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Add some TODO stubs for unused code to be reversed
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12
README.md
12
README.md
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@ -40,7 +40,15 @@ Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/COD
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### Unreversed / incomplete classes (at least the ones we know)
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The following classes have only unused or practically unused code left:
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```
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CCullZone - only mobile stuff
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CCullZones - only mobile stuff
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CMemoryHeap - only on PS2
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NameGrid.cpp - only on mobile (a player name grid, either a very early player name code ala GTA1 or a multiplayer leftover)
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PedDebug.cpp - only on mobile (debug code)
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HandlingMgr.cpp - debug functions from mobile
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CVehicle::ProcessBikeWheel - early bike code (only on mobile)
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CAutomobile::DebugCode - debug function from mobile
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CBoat::DebugCode - debug function from mobile
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CBoat::ModifyHandlingValue - debug function from mobile
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CBoat::DisplayHandlingData - debug function from mobile
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TexturePools - only on PC (slight RW modification that we don't actually need)
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```
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87
src/control/NameGrid.cpp
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87
src/control/NameGrid.cpp
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@ -0,0 +1,87 @@
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#include "common.h"
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#include "NameGrid.h"
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// TODO: reverse mobile code
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CPlayerName::CPlayerName()
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{
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// TODO
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}
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void
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CPlayerName::DisplayName(int)
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{
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// TODO
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}
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CRow::CRow()
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{
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// TODO
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}
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void
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CRow::SetLetter(int, wchar *)
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{
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// TODO
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}
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CGrid::CGrid()
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{
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// TODO
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}
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void
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CGrid::ProcessAnyLeftJustDown()
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{
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unk_int2--;
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}
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void
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CGrid::ProcessAnyRightJustDown()
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{
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unk_int2++;
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}
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void
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CGrid::ProcessAnyUpJustDown()
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{
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unk_int1--;
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}
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void
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CGrid::ProcessAnyDownJustDown()
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{
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unk_int1++;
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}
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void
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CGrid::AllDoneMakePlayerName()
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{
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// TODO
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}
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void
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CGrid::ProcessDPadCrossJustDown()
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{
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// TODO
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}
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void
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CGrid::DisplayGrid()
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{
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// TODO
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}
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void
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CGrid::ProcessControllerInput()
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{
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// TODO
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}
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void
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CGrid::Process()
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{
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ProcessControllerInput();
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DisplayGrid();
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playerName.DisplayName(2 * playerName.unk_4c);
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}
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53
src/control/NameGrid.h
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53
src/control/NameGrid.h
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@ -0,0 +1,53 @@
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#pragma once
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// TODO: reverse mobile code
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class CPlayerName
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{
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friend class CGrid;
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float x;
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float y;
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wchar unk_8[34];
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int unk_4c;
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public:
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CPlayerName();
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void DisplayName(int);
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};
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class CRow
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{
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friend class CGrid;
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int unk_0;
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int unk_4;
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wchar unk_8[20];
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int unk_30;
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public:
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CRow();
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void SetLetter(int, wchar *);
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};
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class CGrid
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{
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CRow rows[5];
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int unk_int1;
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int unk_int2;
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int unk_int3;
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float unk_float1;
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float unk_float2;
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CPlayerName playerName;
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char unk2[4];
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char unk3[4];
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public:
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CGrid();
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void ProcessAnyLeftJustDown();
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void ProcessAnyRightJustDown();
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void ProcessAnyUpJustDown();
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void ProcessAnyDownJustDown();
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void AllDoneMakePlayerName();
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void ProcessDPadCrossJustDown();
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void DisplayGrid();
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void ProcessControllerInput();
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void Process();
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};
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@ -536,7 +536,7 @@ CVehicleModelInfo::SetVehicleComponentFlags(RwFrame *frame, uint32 flags)
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{
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tHandlingData *handling;
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handling = mod_HandlingManager.GetHandlingData((eHandlingId)m_handlingId);
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handling = mod_HandlingManager.GetHandlingData((tVehicleType)m_handlingId);
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#define SETFLAGS(f) RwFrameForAllObjects(frame, SetAtomicFlagCB, (void*)(f))
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@ -75,7 +75,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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SetModelIndex(id);
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId);
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
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m_auto_unused1 = 20.0f;
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m_auto_unused2 = 0;
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@ -50,7 +50,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
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m_fMovingRotation = 0.0f;
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SetModelIndex(mi);
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)minfo->m_handlingId);
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)minfo->m_handlingId);
