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some CAutomobile
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@ -69,7 +69,6 @@ enum {
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class CAutomobile : public CVehicle
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{
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public:
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// 0x288
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CDamageManager Damage;
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CDoor Doors[6];
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RwFrame *m_aCarNodes[NUM_CAR_NODES];
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@ -83,10 +82,8 @@ public:
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float m_aWheelRotation[4];
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float m_aWheelPosition[4];
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float m_aWheelSpeed[4];
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float m_fRotorSpeed;
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uint8 field_4D8;
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uint8 bTaxiLight : 1;
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//uint8 bHadDriver : 1; // for bombs
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uint8 bFixedColour : 1;
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uint8 bBigWheels : 1;
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uint8 bWaterTight : 1; // no damage for non-player peds
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@ -111,6 +108,7 @@ public:
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float m_weaponDoorTimerRight;
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float m_fCarGunLR;
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float m_fCarGunUD;
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float m_fHeliOrientation;
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float m_fPropellerRotation;
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uint8 stuff4[4];
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uint8 m_nWheelsOnGround;
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@ -144,6 +142,9 @@ public:
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bool IsDoorFullyOpen(eDoors door);
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bool IsDoorClosed(eDoors door);
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bool IsDoorMissing(eDoors door);
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bool IsDoorReady(uint32 door);
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bool IsDoorMissing(uint32 door);
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bool IsOpenTopCar(void);
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void RemoveRefsToVehicle(CEntity *ent);
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void BlowUpCar(CEntity *ent);
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bool SetUpWheelColModel(CColModel *colModel);
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@ -158,6 +159,7 @@ public:
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void VehicleDamage(float impulse, uint16 damagedPiece);
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void ProcessBuoyancy(void);
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void DoDriveByShootings(void);
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void DoHoverSuspensionRatios(void);
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int32 RcbanditCheckHitWheels(void);
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int32 RcbanditCheck1CarWheels(CPtrList &list);
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void PlaceOnRoadProperly(void);
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@ -181,6 +183,8 @@ public:
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void SetDoorDamage(int32 component, eDoors door, bool noFlyingComponents = false);
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void TellHeliToGoToCoors(float x, float y, float z, uint8 speed);
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void SetHeliOrientation(float orient) { m_fHeliOrientation = orient; }
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void ClearHeliOrientation(void) { m_fHeliOrientation = -1.0f; }
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void Fix(void);
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void SetComponentVisibility(RwFrame *frame, uint32 flags);
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@ -190,6 +194,11 @@ public:
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void HideAllComps(void);
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void ShowAllComps(void);
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void ReduceHornCounter(void);
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void PopBoot(void);
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void PopBootUsingPhysics(void);
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void CloseAllDoors(void);
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#ifdef COMPATIBLE_SAVES
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virtual void Save(uint8*& buf);
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virtual void Load(uint8*& buf);
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