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193 lines
11 KiB
C++
193 lines
11 KiB
C++
#pragma once
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#include "Game.h"
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#include "Lists.h"
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#include "PlayerInfo.h"
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/* Sectors span from -2400 to 1600 in x and -2000 to 2000 y.
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* With 80x80 sectors, each is 50x50 units. */
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#define SECTOR_SIZE_X (50.0f)
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#define SECTOR_SIZE_Y (50.0f)
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#define NUMSECTORS_X (80)
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#define NUMSECTORS_Y (80)
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#define WORLD_SIZE_X (NUMSECTORS_X * SECTOR_SIZE_X)
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#define WORLD_SIZE_Y (NUMSECTORS_Y * SECTOR_SIZE_Y)
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#define WORLD_MIN_X (-2400.0f)
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#define WORLD_MIN_Y (-2000.0f)
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#define WORLD_MAX_X (WORLD_MIN_X + WORLD_SIZE_X)
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#define WORLD_MAX_Y (WORLD_MIN_Y + WORLD_SIZE_Y)
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#define MAP_Z_LOW_LIMIT -100.0f
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enum
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{
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ENTITYLIST_BUILDINGS,
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ENTITYLIST_BUILDINGS_OVERLAP,
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ENTITYLIST_OBJECTS,
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ENTITYLIST_OBJECTS_OVERLAP,
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ENTITYLIST_VEHICLES,
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ENTITYLIST_VEHICLES_OVERLAP,
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ENTITYLIST_PEDS,
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ENTITYLIST_PEDS_OVERLAP,
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ENTITYLIST_DUMMIES,
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ENTITYLIST_DUMMIES_OVERLAP,
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NUMSECTORENTITYLISTS
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};
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class CSector
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{
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public:
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CPtrList m_lists[NUMSECTORENTITYLISTS];
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};
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VALIDATE_SIZE(CSector, 0x28);
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class CEntity;
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struct CColPoint;
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struct CColLine;
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struct CStoredCollPoly;
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class CWorld
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{
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static CPtrList ms_bigBuildingsList[NUM_LEVELS];
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static CPtrList ms_listMovingEntityPtrs;
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static CSector ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
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static uint16 ms_nCurrentScanCode;
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public:
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static uint8 PlayerInFocus;
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static CPlayerInfo Players[NUMPLAYERS];
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static CEntity *pIgnoreEntity;
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static bool bIncludeDeadPeds;
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static bool bNoMoreCollisionTorque;
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static bool bSecondShift;
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static bool bForceProcessControl;
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static bool bProcessCutsceneOnly;
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static bool bDoingCarCollisions;
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static bool bIncludeCarTyres;
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static bool bIncludeBikers;
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static CColPoint m_aTempColPts[MAX_COLLISION_POINTS];
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static void Remove(CEntity *entity);
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static void Add(CEntity *entity);
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static CSector *GetSector(int x, int y) { if (x > NUMSECTORS_X - 1 || y > NUMSECTORS_Y - 1) return &ms_aSectors[0][0]; return &ms_aSectors[y][x]; }
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static CPtrList &GetBigBuildingList(eLevelName i) { return ms_bigBuildingsList[i]; }
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static CPtrList &GetMovingEntityList(void) { return ms_listMovingEntityPtrs; }
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static uint16 GetCurrentScanCode(void) { return ms_nCurrentScanCode; }
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static void AdvanceCurrentScanCode(void){
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if(++CWorld::ms_nCurrentScanCode == 0){
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CWorld::ClearScanCodes();
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CWorld::ms_nCurrentScanCode = 1;
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}
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}
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static void ClearScanCodes(void);
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static void ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemoveProjectilesAndTidyUpShadows);
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static bool CameraToIgnoreThisObject(CEntity *ent);
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static bool ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false, bool ignoreShootThrough = false);
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static bool ProcessLineOfSightSector(CSector §or, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough);
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static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough);
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static bool ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly);
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static bool ProcessVerticalLineSector(CSector §or, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly);
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static bool ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly);
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static bool GetIsLineOfSightClear(const CVector &point1, const CVector &point2, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
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static bool GetIsLineOfSightSectorClear(CSector §or, const CColLine &line, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
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static bool GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
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static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
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static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
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static void FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects);
