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script stuff
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parent
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@ -13,6 +13,7 @@
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#include "CarGen.h"
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#include "CivilianPed.h"
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#include "Clock.h"
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#include "ColStore.h"
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#include "CopPed.h"
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#include "Coronas.h"
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#include "Cranes.h"
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@ -174,6 +175,31 @@ void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
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{
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for (int i = 0; i < MAX_CLEANUP; i++){
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if (m_sEntities[i].type == type && m_sEntities[i].id == id){
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switch (m_sEntities[i].type) {
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case CLEANUP_CAR:
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{
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CVehicle* v = CPools::GetVehiclePool()->GetAt(m_sEntities[i].id);
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if (v)
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PossiblyWakeThisEntity(v);
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break;
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}
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case CLEANUP_CHAR:
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{
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CPed* p = CPools::GetPedPool()->GetAt(m_sEntities[i].id);
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if (p)
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PossiblyWakeThisEntity(p);
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break;
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}
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case CLEANUP_OBJECT:
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{
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CObject* o = CPools::GetObjectPool()->GetAt(m_sEntities[i].id);
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if (o)
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PossiblyWakeThisEntity(o);
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break;
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}
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default:
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break;
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}
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m_sEntities[i].id = 0;
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m_sEntities[i].type = CLEANUP_UNUSED;
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m_nCount--;
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@ -181,6 +207,48 @@ void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
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}
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}
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static void PossiblyWakeThisEntity(CPhysical* pEntity)
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{
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if (!pEntity->m_bIsStaticWaitingForCollision)
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return;
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if (CColStore::HasCollisionLoaded(pEntity->GetPosition())) {
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pEntity->m_bIsStaticWaitingForCollision = false;
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if (!pEntity->IsStatic())
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pEntity->AddToMovingList();
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}
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}
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void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObject()
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{
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for (int i = 0; i < MAX_CLEANUP; i++) {
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switch (m_sEntities[i].type) {
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case CLEANUP_CAR:
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{
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CVehicle* v = CPools::GetVehiclePool()->GetAt(m_sEntities[i].id);
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if (v)
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PossiblyWakeThisEntity(v);
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break;
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}
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case CLEANUP_CHAR:
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{
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CPed* p = CPools::GetPedPool()->GetAt(m_sEntities[i].id);
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if (p)
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PossiblyWakeThisEntity(p);
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break;
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}
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case CLEANUP_OBJECT:
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{
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CObject* o = CPools::GetObjectPool()->GetAt(m_sEntities[i].id);
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if (o)
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PossiblyWakeThisEntity(o);
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break;
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}
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default:
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break;
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}
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}
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}
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void CMissionCleanup::Process()
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{
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CPopulation::m_AllRandomPedsThisType = -1;
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@ -646,6 +714,7 @@ void CTheScripts::Process()
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float timeStep = CTimer::GetTimeStepInMilliseconds();
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UpsideDownCars.UpdateTimers();
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StuckCars.Process();
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MissionCleanup.CheckIfCollisionHasLoadedForMissionObject();
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DrawScriptSpheres();
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if (FailCurrentMission)
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--FailCurrentMission;
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@ -1728,6 +1797,8 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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ped->SetPosition(pos);
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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if (m_bIsMissionScript)
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ped->m_bIsStaticWaitingForCollision = true;
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CWorld::Add(ped);
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ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
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CPopulation::ms_nTotalMissionPeds++;
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@ -1946,6 +2017,8 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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boat->AutoPilot.m_nCarMission = MISSION_NONE;
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boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
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boat->AutoPilot.m_nCruiseSpeed = boat->AutoPilot.m_fMaxTrafficSpeed = 20.0f;
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if (m_bIsMissionScript)
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boat->m_bIsStaticWaitingForCollision = true;
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CWorld::Add(boat);
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handle = CPools::GetVehiclePool()->GetIndex(boat);
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}
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@ -1970,6 +2043,8 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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car->bEngineOn = false;
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car->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
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car->bHasBeenOwnedByPlayer = true;
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if (m_bIsMissionScript)
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car->m_bIsStaticWaitingForCollision = true;
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CWorld::Add(car);
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handle = CPools::GetVehiclePool()->GetIndex(car);
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}
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@ -7346,6 +7421,8 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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ped->SetPosition(pos);
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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if (m_bIsMissionScript)
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ped->m_bIsStaticWaitingForCollision = true;
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CWorld::Add(ped);
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ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
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CPopulation::ms_nTotalMissionPeds++;
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@ -131,6 +131,7 @@ public:
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void AddEntityToList(int32, uint8);
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void RemoveEntityFromList(int32, uint8);
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void Process();
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void CheckIfCollisionHasLoadedForMissionObject();
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};
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struct CUpsideDownCarCheckEntry
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@ -74,6 +74,8 @@ CEntity::CEntity(void)
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bDistanceFade = false;
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m_flagE2 = false;
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m_bIsStaticWaitingForCollision = false;
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m_scanCode = 0;
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m_modelIndex = -1;
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m_rwObject = nil;
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@ -84,6 +84,7 @@ public:
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// flagsE
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uint32 m_flagE2 : 1;
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// TODO(MIAMI)
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uint32 m_bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint16 m_scanCode;
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uint16 m_randomSeed;
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@ -98,6 +99,7 @@ public:
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eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
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void SetStatus(eEntityStatus status) { m_status = status; }
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CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
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bool IsStatic(void) { return bIsStatic && m_bIsStaticWaitingForCollision; }
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#ifdef COMPATIBLE_SAVES
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void SaveEntityFlags(uint8*& buf);
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void LoadEntityFlags(uint8*& buf);
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