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#pragma once
#include "templates.h"
#include "Lists.h"
#include "Treadable.h"
#include "Object.h"
#include "CutsceneHead.h"
#include "PlayerPed.h"
#include "Automobile.h"
#include "DummyPed.h"
#include "AudioScriptObject.h"
typedef CPool<CPtrNode> CCPtrNodePool;
typedef CPool<CEntryInfoNode> CEntryInfoNodePool;
typedef CPool<CPed,CPlayerPed> CPedPool;
typedef CPool<CVehicle,CAutomobile> CVehiclePool;
typedef CPool<CBuilding> CBuildingPool;
typedef CPool<CTreadable> CTreadablePool;
typedef CPool<CObject, CCutsceneHead> CObjectPool;
typedef CPool<CDummy, CDummyPed> CDummyPool;
typedef CPool<cAudioScriptObject> CAudioScriptObjectPool;
class CPools
{
static CCPtrNodePool *ms_pPtrNodePool;
static CEntryInfoNodePool *ms_pEntryInfoNodePool;
static CPedPool *ms_pPedPool;
static CVehiclePool *ms_pVehiclePool;
static CBuildingPool *ms_pBuildingPool;
static CTreadablePool *ms_pTreadablePool;
static CObjectPool *ms_pObjectPool;
static CDummyPool *ms_pDummyPool;
static CAudioScriptObjectPool *ms_pAudioScriptObjectPool;
public:
static CCPtrNodePool *GetPtrNodePool(void) { return ms_pPtrNodePool; }
static CEntryInfoNodePool *GetEntryInfoNodePool(void) { return ms_pEntryInfoNodePool; }
static CPedPool *GetPedPool(void) { return ms_pPedPool; }
static CVehiclePool *GetVehiclePool(void) { return ms_pVehiclePool; }
static CBuildingPool *GetBuildingPool(void) { return ms_pBuildingPool; }
static CTreadablePool *GetTreadablePool(void) { return ms_pTreadablePool; }
static CObjectPool *GetObjectPool(void) { return ms_pObjectPool; }
static CDummyPool *GetDummyPool(void) { return ms_pDummyPool; }
static CAudioScriptObjectPool *GetAudioScriptObjectPool(void) { return ms_pAudioScriptObjectPool; }
static void Initialise(void);
static void ShutDown(void);
static int32 GetPedRef(CPed *ped);
static CPed *GetPed(int32 handle);
static int32 GetVehicleRef(CVehicle *vehicle);
static CVehicle *GetVehicle(int32 handle);
static int32 GetObjectRef(CObject *object);
static CObject *GetObject(int32 handle);
static void CheckPoolsEmpty();
static void MakeSureSlotInObjectPoolIsEmpty(int32 slot);
static void LoadObjectPool(uint8 *buf, uint32 size);
static void LoadPedPool(uint8 *buf, uint32 size);
static void LoadVehiclePool(uint8 *buf, uint32 size);
static void SaveObjectPool(uint8 *buf, uint32 *size);
static void SavePedPool(uint8 *buf, uint32 *size);
static void SaveVehiclePool(uint8 *buf, uint32 *size);
};
#ifdef COMPATIBLE_SAVES
// Following stuff allows changing structures like CPed, CAutomobile and CBoat without breaking compatibility with original saves.
// For saving we have to assume that sizeof(void*) == 4, so we use int32 everywhere.
// It will break some pointers, but saving them makes no sense anyway.
struct CEntityProperties
{
// these properties are defined exactly as in original game
uint32 m_type : 3;
uint32 m_status : 5;
// flagsA
uint32 bUsesCollision : 1; // does entity use collision
uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
uint32 bIsStatic : 1; // is entity static
uint32 bHasContacted : 1; // has entity processed some contact forces
uint32 bPedPhysics : 1;
uint32 bIsStuck : 1; // is entity stuck
uint32 bIsInSafePosition : 1; // is entity in a collision free safe position
uint32 bUseCollisionRecords : 1;
// flagsB
uint32 bWasPostponed : 1; // was entity control processing postponed
uint32 bExplosionProof : 1;
uint32 bIsVisible : 1; //is the entity visible
uint32 bHasCollided : 1;
uint32 bRenderScorched : 1;
uint32 bHasBlip : 1;
uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
// VC inserts one more flag here: if drawdist <= 2000
uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
// flagsC
uint32 bBulletProof : 1;
uint32 bFireProof : 1;
uint32 bCollisionProof : 1;
uint32 bMeleeProof : 1;
uint32 bOnlyDamagedByPlayer : 1;
uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
uint32 bZoneCulled : 1;
uint32 bZoneCulled2 : 1; // only treadables+10m
// flagsD
uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
uint32 bHasHitWall : 1; // has collided with a building (changes subsequent collisions)
uint32 bImBeingRendered : 1; // don't delete me because I'm being rendered
uint32 bTouchingWater : 1; // used by cBuoyancy::ProcessBuoyancy
uint32 bIsSubway : 1; // set when subway, but maybe different meaning?