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static void FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
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static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
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static float FindGroundZForCoord(float x, float y);
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static float FindGroundZFor3DCoord(float x, float y, float z, bool *found);
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static float FindRoofZFor3DCoord(float x, float y, float z, bool *found);
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static void RemoveReferencesToDeletedObject(CEntity*);
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static void FindObjectsKindaColliding(const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
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static void FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
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static void FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindObjectsIntersectingAngledCollisionBox(const CBox &, const CMatrix &, const CVector &, float, float, float, float, int16*, int16, CEntity **, bool, bool, bool, bool, bool);
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static void FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bVehicles, bool bPeds, bool bObjects);
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static void FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList);
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static void ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
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static void ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, float z2);
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static void CallOffChaseForArea(float x1, float y1, float x2, float y2);
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static void CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY);
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static void CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2);
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static bool IsWanderPathClear(CVector const&, CVector const&, float, int);
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static float GetSectorX(float f) { return ((f - WORLD_MIN_X)/SECTOR_SIZE_X); }
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static float GetSectorY(float f) { return ((f - WORLD_MIN_Y)/SECTOR_SIZE_Y); }
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static int GetSectorIndexX(float f) { return (int)GetSectorX(f); }
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static int GetSectorIndexY(float f) { return (int)GetSectorY(f); }
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static float GetWorldX(int x) { return x*SECTOR_SIZE_X + WORLD_MIN_X; }
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static float GetWorldY(int y) { return y*SECTOR_SIZE_Y + WORLD_MIN_Y; }
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static void RemoveEntityInsteadOfProcessingIt(CEntity* ent);
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static void RemoveFallenPeds();
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static void RemoveFallenCars();
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static void StopAllLawEnforcersInTheirTracks();
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static void SetAllCarsCanBeDamaged(bool);
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static void ExtinguishAllCarFiresInArea(CVector, float);
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static void SetCarsOnFire(float x, float y, float z, float radius, CEntity* reason);
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static void SetPedsChoking(float x, float y, float z, float radius, CEntity* reason);
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static void SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason);
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static void Initialise();
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static void AddParticles();
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static void ShutDown();
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static void ClearForRestart(void);
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static void RepositionCertainDynamicObjects();
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static void RepositionOneObject(CEntity* pEntity);
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static void RemoveStaticObjects();
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static void Process();
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static void TriggerExplosion(const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
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static void TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer);
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static void UseDetonator(CEntity *pEntity);
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// NB: following functions are unused (TODO?)
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static void CastShadow(float, float, float, float);
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static void CastShadowSectorList(CPtrList&, float, float, float, float);
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static void FindLowestZForCoord(float, float);
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static void CheckBlockListIntegrity(void);
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static void ProcessVerticalLineSectorList_FillGlobeColPoints(CPtrList&, const CColLine&, CEntity*&, bool, CStoredCollPoly*);
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static void ProcessVerticalLineSector_FillGlobeColPoints(CSector&, const CColLine&, CEntity*&, bool, bool, bool, bool, bool, bool, CStoredCollPoly*);
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static void ProcessVerticalLine_FillGlobeColPoints(const CVector&, float, CEntity*&, bool, bool, bool, bool, bool, bool, CStoredCollPoly*);
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static void PrintCarChanges(void);
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static void TestForBuildingsOnTopOfEachOther(CPtrList&);
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static void TestForBuildingsOnTopOfEachOther(void);
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static void TestForUnusedModels(CPtrList&, int*);
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static void TestForUnusedModels(void);
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static void HandleCollisionZoneChange(eLevelName, eLevelName);
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static void DoZoneTestForChaser(class CPhysical*);
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static void FindPlayerSlotWithPedPointer(void*);
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};
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extern CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
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class CPlayerPed;
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class CVehicle;
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CPlayerPed *FindPlayerPed(void);
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CVehicle *FindPlayerVehicle(void);
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CVehicle *FindPlayerTrain(void);
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CEntity *FindPlayerEntity(void);
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CVector FindPlayerCoors(void);
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CVector &FindPlayerSpeed(void);
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const CVector &FindPlayerCentreOfWorld(int32 player);
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const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
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float FindPlayerHeading(void);
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