mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2025-02-02 03:42:33 +01:00
Reverse CWorld
This commit is contained in:
parent
6923117715
commit
52d0d811b7
@ -28,6 +28,7 @@ public:
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static void StartCutsceneProcessing() { ms_cutsceneProcessing = true; }
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static bool IsRunning(void) { return ms_running; }
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static bool HasLoaded(void) { return ms_loaded; }
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static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
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static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
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static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
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@ -1087,7 +1087,7 @@ void CReplay::TriggerPlayback(uint8 cam_mode, float cam_x, float cam_y, float ca
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Playback.m_bSlot = first;
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Playback.m_nOffset = 0;
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Playback.m_pBase = Buffers[first];
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CObject::DeleteAllTempObjectInArea(CVector(0.0f, 0.0f, 0.0f), 1000000.0f);
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CObject::DeleteAllTempObjectsInArea(CVector(0.0f, 0.0f, 0.0f), 1000000.0f);
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StoreStuffInMem();
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EmptyPedsAndVehiclePools();
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SlowMotion = 1;
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@ -20,6 +20,14 @@
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#include "Replay.h"
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#include "Population.h"
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#include "Fire.h"
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#include "ProjectileInfo.h"
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#include "WaterLevel.h"
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#include "CopPed.h"
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#include "Object.h"
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#include "Shadows.h"
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#include "Explosion.h"
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#define OBJECT_REPOSITION_OFFSET_Z 0.2f
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CColPoint *gaTempSphereColPoints = (CColPoint*)0x6E64C0; // [32]
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@ -40,24 +48,24 @@ bool &CWorld::bProcessCutsceneOnly = *(bool*)0x95CD8B;
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bool &CWorld::bDoingCarCollisions = *(bool*)0x95CD8C;
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bool &CWorld::bIncludeCarTyres = *(bool*)0x95CDAA;
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WRAPPER void CWorld::ClearForRestart(void) { EAXJMP(0x4AE850); }
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WRAPPER void CWorld::AddParticles(void) { EAXJMP(0x4B4010); }
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WRAPPER void CWorld::ShutDown(void) { EAXJMP(0x4AE450); }
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WRAPPER void CWorld::RepositionCertainDynamicObjects() { EAXJMP(0x4B42B0); }
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WRAPPER void CWorld::RemoveStaticObjects() { EAXJMP(0x4B4D50); }
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WRAPPER void CWorld::RemoveReferencesToDeletedObject(CEntity*) { EAXJMP(0x4B3BF0); }
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WRAPPER void CWorld::FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool){ EAXJMP(0x4B2A30); }
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WRAPPER void CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, uint8) { EAXJMP(0x4B4E70) };
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WRAPPER void CWorld::FindObjectsIntersectingCube(const CVector &, const CVector &, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B2E70); }
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WRAPPER void CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B3280); }
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WRAPPER void CWorld::FindObjectsOfTypeInRange(uint32, CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool) { EAXJMP(0x4B2600); }
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WRAPPER void CWorld::FindObjectsOfTypeInRangeSectorList(uint32, CPtrList&, CVector&, float, bool, short*, short, CEntity**) { EAXJMP(0x4B2960); }
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WRAPPER void CWorld::FindMissionEntitiesIntersectingCube(const CVector&, const CVector&, int16*, int16, CEntity**, bool, bool, bool) { EAXJMP(0x4B3680); }
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WRAPPER void CWorld::ClearCarsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B50E0); }
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WRAPPER void CWorld::ClearPedsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B52B0); }
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WRAPPER void CWorld::CallOffChaseForArea(float, float, float, float) { EAXJMP(0x4B5530); }
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WRAPPER void CWorld::TriggerExplosion(const CVector& a1, float a2, float a3, CEntity *a4, bool a5) { EAXJMP(0x4B1140); }
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WRAPPER void CWorld::SetPedsOnFire(float, float, float, float, CEntity*) { EAXJMP(0x4B3D30); }
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//WRAPPER void CWorld::ClearForRestart(void) { EAXJMP(0x4AE850); }
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//WRAPPER void CWorld::AddParticles(void) { EAXJMP(0x4B4010); }
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//WRAPPER void CWorld::ShutDown(void) { EAXJMP(0x4AE450); }
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//WRAPPER void CWorld::RepositionCertainDynamicObjects() { EAXJMP(0x4B42B0); }
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//WRAPPER void CWorld::RemoveStaticObjects() { EAXJMP(0x4B4D50); }
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//WRAPPER void CWorld::RemoveReferencesToDeletedObject(CEntity*) { EAXJMP(0x4B3BF0); }
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//WRAPPER void CWorld::FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool){ EAXJMP(0x4B2A30); }
