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re3/src/control/Record.h

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#pragma once
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class CAutomobile;
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class CVehicle;
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class CControllerState;
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class CCarStateEachFrame
{
public:
int16 velX;
int16 velY;
int16 velZ;
int8 rightX;
int8 rightY;
int8 rightZ;
int8 forwardX;
int8 forwardY;
int8 forwardZ;
int8 wheel;
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int8 gas;
int8 brake;
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bool handbrake;
CVector pos;
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};
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extern char gString[256];
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class CRecordDataForChase
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{
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enum {
NUM_CHASE_CARS = 20
};
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enum {
STATE_NONE = 0,
STATE_RECORD = 1,
STATE_PLAYBACK_INIT = 2,
STATE_PLAYBACK = 3,
STATE_PLAYBACK_BEFORE_RECORDING = 4
};
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static uint8 Status;
static int PositionChanges;
static uint8 CurrentCar;
static CAutomobile*pChaseCars[NUM_CHASE_CARS];
static float AnimTime;
static uint32 AnimStartTime;
static CCarStateEachFrame* pBaseMemForCar[NUM_CHASE_CARS];
static float TimeMultiplier;
static int FId2;
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public:
static bool IsRecording(void) { return Status == STATE_RECORD; }
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static void Init(void);
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static void SaveOrRetrieveDataForThisFrame(void);
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static void SaveOrRetrieveCarPositions(void);
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static void StoreInfoForCar(CAutomobile*, CCarStateEachFrame*);
static void RestoreInfoForMatrix(CMatrix&, CCarStateEachFrame*);
static void RestoreInfoForCar(CAutomobile*, CCarStateEachFrame*, bool);
static void ProcessControlCars(void);
static bool ShouldThisPadBeLeftAlone(uint8 pad);
static void GiveUsACar(int32, CVector, float, CAutomobile**, uint8, uint8);
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static void StartChaseScene(float);
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static void CleanUpChaseScene(void);
static void SetUpCarsForChaseScene(void);
static void CleanUpCarsForChaseScene(void);
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static void RemoveCarFromChase(int32);
static CVehicle* TurnChaseCarIntoScriptCar(int32);
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};
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struct tGameBuffer
{
float m_fTimeStep;
uint32 m_nTimeInMilliseconds;
uint8 m_nSizeOfPads[2];
uint16 m_nChecksum;
uint8 m_ControllerBuffer[116];
};
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class CRecordDataForGame
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{
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enum {
STATE_NONE = 0,
STATE_RECORD = 1,
STATE_PLAYBACK = 2,
};
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static uint16 RecordingState;
static uint8* pDataBuffer;
static uint8* pDataBufferPointer;
static int FId;
static tGameBuffer pDataBufferForFrame;
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public:
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static bool IsRecording() { return RecordingState == STATE_RECORD; }
static bool IsPlayingBack() { return RecordingState == STATE_PLAYBACK; }
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static void SaveOrRetrieveDataForThisFrame(void);
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static void Init(void);
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private:
static uint16 CalcGameChecksum(void);
static uint8* PackCurrentPadValues(uint8*, CControllerState*, CControllerState*);
static uint8* UnPackCurrentPadValues(uint8*, uint8, CControllerState*);
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};