uint32 bDrawLast : 1; // draw object last
uint32 bNoBrightHeadLights : 1;
uint32 bDoNotRender : 1;
// flagsE
uint32 bDistanceFade : 1; // Fade entity because it is far away
uint32 m_flagE2 : 1;
void Store(CEntity* pEntity)
{
m_type = pEntity->GetType();
m_status = pEntity->GetStatus();
bUsesCollision = pEntity->bUsesCollision;
bCollisionProcessed = pEntity->bCollisionProcessed;
bIsStatic = pEntity->bIsStatic;
bHasContacted = pEntity->bHasContacted;
bPedPhysics = pEntity->bPedPhysics;
bIsStuck = pEntity->bIsStuck;
bIsInSafePosition = pEntity->bIsInSafePosition;
bUseCollisionRecords = pEntity->bUseCollisionRecords;
bWasPostponed = pEntity->bWasPostponed;
bExplosionProof = pEntity->bExplosionProof;
bIsVisible = pEntity->bIsVisible;
bHasCollided = pEntity->bHasCollided;
bRenderScorched = pEntity->bRenderScorched;
bHasBlip = pEntity->bHasBlip;
bIsBIGBuilding = pEntity->bIsBIGBuilding;
bRenderDamaged = pEntity->bRenderDamaged;
bBulletProof = pEntity->bBulletProof;
bFireProof = pEntity->bFireProof;
bCollisionProof = pEntity->bCollisionProof;
bMeleeProof = pEntity->bMeleeProof;
bOnlyDamagedByPlayer = pEntity->bOnlyDamagedByPlayer;
bStreamingDontDelete = pEntity->bStreamingDontDelete;
bZoneCulled = pEntity->bZoneCulled;
bZoneCulled2 = pEntity->bZoneCulled2;
bRemoveFromWorld = pEntity->bRemoveFromWorld;
bHasHitWall = pEntity->bHasHitWall;
bImBeingRendered = pEntity->bImBeingRendered;
bTouchingWater = pEntity->bTouchingWater;
bIsSubway = pEntity->bIsSubway;
bDrawLast = pEntity->bDrawLast;
bNoBrightHeadLights = pEntity->bNoBrightHeadLights;
bDoNotRender = pEntity->bDoNotRender;
bDistanceFade = pEntity->bDistanceFade;
m_flagE2 = pEntity->m_flagE2;
}
void Restore(CEntity* pEntity)
{
pEntity->SetType((eEntityType)m_type);
pEntity->SetStatus((eEntityStatus)m_status);
pEntity->bUsesCollision = bUsesCollision;
pEntity->bCollisionProcessed = bCollisionProcessed;
pEntity->bIsStatic = bIsStatic;
pEntity->bHasContacted = bHasContacted;
pEntity->bPedPhysics = bPedPhysics;
pEntity->bIsStuck = bIsStuck;
pEntity->bIsInSafePosition = bIsInSafePosition;
pEntity->bUseCollisionRecords = bUseCollisionRecords;
pEntity->bWasPostponed = bWasPostponed;
pEntity->bExplosionProof = bExplosionProof;
pEntity->bIsVisible = bIsVisible;
pEntity->bHasCollided = bHasCollided;
pEntity->bRenderScorched = bRenderScorched;
pEntity->bHasBlip = bHasBlip;
pEntity->bIsBIGBuilding = bIsBIGBuilding;
pEntity->bRenderDamaged = bRenderDamaged;
pEntity->bBulletProof = bBulletProof;
pEntity->bFireProof = bFireProof;
pEntity->bCollisionProof = bCollisionProof;
pEntity->bMeleeProof = bMeleeProof;
pEntity->bOnlyDamagedByPlayer = bOnlyDamagedByPlayer;
pEntity->bStreamingDontDelete = bStreamingDontDelete;
pEntity->bZoneCulled = bZoneCulled;
pEntity->bZoneCulled2 = bZoneCulled2;
pEntity->bRemoveFromWorld = bRemoveFromWorld;
pEntity->bHasHitWall = bHasHitWall;
pEntity->bImBeingRendered = bImBeingRendered;
pEntity->bTouchingWater = bTouchingWater;
pEntity->bIsSubway = bIsSubway;
pEntity->bDrawLast = bDrawLast;
pEntity->bNoBrightHeadLights = bNoBrightHeadLights;
pEntity->bDoNotRender = bDoNotRender;
pEntity->bDistanceFade = bDistanceFade;
pEntity->m_flagE2 = m_flagE2;
}
};
VALIDATE_SIZE(CEntityProperties, 8);
struct CAutoPilot_FS
{
int32 m_nCurrentRouteNode;