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minfo->ChooseVehicleColour(m_currentColour1, m_currentColour2);
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m_fMass = pHandling->fMass;
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@ -127,7 +127,7 @@ cHandlingDataMgr::LoadHandlingData(void)
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handlingId = FindExactWord(word, (const char*)VehicleNames, 14, NUMHANDLINGS);
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assert(handlingId >= 0 && handlingId < NUMHANDLINGS);
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handling = &HandlingData[handlingId];
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handling->nIdentifier = (eHandlingId)handlingId;
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handling->nIdentifier = (tVehicleType)handlingId;
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break;
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case 1: handling->fMass = strtod(word, nil); break;
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case 2: handling->Dimension.x = strtod(word, nil); break;
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@ -237,3 +237,27 @@ cHandlingDataMgr::GetHandlingId(const char *name)
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break;
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return i;
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}
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void
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cHandlingDataMgr::ConvertDataToWorldUnits(tHandlingData *handling)
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{
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// TODO: mobile code
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}
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void
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cHandlingDataMgr::RangeCheck(tHandlingData *handling)
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{
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// TODO: mobile code
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}
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void
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cHandlingDataMgr::ModifyHandlingValue(CVehicle *, const tVehicleType &, const tField &, const bool &)
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{
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// TODO: mobile code
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}
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void
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cHandlingDataMgr::DisplayHandlingData(CVehicle *, tHandlingData *, uint8, bool)
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{
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// TODO: mobile code
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}
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@ -2,7 +2,7 @@
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#include "Transmission.h"
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enum eHandlingId
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enum tVehicleType
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{
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HANDLING_LANDSTAL,
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HANDLING_IDAHO,
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@ -65,6 +65,11 @@ enum eHandlingId
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NUMHANDLINGS
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};
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enum tField : uint32 // most likely a handling field enum, never used so :shrug:
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{
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};
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enum
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{
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HANDLING_1G_BOOST = 1,
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struct tHandlingData
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{
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eHandlingId nIdentifier;
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tVehicleType nIdentifier;
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float fMass;
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float fInvMass;
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float fTurnMass;
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};
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VALIDATE_SIZE(tHandlingData, 0xD8);
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class CVehicle;
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class cHandlingDataMgr
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{
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float field_0; // unused it seems
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void Initialise(void);
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void LoadHandlingData(void);
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int FindExactWord(const char *word, const char *words, int wordLen, int numWords);
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void ConvertDataToWorldUnits(tHandlingData *handling);
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void ConvertDataToGameUnits(tHandlingData *handling);
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void RangeCheck(tHandlingData *handling);
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void ModifyHandlingValue(CVehicle *, const tVehicleType &, const tField &, const bool &);
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void DisplayHandlingData(CVehicle *, tHandlingData *, uint8, bool);
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int32 GetHandlingId(const char *name);
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tHandlingData *GetHandlingData(eHandlingId id) { return &HandlingData[id]; }
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bool HasRearWheelDrive(eHandlingId id) { return HandlingData[id].Transmission.nDriveType == 'R'; }
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bool HasFrontWheelDrive(eHandlingId id) { return HandlingData[id].Transmission.nDriveType == 'F'; }
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tHandlingData *GetHandlingData(tVehicleType id) { return &HandlingData[id]; }
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bool HasRearWheelDrive(tVehicleType id) { return HandlingData[id].Transmission.nDriveType == 'R'; }
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bool HasFrontWheelDrive(tVehicleType id) { return HandlingData[id].Transmission.nDriveType == 'F'; }
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};
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VALIDATE_SIZE(cHandlingDataMgr, 0x3030);
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extern cHandlingDataMgr mod_HandlingManager;
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@ -52,7 +52,7 @@ CHeli::CHeli(int32 id, uint8 CreatedBy)
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CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
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m_vehType = VEHICLE_TYPE_HELI;
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId);
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
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SetModelIndex(id);
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m_heliStatus = HELI_STATUS_HOVER;
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m_pathState = 0;
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@ -68,7 +68,7 @@ CPlane::CPlane(int32 id, uint8 CreatedBy)
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{
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CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
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m_vehType = VEHICLE_TYPE_PLANE;
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId);
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
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SetModelIndex(id);
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m_fMass = 100000000.0f;
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@ -43,7 +43,7 @@ CTrain::CTrain(int32 id, uint8 CreatedBy)
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{
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CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(id);
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m_vehType = VEHICLE_TYPE_TRAIN;
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)mi->m_handlingId);
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pHandling = mod_HandlingManager.GetHandlingData((tVehicleType)mi->m_handlingId);
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SetModelIndex(id);
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Doors[0].Init(0.8f, 0.0f, 1, 0);
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@ -582,6 +582,13 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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}
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}
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void
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CVehicle::ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, int32 wheelsOnGround, float thrust,
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float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus)
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{
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// TODO: mobile code
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}
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float
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CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius)
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{
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@ -103,6 +103,15 @@ enum eFlightModel
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FLIGHT_MODEL_SEAPLANE
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};
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// TODO: what is this even?
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enum eBikeWheelSpecial {
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BIKE_WHEELSPEC_0, // both wheels on ground
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BIKE_WHEELSPEC_1, // rear wheel on ground
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BIKE_WHEELSPEC_2, // only front wheel on ground
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BIKE_WHEELSPEC_3, // can't happen
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};
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class CVehicle : public CPhysical
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{
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public:
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void FlyingControl(eFlightModel flightModel);
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void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus);
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void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint, int32 wheelsOnGround, float thrust,
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float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus);
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void ExtinguishCarFire(void);
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void ProcessDelayedExplosion(void);
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float ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius);
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