping : 1;// If the texture gets remapped we don't want to change the colour with it.
|
|
unsigned char bUsedForReplay: 1; // This car is controlled by replay and should be removed when replay is done.
|
|
};
|
|
|
|
class CBouncingPanel
|
|
{
|
|
public:
|
|
short m_nNodeIndex;
|
|
short m_nBouncingType;
|
|
float m_fBounceRange;
|
|
CVector field_8;
|
|
CVector m_vecBounceVector;
|
|
};
|
|
|
|
enum eRotAxis
|
|
{
|
|
ROT_AXIS_X = 0,
|
|
ROT_AXIS_Y = 1,
|
|
ROT_AXIS_Z = 2
|
|
};
|
|
|
|
class NOVMT CVehicle : public CPhysical
|
|
{
|
|
protected:
|
|
BYTE __pad1[752];
|
|
CVehicleFlags m_nVehicleFlags;
|
|
BYTE __pad2[108];
|
|
float m_fGasPedal;
|
|
float m_fBrakePedal;
|
|
BYTE __pad6[44];
|
|
signed int m_nTimeTillWeNeedThisCar;
|
|
BYTE __pad4[56];
|
|
CEntity* pDamagingEntity;
|
|
BYTE __pad3[116];
|
|
char padpad, padpad2, padpad3;
|
|
int8_t PlateDesign;
|
|
RwTexture* PlateTexture;
|
|
BYTE __pad5[20];
|
|
|
|
public:
|
|
CVehicleFlags& GetVehicleFlags()
|
|
{ return m_nVehicleFlags; }
|
|
CEntity* GetDamagingEntity()
|
|
{ return pDamagingEntity; }
|
|
|
|
virtual void Render() override;
|
|
virtual void PreRender() override;
|
|
|
|
bool CustomCarPlate_TextureCreate(CVehicleModelInfo* pModelInfo);
|
|
void CustomCarPlate_BeforeRenderingStart(CVehicleModelInfo* pModelInfo);
|
|
//void CustomCarPlate_AfterRenderingStop(CVehicleModelInfo* pModelInfo);
|
|
|
|
bool IsLawEnforcementVehicle();
|
|
|
|
static void SetComponentRotation( RwFrame* component, eRotAxis axis, float angle, bool absolute = true );
|
|
static void SetComponentAtomicAlpha(RpAtomic* pAtomic, int nAlpha);
|
|
|
|
static void (CVehicle::*orgVehiclePreRender)();
|
|
};
|
|
|
|
class NOVMT CAutomobile : public CVehicle
|
|
{
|
|
public:
|
|
BYTE paddd[168];
|
|
RwFrame* m_pCarNode[25];
|
|
CBouncingPanel m_aBouncingPanel[3];
|
|
BYTE padding[320];
|
|
float m_fRotorSpeed;
|
|
BYTE __moarpad[252];
|
|
float m_fGunOrientation;
|
|
float m_fGunElevation;
|
|
float m_fUnknown;
|
|
float m_fSpecialComponentAngle;
|
|
BYTE __pad3[44];
|
|
|
|
public:
|
|
inline void PreRender_Stub()
|
|
{ CAutomobile::PreRender(); }
|
|
|
|
virtual void PreRender() override;
|
|
|
|
void Fix_SilentPatch();
|
|
|
|
static void (CAutomobile::*orgAutomobilePreRender)();
|
|
static float ms_engineCompSpeed;
|
|
|
|
private:
|
|
void ResetFrames();
|
|
void ProcessPhoenixBlower( int32_t modelID );
|
|
void ProcessSweeper();
|
|
void ProcessNewsvan();
|
|
};
|
|
|
|
class NOVMT CHeli : public CAutomobile
|
|
{
|
|
public:
|
|
inline void Render_Stub()
|
|
{ CHeli::Render(); }
|
|
|
|
virtual void Render() override;
|
|
};
|
|
|
|
class NOVMT CPlane : public CAutomobile
|
|
{
|
|
public:
|
|
BYTE __pad[60];
|
|
float m_fPropellerSpeed;
|
|
|
|
public:
|
|
inline void Render_Stub()
|
|
{ CPlane::Render(); }
|
|
inline void PreRender_Stub()
|
|
{ CPlane::PreRender(); }
|
|
|
|
virtual void Render() override;
|
|
virtual void PreRender() override;
|
|
|
|
void Fix_SilentPatch();
|
|
|
|
static void (CPlane::*orgPlanePreRender)();
|
|
|
|
private:
|
|
void ProcessStuntPlane();
|
|
};
|
|
|
|
class NOVMT CBoat : public CVehicle
|
|
{
|
|
uint8_t __pad[16];
|
|
RwFrame* m_pBoatNode[12];
|
|
|
|
public:
|
|
void PreRender_SilentPatch();
|
|
};
|
|
|
|
void ReadRotorFixExceptions(const wchar_t* pPath);
|
|
|
|
static_assert(sizeof(CBouncingPanel) == 0x20, "Wrong size: CBouncingPanel");
|
|
static_assert(sizeof(CVehicle) == 0x5A0, "Wrong size: CVehicle");
|
|
static_assert(sizeof(CAutomobile) == 0x988, "Wrong size: CAutomobile");
|
|
|
|
#endif |