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re3/src/control/Remote.cpp

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#include "common.h"
#include "patcher.h"
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#include "Automobile.h"
#include "CarCtrl.h"
#include "Camera.h"
#include "Remote.h"
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#include "Timer.h"
#include "World.h"
#include "PlayerInfo.h"
#include "Vehicle.h"
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void
CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uint16 model)
{
CAutomobile *car = new CAutomobile(model, MISSION_VEHICLE);
bool found;
z = car->GetDistanceFromCentreOfMassToBaseOfModel() + CWorld::FindGroundZFor3DCoord(x, y, z + 2.0f, &found);
car->GetMatrix().SetRotateZOnly(rot);
car->GetPosition() = CVector(x, y, z);
car->m_status = STATUS_PLAYER_REMOTE;
car->bIsLocked = true;
CCarCtrl::JoinCarWithRoadSystem(car);
car->AutoPilot.m_nCarMission = MISSION_NONE;
car->AutoPilot.m_nTempAction = TEMPACT_NONE;
car->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
car->AutoPilot.m_nCruiseSpeed = car->AutoPilot.m_fMaxTrafficSpeed = 9.0f;
car->AutoPilot.m_nNextLane = car->AutoPilot.m_nCurrentLane = 0;
car->bEngineOn = true;
CWorld::Add(car);
if (FindPlayerVehicle() != nil)
FindPlayerVehicle()->m_status = STATUS_PLAYER_DISABLED;
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = car;
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->RegisterReference((CEntity**)&CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle);
TheCamera.TakeControl(car, CCam::MODE_BEHINDCAR, INTERPOLATION, CAM_CONTROLLER_1);
}
void
CRemote::TakeRemoteControlledCarFromPlayer(void)
{
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->VehicleCreatedBy = RANDOM_VEHICLE;
CCarCtrl::NumMissionCars--;
CCarCtrl::NumRandomCars++;
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->bIsLocked = false;
CWorld::Players[CWorld::PlayerInFocus].m_nTimeLostRemoteCar = CTimer::GetTimeInMilliseconds();
CWorld::Players[CWorld::PlayerInFocus].m_bInRemoteMode = true;
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->bRemoveFromWorld = true;
}
STARTPATCHES
InjectHook(0x435C30, &CRemote::GivePlayerRemoteControlledCar, PATCH_JUMP);
InjectHook(0x435DA0, &CRemote::TakeRemoteControlledCarFromPlayer, PATCH_JUMP);
ENDPATCHES