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//WRAPPER void CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, uint8 unused) { EAXJMP(0x4B4E70) };
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//WRAPPER void CWorld::FindObjectsIntersectingCube(const CVector &, const CVector &, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B2E70); }
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//WRAPPER void CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool) { EAXJMP(0x4B3280); }
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//WRAPPER void CWorld::FindObjectsOfTypeInRange(uint32, CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool) { EAXJMP(0x4B2600); }
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//WRAPPER void CWorld::FindObjectsOfTypeInRangeSectorList(uint32, CPtrList&, CVector&, float, bool, short*, short, CEntity**) { EAXJMP(0x4B2960); }
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//WRAPPER void CWorld::FindMissionEntitiesIntersectingCube(const CVector&, const CVector&, int16*, int16, CEntity**, bool, bool, bool) { EAXJMP(0x4B3680); }
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//WRAPPER void CWorld::ClearCarsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B50E0); }
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//WRAPPER void CWorld::ClearPedsFromArea(float, float, float, float, float, float) { EAXJMP(0x4B52B0); }
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//WRAPPER void CWorld::CallOffChaseForArea(float, float, float, float) { EAXJMP(0x4B5530); }
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WRAPPER void CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity *pCreator, bool bProcessVehicleBombTimer) { EAXJMP(0x4B1140); }
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//WRAPPER void CWorld::SetPedsOnFire(float, float, float, float, CEntity*) { EAXJMP(0x4B3D30); }
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void
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CWorld::Initialise()
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@ -128,6 +136,48 @@ CWorld::ClearScanCodes(void)
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}
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}
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void
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CWorld::ClearExcitingStuffFromArea(const CVector& pos, float radius, bool bRemoveProjectilesAndTidyUpShadows)
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{
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CPedPool* pedPool = CPools::GetPedPool();
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for (int32 i = 0; i < pedPool->GetSize(); i++) {
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CPed* pPed = pedPool->GetSlot(i);
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if (pPed && !pPed->IsPlayer() && pPed->CanBeDeleted() &&
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CVector2D(pPed->GetPosition() - pos).MagnitudeSqr() < radius) {
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CPopulation::RemovePed(pPed);
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}
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}
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CVehiclePool* VehiclePool = CPools::GetVehiclePool();
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for (int32 i = 0; i < VehiclePool->GetSize(); i++) {
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CVehicle* pVehicle = VehiclePool->GetSlot(i);
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if (pVehicle && CVector2D(pVehicle->GetPosition() - pos).MagnitudeSqr() < radius &&
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!pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
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if (pVehicle->pDriver) {
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CPopulation::RemovePed(pVehicle->pDriver);
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pVehicle->pDriver = nil;
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}
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for (int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
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if (pVehicle->pPassengers[j]) {
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CPopulation::RemovePed(pVehicle->pPassengers[j]);
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pVehicle->pPassengers[j] = nil;
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--pVehicle->m_nNumPassengers;
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}
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}
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CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
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CWorld::Remove(pVehicle);
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delete pVehicle;
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}
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}
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CObject::DeleteAllTempObjectsInArea(pos, radius);
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gFireManager.ExtinguishPoint(pos, radius);
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CWorld::ExtinguishAllCarFiresInArea(pos, radius);
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CExplosion::RemoveAllExplosionsInArea(pos, radius);
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if (bRemoveProjectilesAndTidyUpShadows) {
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CProjectileInfo::RemoveAllProjectiles();
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CShadows::TidyUpShadows();
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}
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}
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bool
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CWorld::CameraToIgnoreThisObject(CEntity *ent)
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{
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@ -694,6 +744,67 @@ CWorld::FindObjectsInRange(CVector ¢re, float radius, bool ignoreZ, short *n
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}
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}
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void
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CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity->m_scanCode != ms_nCurrentScanCode) {
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pEntity->m_scanCode = ms_nCurrentScanCode;
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float fMagnitude = 0.0f;
