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https://github.com/halpz/re3.git
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vehicles missing functions + fixes
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@ -31,10 +31,17 @@ void *CVehicle::operator new(size_t sz, int handle) { return CPools::GetVehicleP
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void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
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void CVehicle::operator delete(void *p, int handle) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
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WRAPPER bool CVehicle::ShufflePassengersToMakeSpace(void) { EAXJMP(0x5528A0); }
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// or Weapon.cpp?
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WRAPPER void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage) { EAXJMP(0x563B00); }
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WRAPPER void CVehicle::InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage) { EAXJMP(0x551950); }
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#ifdef FIX_BUGS
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// I think they meant that
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#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (MYRAND_MAX * 35 / 100)
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#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (MYRAND_MAX * 70 / 100)
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#else
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#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (35000)
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#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (70000)
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#endif
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#define DAMAGE_HEALTH_TO_FLEE_ALWAYS (200.0f)
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#define DAMAGE_HEALTH_TO_CATCH_FIRE (250.0f)
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CVehicle::CVehicle(uint8 CreatedBy)
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{
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@ -361,6 +368,119 @@ CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVec
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return angularVelocity * CTimer::GetTimeStep();
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}
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void
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CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage)
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{
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if (!bCanBeDamaged)
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return;
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if (bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle()))
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return;
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bool bFrightensDriver = false;
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switch (weaponType) {
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case WEAPONTYPE_UNARMED:
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case WEAPONTYPE_BASEBALLBAT:
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if (bMeleeProof)
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return;
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break;
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case WEAPONTYPE_COLT45:
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case WEAPONTYPE_UZI:
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case WEAPONTYPE_SHOTGUN:
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case WEAPONTYPE_AK47:
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case WEAPONTYPE_M16:
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case WEAPONTYPE_SNIPERRIFLE:
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case WEAPONTYPE_TOTAL_INVENTORY_WEAPONS:
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case WEAPONTYPE_UZI_DRIVEBY:
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if (bBulletProof)
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return;
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bFrightensDriver = true;
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break;
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case WEAPONTYPE_ROCKETLAUNCHER:
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case WEAPONTYPE_MOLOTOV:
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case WEAPONTYPE_GRENADE:
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case WEAPONTYPE_EXPLOSION:
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if (bExplosionProof)
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return;
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bFrightensDriver = true;
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break;
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case WEAPONTYPE_FLAMETHROWER:
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if (bFireProof)
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return;
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break;
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case WEAPONTYPE_RAMMEDBYCAR:
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if (bCollisionProof)
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return;
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break;
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default:
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break;
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}
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if (m_fHealth > 0.0f) {
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if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver &&
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(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS) &&
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AutoPilot.m_nCarMission == MISSION_CRUISE) {
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if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
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m_status = STATUS_PHYSICS;
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}
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}
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m_nLastWeaponDamage = weaponType;
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float oldHealth = m_fHealth;
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if (m_fHealth > damage) {
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m_fHealth -= damage;
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if (VehicleCreatedBy == RANDOM_VEHICLE &&
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(m_fHealth < DAMAGE_HEALTH_TO_FLEE_ALWAYS ||
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bFrightensDriver && m_randomSeed > DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE)) {
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switch (m_status) {
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case STATUS_SIMPLE:
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case STATUS_PHYSICS:
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if (pDriver) {
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m_status = STATUS_ABANDONED;
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pDriver->bFleeAfterExitingCar = true;
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pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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}
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for (int i = 0; i < m_nNumMaxPassengers; i++) {
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if (pPassengers[i]) {
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pPassengers[i]->bFleeAfterExitingCar = true;
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pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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}
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}
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break;
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default:
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break;
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}
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}
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if (oldHealth > DAMAGE_HEALTH_TO_CATCH_FIRE && m_fHealth < DAMAGE_HEALTH_TO_CATCH_FIRE) {
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if (IsCar()) {
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CAutomobile* pThisCar = (CAutomobile*)this;
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pThisCar->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE);
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pThisCar->m_pSetOnFireEntity = damagedBy;
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if (damagedBy)
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damagedBy->RegisterReference((CEntity**)&pThisCar->m_pSetOnFireEntity);
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}
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}
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}
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else {
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m_fHealth = 0.0f;
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if (weaponType == WEAPONTYPE_EXPLOSION) {
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// between 1000 and 3047. Also not very nice: can't be saved by respray or cheat
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m_nBombTimer = 1000 + CGeneral::GetRandomNumber() & 0x7FF;
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m_pBlowUpEntity = damagedBy;
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if (damagedBy)
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damagedBy->RegisterReference((CEntity**)&m_pBlowUpEntity);
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}
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else
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BlowUpCar(damagedBy);
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}
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}
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#ifdef FIX_BUGS // removing dumb case when shooting police car in player's own garage gives wanted level
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if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed() && !bHasBeenOwnedByPlayer)
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#else
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if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed())
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#endif
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FindPlayerPed()->SetWantedLevelNoDrop(1);
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}
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void
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CVehicle::ExtinguishCarFire(void)
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{
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@ -375,6 +495,65 @@ CVehicle::ExtinguishCarFire(void)
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}
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}
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bool
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CVehicle::ShufflePassengersToMakeSpace(void)
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{
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if (m_nNumPassengers >= m_nNumMaxPassengers)
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return false;
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if (pPassengers[1] &&
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!(m_nGettingInFlags & CAR_DOOR_FLAG_LR) &&
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IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_LEFT, nil)) {
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if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
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pPassengers[2] = pPassengers[1];
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pPassengers[1] = nil;
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pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
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return true;
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}
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if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
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pPassengers[0] = pPassengers[1];
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pPassengers[1] = nil;
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pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
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return true;
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}
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return false;
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}
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if (pPassengers[2] &&
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!(m_nGettingInFlags & CAR_DOOR_FLAG_RR) &&
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IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_RIGHT, nil)) {
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if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
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pPassengers[1] = pPassengers[2];
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pPassengers[2] = nil;
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pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
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return true;
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}
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if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
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pPassengers[0] = pPassengers[2];
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pPassengers[2] = nil;
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pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
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return true;
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}
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return false;
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}
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if (pPassengers[0] &&
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!(m_nGettingInFlags & CAR_DOOR_FLAG_RF) &&
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IsRoomForPedToLeaveCar(COMPONENT_DOOR_FRONT_RIGHT, nil)) {
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if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
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pPassengers[1] = pPassengers[0];
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pPassengers[0] = nil;
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pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
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return true;
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}
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if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
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pPassengers[2] = pPassengers[0];
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pPassengers[0] = nil;
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pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
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return true;
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}
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return false;
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}
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return false;
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}
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void
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CVehicle::ProcessDelayedExplosion(void)
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{
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@ -831,4 +1010,5 @@ STARTPATCHES
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InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
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InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
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InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
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InjectHook(0x551950, &CVehicle::InflictDamage, PATCH_JUMP);
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ENDPATCHES
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@ -4,6 +4,7 @@
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#include "AutoPilot.h"
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#include "ModelIndices.h"
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#include "AnimManager.h"
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#include "Weapon.h"
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class CPed;
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class CFire;
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@ -266,7 +267,7 @@ public:
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void ProcessCarAlarm(void);
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bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
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bool ShufflePassengersToMakeSpace(void);
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void InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage);
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void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
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bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
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CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
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