re3/src/entities/Vehicle.h

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3.7 KiB
C
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#pragma once
#include "Physical.h"
class CPed;
class CFire;
struct tHandlingData;
enum {
GETTING_IN_OUT_FL = 1,
GETTING_IN_OUT_RL = 2,
GETTING_IN_OUT_FR = 4,
GETTING_IN_OUT_RR = 8
};
enum eCarLock : uint8 {
CARLOCK_NOT_USED,
CARLOCK_UNLOCKED,
CARLOCK_LOCKED,
CARLOCK_LOCKOUT_PLAYER_ONLY,
CARLOCK_LOCKED_PLAYER_INSIDE,
CARLOCK_COP_CAR,
CARLOCK_FORCE_SHUT_DOORS,
CARLOCK_SKIP_SHUT_DOORS
};
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class CVehicle : public CPhysical
{
public:
// 0x128
tHandlingData *m_handling;
uint8 stuff1[112];
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uint8 m_currentColour1;
uint8 m_currentColour2;
uint8 m_anExtras[2];
int16 m_nAlarmState; // m_nWantedStarsOnEnter on DK22
int16 m_nMissionValue;
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CPed *pDriver;
CPed *pPassengers[8];
uint8 m_nNumPassengers;
int8 m_nNumGettingIn;
int8 m_nGettingInFlags;
int8 m_nGettingOutFlags;
uint8 m_nNumMaxPassengers;
char field_1CD[19];
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CEntity *m_pCurSurface;
CFire *m_pCarFire;
float m_fSteerAngle;
float m_fGasPedal;
float m_fBreakPedal;
uint8 m_nCreatedBy; // eVehicleCreatedBy
uint8 bIsLawEnforcer : 1;
uint8 bIsAmbulanceOnDuty : 1;
uint8 bIsFiretruckOnDuty : 1;
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uint8 m_veh_flagA8 : 1;
uint8 m_veh_flagA10 : 1;
uint8 m_veh_flagA20 : 1;
uint8 m_veh_flagA40 : 1;
uint8 m_veh_flagA80 : 1;
uint8 bIsVan : 1;
uint8 bIsBus : 1;
uint8 bIsBig : 1;
uint8 bIsLow : 1;
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uint8 m_veh_flagB10 : 1;
uint8 m_veh_flagB20 : 1;
uint8 m_veh_flagB40 : 1;
uint8 m_veh_flagB80 : 1;
uint8 m_veh_flagC1 : 1;
uint8 m_veh_flagC2 : 1;
uint8 m_veh_flagC4 : 1;
uint8 m_veh_flagC8 : 1;
uint8 m_veh_flagC10 : 1;
uint8 m_veh_flagC20 : 1;
uint8 m_veh_flagC40 : 1;
uint8 m_veh_flagC80 : 1;
uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1;
uint8 m_veh_flagD4 : 1;
uint8 m_veh_flagD8 : 1;
uint8 m_veh_flagD10 : 1;
uint8 m_veh_flagD20 : 1;
uint8 m_veh_flagD40 : 1;
uint8 m_veh_flagD80 : 1;
int8 field_1F9;
uint8 m_nAmmoInClip[1]; // Used to make the guns on boat do a reload (20 by default)
int8 field_1FB;
int8 field_1FC[4];
float m_fHealth; // 1000.0f = full health. 0 -> explode
uint8 m_nCurrentGear;
int8 field_205[3];
int field_208;
uint32 m_nGunFiringTime; // last time when gun on vehicle was fired (used on boats)
uint32 m_nTimeOfDeath;
int16 field_214;
int16 m_nBombTimer; // goes down with each frame
CPed *m_pWhoDetonatedMe;
float field_21C;
float field_220;
eCarLock m_nDoorLock;
int8 m_nLastWeaponDamage; // see eWeaponType, -1 if no damage
int8 m_nRadioStation;
int8 field_22A;
int8 field_22B;
uint8 m_nCarHornTimer;
int8 field_22D;
uint8 m_nSirenOrAlarm;
int8 field_22F;
CStoredCollPoly m_frontCollPoly; // poly which is under front part of car
CStoredCollPoly m_rearCollPoly; // poly which is under rear part of car
float m_fSteerRatio;
eVehicleType m_vehType;
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static void *operator new(size_t);
static void *operator new(size_t sz, int slot);
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static void operator delete(void*, size_t);
~CVehicle(void);
void dtor(void) { this->CVehicle::~CVehicle(); }
bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }
bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }
bool IsHeli(void) { return m_vehType == VEHICLE_TYPE_HELI; }
bool IsPlane(void) { return m_vehType == VEHICLE_TYPE_PLANE; }
bool IsLawEnforcementVehicle(void);
void ChangeLawEnforcerState(bool enable);
void RemovePassenger(CPed *);
void RemoveDriver(void);
bool IsUpsideDown(void);
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static bool &bWheelsOnlyCheat;
static bool &bAllDodosCheat;
static bool &bCheat3;
static bool &bCheat4;
static bool &bCheat5;
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};
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static_assert(sizeof(CVehicle) == 0x288, "CVehicle: error");
static_assert(offsetof(CVehicle, m_pCurSurface) == 0x1E0, "CVehicle: error");
static_assert(offsetof(CVehicle, m_nAlarmState) == 0x1A0, "CVehicle: error");