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if (bCheck2DOnly)
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fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
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else
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fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
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if (fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
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if (aEntities)
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aEntities[*nEntitiesFound] = pEntity;
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++*nEntitiesFound;
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}
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}
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pNode = pNode->next;
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}
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}
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void
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CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
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{
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CWorld::AdvanceCurrentScanCode();
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*nEntitiesFound = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for (int32 y = nStartY; y <= nEndY; y++) {
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for (int32 x = nStartX; x <= nEndX; x++) {
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CSector* pSector = CWorld::GetSector(x, y);
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if (bBuildings) {
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if (bVehicles) {
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if (bPeds) {
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if (bObjects) {
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if (bDummies) {
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(modelId, pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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}
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}
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}
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CEntity*
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CWorld::TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects)
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{
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@ -872,6 +983,273 @@ CWorld::FindRoofZFor3DCoord(float x, float y, float z, bool *found)
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}
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}
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void
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CWorld::RemoveReferencesToDeletedObject(CEntity* pDeletedObject)
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{
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int32 i = CPools::GetPedPool()->GetSize();
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while (--i >= 0) {
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CPed* pPed = CPools::GetPedPool()->GetSlot(i);
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if (pPed && pPed != pDeletedObject) {
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pPed->RemoveRefsToEntity(pDeletedObject);
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if (pPed->m_pCurrentPhysSurface == pDeletedObject)
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pPed->m_pCurrentPhysSurface = nil;
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}
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}
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i = CPools::GetVehiclePool()->GetSize();
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while (--i >= 0) {
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
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if (pVehicle && pVehicle != pDeletedObject) {
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pVehicle->RemoveRefsToEntity(pDeletedObject);
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pVehicle->RemoveRefsToVehicle(pDeletedObject);
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}
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}
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i = CPools::GetObjectPool()->GetSize();
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while (--i >= 0) {
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CObject* pObject = CPools::GetObjectPool()->GetSlot(i);
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if (pObject && pObject != pDeletedObject) {
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pObject->RemoveRefsToEntity(pDeletedObject);
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}
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}
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}
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void
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CWorld::FindObjectsKindaColliding(const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
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{
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CWorld::AdvanceCurrentScanCode();
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*nCollidingEntities = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for (int32 y = nStartY; y <= nEndY; y++) {
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for (int32 x = nStartX; x <= nEndX; x++) {
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CSector* pSector = CWorld::GetSector(x, y);
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if (bBuildings) {
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if (bVehicles) {
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if (bPeds) {
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if (bObjects) {
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if (bDummies) {
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly, nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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}
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}
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}
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void
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CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity->m_scanCode != ms_nCurrentScanCode) {
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pEntity->m_scanCode = ms_nCurrentScanCode;
