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@ -85,7 +85,7 @@ public:
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}
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}
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static void ClearScanCodes(void);
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static void ClearExcitingStuffFromArea(const CVector &pos, float radius, uint8);
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static void ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows);
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static bool CameraToIgnoreThisObject(CEntity *ent);
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@ -103,19 +103,26 @@ public:
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static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
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static void FindObjectsInRangeSectorList(CPtrList&, CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsInRange(CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static void FindObjectsOfTypeInRangeSectorList(uint32, CPtrList&, CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsOfTypeInRange(uint32, CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
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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);
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static float FindGroundZForCoord(float x, float y);
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static float FindGroundZFor3DCoord(float x, float y, float z, bool *found);
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static float FindRoofZFor3DCoord(float x, float y, float z, bool *found);
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static void RemoveReferencesToDeletedObject(CEntity*);
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static void FindObjectsKindaColliding(const CVector &, float, bool, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
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static void FindObjectsIntersectingCube(const CVector &, const CVector &, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
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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);
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static void FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities);
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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);
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static void FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindObjectsIntersectingAngledCollisionBox(const CColBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
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static void FindMissionEntitiesIntersectingCube(const CVector&, const CVector&, int16*, int16, CEntity**, bool, bool, bool);
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static void ClearCarsFromArea(float, float, float, float, float, float);
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static void ClearPedsFromArea(float, float, float, float, float, float);
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static void CallOffChaseForArea(float, float, float, float);
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static void FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bVehicles, bool bPeds, bool bObjects);
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static void FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList);
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static void ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
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static void ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
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static void CallOffChaseForArea(float x1, float y1, float x2, float y2);
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static void CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY);
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static void CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2);
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static float GetSectorX(float f) { return ((f - WORLD_MIN_X)/SECTOR_SIZE_X); }
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static float GetSectorY(float f) { return ((f - WORLD_MIN_Y)/SECTOR_SIZE_Y); }
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@ -131,19 +138,20 @@ public:
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static void StopAllLawEnforcersInTheirTracks();
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static void SetAllCarsCanBeDamaged(bool);
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static void ExtinguishAllCarFiresInArea(CVector, float);
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static void SetCarsOnFire(float, float, float, float, CEntity*);
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static void SetPedsOnFire(float, float, float, float, CEntity*);
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static void SetCarsOnFire(float x, float y, float z, float radius, CEntity* reason);
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static void SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason);
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static void Initialise();
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static void AddParticles();
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static void ShutDown();
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static void ClearForRestart(void);
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static void RepositionCertainDynamicObjects();
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static void RepositionOneObject(CEntity* pEntity);
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static void RemoveStaticObjects();
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static void Process();
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static void TriggerExplosion(const CVector &, float, float, CEntity*, bool);
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static void UseDetonator(CEntity *);
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static void TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
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static void TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
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static void UseDetonator(CEntity *pEntity);
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};
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extern CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
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