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float fMagnitude = 0.0f;
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if (bCheck2DOnly)
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fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
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else
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fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
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if (pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
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if (aEntities)
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aEntities[*nCollidingEntities] = pEntity;
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++*nCollidingEntities;
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}
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}
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pNode = pNode->next;
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}
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}
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void
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CWorld::FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
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{
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CWorld::AdvanceCurrentScanCode();
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*nIntersecting = 0;
|
||||
const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
|
||||
const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
|
||||
const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
|
||||
const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
|
||||
for (int32 y = nStartY; y <= nEndY; y++) {
|
||||
for (int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector* pSector = CWorld::GetSector(x, y);
|
||||
if (bBuildings) {
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bVehicles) {
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bPeds) {
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bObjects) {
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bDummies) {
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities)
|
||||
{
|
||||
CPtrNode* pNode = list.first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
|
||||
pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
|
||||
float fRadius = pEntity->GetBoundRadius();
|
||||
const CVector& entityPos = pEntity->GetPosition();
|
||||
if (fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
|
||||
fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y &&
|
||||
fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
|
||||
*nIntersecting < maxEntitiesToFind) {
|
||||
if (aEntities)
|
||||
aEntities[*nIntersecting] = pEntity;
|
||||
++*nIntersecting;
|
||||
}
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, float fStartX, float fStartY, float fEndX, float fEndY, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
|
||||
{
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
*nEntitiesFound = 0;
|
||||
const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
|
||||
const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
|
||||
const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
|
||||
const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
|
||||
for (int32 y = nStartY; y <= nEndY; y++) {
|
||||
for (int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector* pSector = CWorld::GetSector(x, y);
|
||||
if (bBuildings) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bVehicles) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bPeds) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bObjects) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if (bDummies) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], boundingBox, matrix, position, nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
|
||||
{
|
||||
CPtrNode* pNode = list.first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
|
||||
pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
|
||||
CColSphere sphere;
|
||||
CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
|
||||
sphere.radius = pEntity->GetBoundRadius();
|
||||
sphere.center = Multiply3x3(vecDistance, matrix);
|
||||
if (CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
|
||||
if (aEntities)
|
||||
aEntities[*nEntitiesFound] = pEntity;
|
||||
++*nEntitiesFound;
|
||||
}
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bVehicles, bool bPeds, bool bObjects)
|
||||
{
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
*nIntersecting = 0;
|
||||
const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
|
||||
const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
|
||||
const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
|
||||
const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
|
||||
for (int32 y = nStartY; y <= nEndY; y++) {
|
||||
for (int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector* pSector = CWorld::GetSector(x, y);
|
||||
if (bVehicles) {
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, true, false);
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, true, false);
|
||||
}
|
||||
if (bPeds) {
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, true);
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, true);
|
||||
}
|
||||
if (bObjects) {
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, false);
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting, maxEntitiesToFind, aEntities, false, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList)
|
||||
{
|
||||
CPtrNode* pNode = list.first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
|
||||
pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
|
||||
bool bIsMissionEntity = false;
|
||||
if (bIsVehicleList)
|
||||
bIsMissionEntity = ((CVehicle*)pEntity)->VehicleCreatedBy == MISSION_VEHICLE;
|
||||
else if (bIsPedList)
|
||||
bIsMissionEntity = ((CPed*)pEntity)->CharCreatedBy == MISSION_CHAR;
|
||||
else
|
||||
bIsMissionEntity = ((CObject*)pEntity)->ObjectCreatedBy == MISSION_OBJECT;
|
||||
float fRadius = pEntity->GetBoundRadius();
|
||||
const CVector& entityPos = pEntity->GetPosition();
|
||||
if (bIsMissionEntity &&
|
||||
fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
|
||||
fRadius + entityPos.y >= vecStartPos.y && entityPos.y - fRadius <= vecEndPos.y &&
|
||||
fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
|
||||
*nIntersecting < maxEntitiesToFind) {
|
||||
if (aEntities)
|
||||
aEntities[*nIntersecting] = (CEntity*)pEntity;
|
||||
++*nIntersecting;
|
||||
}
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
}
|
||||
|
||||
CPlayerPed*
|
||||
FindPlayerPed(void)
|
||||
{
|
||||
@ -960,6 +1338,155 @@ FindPlayerHeading(void)
|
||||
return FindPlayerPed()->GetForward().Heading();
|
||||
}
|
||||
|
||||
|
||||
void CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
|
||||
{
|
||||
CVehiclePool *pVehiclePool = CPools::GetVehiclePool();
|
||||
for (int32 i = 0; i < pVehiclePool->GetSize(); i++) {
|
||||
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
||||
if (pVehicle) {
|
||||
const CVector& position = pVehicle->GetPosition();
|
||||
if (position.x >= x1 && position.x <= x2 &&
|
||||
position.y >= y1 && position.y <= y2 &&
|
||||
position.z >= z1 && position.z <= z2 &&
|
||||
!pVehicle->bIsLocked && pVehicle->CanBeDeleted()) {
|
||||
if (pVehicle->pDriver) {
|
||||
CPopulation::RemovePed(pVehicle->pDriver);
|
||||
pVehicle->pDriver = nil;
|
||||
}
|
||||
for (int32 j = 0; j < pVehicle->m_nNumMaxPassengers; ++j) {
|
||||
if (pVehicle->pPassengers[j]) {
|
||||
CPopulation::RemovePed(pVehicle->pPassengers[j]);
|
||||
pVehicle->pPassengers[j] = nil;
|
||||
--pVehicle->m_nNumPassengers;
|
||||
}
|
||||
}
|
||||
CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
|
||||
CWorld::Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
|
||||
{
|
||||
CPedPool* pPedPool = CPools::GetPedPool();
|
||||
for (int32 i = 0; i < pPedPool->GetSize(); i++) {
|
||||
CPed* pPed = CPools::GetPedPool()->GetSlot(i);
|
||||
if (pPed) {
|
||||
const CVector& position = pPed->GetPosition();
|
||||
if (!pPed->IsPlayer() && pPed->CanBeDeleted() &&
|
||||
position.x >= x1 && position.x <= x2 &&
|
||||
position.y >= y1 && position.y <= y2 &&
|
||||
position.z >= z1 && position.z <= z2) {
|
||||
CPopulation::RemovePed(pPed);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
|
||||
{
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
float fStartX = x1 - 10.0f;
|
||||
float fStartY = y1 - 10.0f;
|
||||
float fEndX = x2 + 10.0f;
|
||||
float fEndY = y2 + 10.0f;
|
||||
const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
|
||||
const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
|
||||
const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
|
||||
const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
|
||||
for (int32 y = nStartY; y <= nEndY; y++) {
|
||||
for (int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector* pSector = CWorld::GetSector(x, y);
|
||||
CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
|
||||
CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1, y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
|
||||
CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS], x1, y1, x2, y2);
|
||||
CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], x1, y1, x2, y2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY)
|
||||
{
|
||||
CPtrNode* pNode = list.first;
|
||||
while (pNode) {
|
||||
CVehicle *pVehicle = (CVehicle*)pNode->item;
|
||||
if (pVehicle->m_scanCode != CWorld::ms_nCurrentScanCode) {
|
||||
pVehicle->m_scanCode = CWorld::ms_nCurrentScanCode;
|
||||
const CVector& vehiclePos = pVehicle->m_matrix.GetPosition();
|
||||
eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
|
||||
if (pVehicle != FindPlayerVehicle() &&
|
||||
vehiclePos.x > fStartX && vehiclePos.x < fEndX &&
|
||||
vehiclePos.y > fStartY && vehiclePos.y < fEndY &&
|
||||
pVehicle->bIsLawEnforcer &&
|
||||
(carMission == MISSION_RAMPLAYER_FARAWAY || carMission == MISSION_RAMPLAYER_CLOSE ||
|
||||
carMission == MISSION_BLOCKPLAYER_FARAWAY || carMission == MISSION_BLOCKPLAYER_CLOSE)
|
||||
) {
|
||||
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
|
||||
CColModel* pColModel = pVehicle->GetColModel();
|
||||
bool bInsideSphere = false;
|
||||
for (int32 i = 0; i < pColModel->numSpheres; i++) {
|
||||
CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
|
||||
float fRadius = pColModel->spheres[i].radius;
|
||||
if (pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 && pos.y - fRadius < y2)
|
||||
bInsideSphere = true;
|
||||
// Maybe break the loop when bInsideSphere is set to true?
|
||||
}
|
||||
if (bInsideSphere) {
|
||||
if (pVehicle->m_matrix.GetPosition().x <= (x1 + x2) * 0.5f)
|
||||
pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
|
||||
else
|
||||
pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
|
||||
if (pVehicle->m_matrix.GetPosition().y <= (y1 + y2) * 0.5f)
|
||||
pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
|
||||
else
|
||||
pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2)
|
||||
{
|
||||
CPtrNode* pNode = list.first;
|
||||
while (pNode) {
|
||||
CPed* pPed = (CPed*)pNode->item;
|
||||
const CVector& pedPos = pPed->GetPosition();
|
||||
if (pPed->m_scanCode != CWorld::ms_nCurrentScanCode)
|
||||
{
|
||||
pPed->m_scanCode = CWorld::ms_nCurrentScanCode;
|
||||
if (pPed != FindPlayerPed() && pPed->m_leader != FindPlayerPed() &&
|
||||
pedPos.x > x1 && pedPos.x < x2 &&
|
||||
pedPos.y > y1 && pedPos.y < y2 &&
|
||||
(pPed->m_pedInObjective == FindPlayerPed() || pPed->m_carInObjective && pPed->m_carInObjective == FindPlayerVehicle()) &&
|
||||
pPed->m_nPedState != PED_DEAD && pPed->m_nPedState != PED_DIE &&
|
||||
(pPed->m_objective == OBJECTIVE_KILL_CHAR_ON_FOOT ||
|
||||
pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER ||
|
||||
pPed->m_objective == OBJECTIVE_KILL_CHAR_ANY_MEANS)) {
|
||||
if (pPed->IsPedInControl()) {
|
||||
if (pPed->m_nPedType == PEDTYPE_COP)
|
||||
((CCopPed*)pPed)->ClearPursuit();
|
||||
else
|
||||
pPed->SetIdle();
|
||||
pPed->SetObjective(OBJECTIVE_NONE);
|
||||
}
|
||||
else {
|
||||
pPed->m_prevObjective = OBJECTIVE_NONE;
|
||||
pPed->m_nLastPedState = PED_IDLE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::RemoveEntityInsteadOfProcessingIt(CEntity* ent)
|
||||
{
|
||||
@ -1056,6 +1583,214 @@ CWorld::ExtinguishAllCarFiresInArea(CVector point, float range)
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::AddParticles(void)
|
||||
{
|
||||
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
|
||||
for (int32 x = 0; x < NUMSECTORS_X; x++) {
|
||||
CSector* pSector = GetSector(x, y);
|
||||
CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_BUILDINGS]);
|
||||
CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_DUMMIES]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::ShutDown(void)
|
||||
{
|
||||
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
|
||||
for (int32 x = 0; x < NUMSECTORS_X; x++) {
|
||||
CSector *pSector = GetSector(x, y);
|
||||
CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
|
||||
}
|
||||
}
|
||||
for (int32 i = 0; i < 4; i ++) {
|
||||
CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
// Maybe remove from world here?
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
GetBigBuildingList((eLevelName)i).Flush();
|
||||
}
|
||||
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
|
||||
for (int32 x = 0; x < NUMSECTORS_X; x++) {
|
||||
CSector* pSector = GetSector(x, y);
|
||||
if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
|
||||
sprintf(gString, "Building list %d,%d not empty\n", x, y);
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_DUMMIES].first) {
|
||||
sprintf(gString, "Dummy list %d,%d not empty\n", x, y);
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
|
||||
sprintf(gString, "Building overlap list %d,%d not empty\n", x, y);
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
|
||||
sprintf(gString, "Vehicle overlap list %d,%d not empty\n", x, y);
|
||||
pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
|
||||
sprintf(gString, "Ped overlap list %d,%d not empty\n", x, y);
|
||||
pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
|
||||
sprintf(gString, "Object overlap list %d,%d not empty\n", x, y);
|
||||
pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
|
||||
sprintf(gString, "Dummy overlap list %d,%d not empty\n", x, y);
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
|
||||
}
|
||||
}
|
||||
}
|
||||
ms_listMovingEntityPtrs.Flush();
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::ClearForRestart(void)
|
||||
{
|
||||
if (CCutsceneMgr::HasLoaded())
|
||||
CCutsceneMgr::DeleteCutsceneData();
|
||||
CProjectileInfo::RemoveAllProjectiles();
|
||||
CObject::DeleteAllTempObjects();
|
||||
CObject::DeleteAllMissionObjects();
|
||||
CPopulation::ConvertAllObjectsToDummyObjects();
|
||||
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
|
||||
for (int32 x = 0; x < NUMSECTORS_X; x++) {
|
||||
CSector *pSector = GetSector(x, y);
|
||||
CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
|
||||
while (pNode) {
|
||||
CEntity *pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = GetBigBuildingList(LEVEL_NONE).first;
|
||||
while (pNode) {
|
||||
CVehicle *pVehicle = (CVehicle*)pNode->item;
|
||||
if (pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
|
||||
CWorld::Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
}
|
||||
}
|
||||
CPools::CheckPoolsEmpty();
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::RepositionCertainDynamicObjects()
|
||||
{
|
||||
int32 i = CPools::GetDummyPool()->GetSize();
|
||||
while (--i >= 0) {
|
||||
CDummy* dummy = CPools::GetDummyPool()->GetSlot(i);
|
||||
if (dummy) {
|
||||
RepositionOneObject(dummy);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::RepositionOneObject(CEntity* pEntity)
|
||||
{
|
||||
int16 modeId = pEntity->m_modelIndex;
|
||||
if (MI_SINGLESTREETLIGHTS1 == modeId || MI_SINGLESTREETLIGHTS2 == modeId || MI_SINGLESTREETLIGHTS3 == modeId
|
||||
|| MI_DOUBLESTREETLIGHTS == modeId || MI_TREE1 == modeId || MI_TREE2 == modeId || MI_TREE3 == modeId
|
||||
|| MI_TREE4 == modeId || MI_TREE5 == modeId || MI_TREE6 == modeId || MI_TREE7 == modeId
|
||||
|| MI_TREE8 == modeId || MI_TREE9 == modeId || MI_TREE10 == modeId || MI_TREE11 == modeId
|
||||
|| MI_TREE12 == modeId || MI_TREE13 == modeId || MI_TREE14 == modeId || MI_TRAFFICLIGHTS == modeId
|
||||
|| MI_PARKINGMETER == modeId || MI_PHONEBOOTH1 == modeId || MI_WASTEBIN == modeId || MI_BIN == modeId
|
||||
|| MI_POSTBOX1 == modeId || MI_NEWSSTAND == modeId || MI_TRAFFICCONE == modeId || MI_DUMP1 == modeId
|
||||
|| MI_ROADWORKBARRIER1 == modeId || MI_BUSSIGN1 == modeId || MI_NOPARKINGSIGN1 == modeId
|
||||
|| MI_PHONESIGN == modeId || MI_TAXISIGN == modeId || MI_FISHSTALL01 == modeId || MI_FISHSTALL02 == modeId
|
||||
|| MI_FISHSTALL03 == modeId || MI_FISHSTALL04 == modeId || MI_BAGELSTAND2 == modeId || MI_FIRE_HYDRANT == modeId
|
||||
|| MI_BOLLARDLIGHT == modeId || MI_PARKTABLE == modeId) {
|
||||
CVector& position = pEntity->m_matrix.GetPosition();
|
||||
float fBoundingBoxMinZ = pEntity->GetColModel()->boundingBox.min.z;
|
||||
position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, nil) - fBoundingBoxMinZ;
|
||||
pEntity->m_matrix.UpdateRW();
|
||||
pEntity->UpdateRwFrame();
|
||||
} else if (MI_BUOY == modeId) {
|
||||
float fWaterLevel = 0.0f;
|
||||
bool found = true;
|
||||
const CVector& position = pEntity->m_matrix.GetPosition();
|
||||
float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &found);
|
||||
if (CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &fWaterLevel)) {
|
||||
if (!found || fWaterLevel > fGroundZ) {
|
||||
CColModel* pColModel = pEntity->GetColModel();
|
||||
float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z;
|
||||
pEntity->m_matrix.GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
|
||||
{
|
||||
@ -1069,6 +1804,60 @@ CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason)
|
||||
{
|
||||
int32 poolSize = CPools::GetPedPool()->GetSize();
|
||||
for (int32 i = poolSize - 1; i >= 0; i--) {
|
||||
CPed* pPed = CPools::GetPedPool()->GetSlot(i);
|
||||
if (pPed && pPed->m_nPedState != PED_DEAD && !pPed->bInVehicle && !pPed->m_pFire && !pPed->bFireProof) {
|
||||
if (Abs(pPed->GetPosition().z - z) < 5.0f && Abs(pPed->GetPosition().x - x) < radius && Abs(pPed->GetPosition().y - y) < radius)
|
||||
gFireManager.StartFire(pPed, reason, 0.8f, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::RemoveStaticObjects()
|
||||
{
|
||||
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
|
||||
for (int32 x = 0; x < NUMSECTORS_X; x++) {
|
||||
CSector* pSector = GetSector(x, y);
|
||||
CPtrNode* pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::Process(void)
|
||||
{
|
||||
@ -1246,6 +2035,27 @@ CWorld::Process(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
void
|
||||
CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer)
|
||||
{
|
||||
CVector2D vecStartPos(position.x - fRadius, position.y - fRadius);
|
||||
CVector2D vecEndPos(position.x + fRadius, position.y + fRadius);
|
||||
const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
|
||||
const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
|
||||
const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
|
||||
const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
|
||||
for (int32 y = nStartY; y <= nEndY; y++) {
|
||||
for (int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector* pSector = CWorld::GetSector(x, y);
|
||||
CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius, fPower, pCreator, bDrecementBombTimer);
|
||||
CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower, pCreator, bDrecementBombTimer);
|
||||
CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius, fPower, pCreator, bDrecementBombTimer);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
*/
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x4AE930, CWorld::Add, PATCH_JUMP);
|
||||
|
@ -85,7 +85,7 @@ public:
|
||||
}
|
||||
}
|
||||
static void ClearScanCodes(void);
|
||||
static void ClearExcitingStuffFromArea(const CVector &pos, float radius, uint8);
|
||||
static void ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows);
|
||||
|
||||
static bool CameraToIgnoreThisObject(CEntity *ent);
|
||||
|
||||
@ -103,19 +103,26 @@ public:
|
||||
static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
|
||||
static void FindObjectsInRangeSectorList(CPtrList&, CVector&, float, bool, short*, short, CEntity**);
|
||||
static void FindObjectsInRange(CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
|
||||
static void FindObjectsOfTypeInRangeSectorList(uint32, CPtrList&, CVector&, float, bool, short*, short, CEntity**);
|
||||
static void FindObjectsOfTypeInRange(uint32, CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
|
||||
static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
|
||||
static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
|
||||
static float FindGroundZForCoord(float x, float y);
|
||||
static float FindGroundZFor3DCoord(float x, float y, float z, bool *found);
|
||||
static float FindRoofZFor3DCoord(float x, float y, float z, bool *found);
|
||||
static void RemoveReferencesToDeletedObject(CEntity*);
|
||||
static void FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
|
||||
static void FindObjectsIntersectingCube(const CVector &, const CVector &, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
|
||||
static void FindObjectsKindaColliding(const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
|
||||
static void FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities);
|
||||
static void FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
|
||||
static void FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities);
|
||||
static void FindObjectsIntersectingAngledCollisionBox(const CColBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
|
||||
static void FindMissionEntitiesIntersectingCube(const CVector&, const CVector&, int16*, int16, CEntity**, bool, bool, bool);
|
||||
static void ClearCarsFromArea(float, float, float, float, float, float);
|
||||
static void ClearPedsFromArea(float, float, float, float, float, float);
|
||||
static void CallOffChaseForArea(float, float, float, float);
|
||||
static void FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
|
||||
static void FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bVehicles, bool bPeds, bool bObjects);
|
||||
static void FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList);
|
||||
|
||||
static void ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
|
||||
static void ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
|
||||
static void CallOffChaseForArea(float x1, float y1, float x2, float y2);
|
||||
static void CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY);
|
||||
static void CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2);
|
||||
|
||||
static float GetSectorX(float f) { return ((f - WORLD_MIN_X)/SECTOR_SIZE_X); }
|
||||
static float GetSectorY(float f) { return ((f - WORLD_MIN_Y)/SECTOR_SIZE_Y); }
|
||||
@ -131,17 +138,19 @@ public:
|
||||
static void StopAllLawEnforcersInTheirTracks();
|
||||
static void SetAllCarsCanBeDamaged(bool);
|
||||
static void ExtinguishAllCarFiresInArea(CVector, float);
|
||||
static void SetCarsOnFire(float, float, float, float, CEntity*);
|
||||
static void SetPedsOnFire(float, float, float, float, CEntity*);
|
||||
static void SetCarsOnFire(float x, float y, float z, float radius, CEntity* reason);
|
||||
static void SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason);
|
||||
|
||||
static void Initialise();
|
||||
static void AddParticles();
|
||||
static void ShutDown();
|
||||
static void ClearForRestart(void);
|
||||
static void RepositionCertainDynamicObjects();
|
||||
static void RepositionOneObject(CEntity* pEntity);
|
||||
static void RemoveStaticObjects();
|
||||
static void Process();
|
||||
static void TriggerExplosion(const CVector &, float, float, CEntity*, bool);
|
||||
static void TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
|
||||
static void TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
|
||||
};
|
||||
|
||||
extern CColPoint *gaTempSphereColPoints;
|
||||
|
@ -865,6 +865,16 @@ CEntity::ModifyMatrixForBannerInWind(void)
|
||||
UpdateRwFrame();
|
||||
}
|
||||
|
||||
void
|
||||
CEntity::AddSteamsFromGround1(CPtrList& list)
|
||||
{
|
||||
CPtrNode *pNode = list.first;
|
||||
while (pNode) {
|
||||
((CEntity*)pNode->item)->AddSteamsFromGround(nil);
|
||||
pNode = pNode->next;
|
||||
}
|
||||
}
|
||||
|
||||
#include <new>
|
||||
|
||||
class CEntity_ : public CEntity
|
||||
|
@ -4,6 +4,7 @@
|
||||
#include "Placeable.h"
|
||||
|
||||
struct CReference;
|
||||
class CPtrList;
|
||||
|
||||
enum eEntityType
|
||||
{
|
||||
@ -152,5 +153,7 @@ public:
|
||||
void ModifyMatrixForTreeInWind(void);
|
||||
void ModifyMatrixForBannerInWind(void);
|
||||
void ProcessLightsForEntity(void);
|
||||
|
||||
static void AddSteamsFromGround1(CPtrList& list);
|
||||
};
|
||||
static_assert(sizeof(CEntity) == 0x64, "CEntity: error");
|
||||
|
@ -383,7 +383,7 @@ CObject::DeleteAllTempObjects()
|
||||
}
|
||||
|
||||
void
|
||||
CObject::DeleteAllTempObjectInArea(CVector point, float fRadius)
|
||||
CObject::DeleteAllTempObjectsInArea(CVector point, float fRadius)
|
||||
{
|
||||
CObjectPool *objectPool = CPools::GetObjectPool();
|
||||
for (int32 i = 0; i < objectPool->GetSize(); i++) {
|
||||
@ -426,5 +426,5 @@ STARTPATCHES
|
||||
InjectHook(0x4BB010, &CObject::CanBeDeleted, PATCH_JUMP);
|
||||
InjectHook(0x4BBE60, &CObject::DeleteAllMissionObjects, PATCH_JUMP);
|
||||
InjectHook(0x4BBDF0, &CObject::DeleteAllTempObjects, PATCH_JUMP);
|
||||
InjectHook(0x4BBED0, &CObject::DeleteAllTempObjectInArea, PATCH_JUMP);
|
||||
InjectHook(0x4BBED0, &CObject::DeleteAllTempObjectsInArea, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
@ -99,6 +99,6 @@ public:
|
||||
|
||||
static void DeleteAllMissionObjects();
|
||||
static void DeleteAllTempObjects();
|
||||
static void DeleteAllTempObjectInArea(CVector point, float fRadius);
|
||||
static void DeleteAllTempObjectsInArea(CVector point, float fRadius);
|
||||
};
|
||||
static_assert(sizeof(CObject) == 0x198, "CObject: error");
|
||||
|
Loading…
x
Reference in New Issue
Block a user