int32 m_nNextRouteNode;
int32 m_nPrevRouteNode;
uint32 m_nTimeEnteredCurve;
uint32 m_nTimeToSpendOnCurrentCurve;
uint32 m_nCurrentPathNodeInfo;
uint32 m_nNextPathNodeInfo;
uint32 m_nPreviousPathNodeInfo;
uint32 m_nAntiReverseTimer;
uint32 m_nTimeToStartMission;
int8 m_nPreviousDirection;
int8 m_nCurrentDirection;
int8 m_nNextDirection;
int8 m_nCurrentLane;
int8 m_nNextLane;
uint8 m_nDrivingStyle;
uint8 m_nCarMission;
uint8 m_nTempAction;
uint32 m_nTimeTempAction;
float m_fMaxTrafficSpeed;
uint8 m_nCruiseSpeed;
uint8 m_bSlowedDownBecauseOfCars : 1;
uint8 m_bSlowedDownBecauseOfPeds : 1;
uint8 m_bStayInCurrentLevel : 1;
uint8 m_bStayInFastLane : 1;
uint8 m_bIgnorePathfinding : 1;
float m_vecDestinationCoors[3];
int32 m_aPathFindNodesInfo[8]; // CPathNode* [NUM_PATH_NODES_IN_AUTOPILOT]
int16 m_nPathFindNodesCount;
int32 m_pTargetCar;
void Store(CAutoPilot* pAutoPilot)
{
m_nCurrentRouteNode = pAutoPilot->m_nCurrentRouteNode;
m_nNextRouteNode = pAutoPilot->m_nNextRouteNode;
m_nPrevRouteNode = pAutoPilot->m_nPrevRouteNode;
m_nTimeEnteredCurve = pAutoPilot->m_nTimeEnteredCurve;
m_nTimeToSpendOnCurrentCurve = pAutoPilot->m_nTimeToSpendOnCurrentCurve;
m_nCurrentPathNodeInfo = pAutoPilot->m_nCurrentPathNodeInfo;
m_nNextPathNodeInfo = pAutoPilot->m_nNextPathNodeInfo;
m_nPreviousPathNodeInfo = pAutoPilot->m_nPreviousPathNodeInfo;
m_nAntiReverseTimer = pAutoPilot->m_nAntiReverseTimer;
m_nTimeToStartMission = pAutoPilot->m_nTimeToStartMission;
m_nPreviousDirection = pAutoPilot->m_nPreviousDirection;
m_nCurrentDirection = pAutoPilot->m_nCurrentDirection;
m_nNextDirection = pAutoPilot->m_nNextDirection;
m_nCurrentLane = pAutoPilot->m_nCurrentLane;
m_nNextLane = pAutoPilot->m_nNextLane;
m_nDrivingStyle = pAutoPilot->m_nDrivingStyle;
m_nCarMission = pAutoPilot->m_nCarMission;
m_nTempAction = pAutoPilot->m_nTempAction;
m_nTimeTempAction = pAutoPilot->m_nTimeTempAction;
m_fMaxTrafficSpeed = pAutoPilot->m_fMaxTrafficSpeed;
m_nCruiseSpeed = pAutoPilot->m_nCruiseSpeed;
m_bSlowedDownBecauseOfCars = pAutoPilot->m_bSlowedDownBecauseOfCars;
m_bSlowedDownBecauseOfPeds = pAutoPilot->m_bSlowedDownBecauseOfPeds;
m_bStayInCurrentLevel = pAutoPilot->m_bStayInCurrentLevel;
m_bStayInFastLane = pAutoPilot->m_bStayInFastLane;
m_bIgnorePathfinding = pAutoPilot->m_bIgnorePathfinding;
m_vecDestinationCoors[0] = pAutoPilot->m_vecDestinationCoors.x;
m_vecDestinationCoors[1] = pAutoPilot->m_vecDestinationCoors.y;
m_vecDestinationCoors[2] = pAutoPilot->m_vecDestinationCoors.z;
for (int i = 0; i < 8; i++)
m_aPathFindNodesInfo[i] = 0;
m_nPathFindNodesCount = pAutoPilot->m_nPathFindNodesCount;
m_pTargetCar = 0;
}
void Restore(CAutoPilot* pAutoPilot)
{
pAutoPilot->m_nCurrentRouteNode = m_nCurrentRouteNode;
pAutoPilot->m_nNextRouteNode = m_nNextRouteNode;
pAutoPilot->m_nPrevRouteNode = m_nPrevRouteNode;
pAutoPilot->m_nTimeEnteredCurve = m_nTimeEnteredCurve;
pAutoPilot->m_nTimeToSpendOnCurrentCurve = m_nTimeToSpendOnCurrentCurve;
pAutoPilot->m_nCurrentPathNodeInfo = m_nCurrentPathNodeInfo;
pAutoPilot->m_nNextPathNodeInfo = m_nNextPathNodeInfo;
pAutoPilot->m_nPreviousPathNodeInfo = m_nPreviousPathNodeInfo;
pAutoPilot->m_nAntiReverseTimer = m_nAntiReverseTimer;
pAutoPilot->m_nTimeToStartMission = m_nTimeToStartMission;
pAutoPilot->m_nPreviousDirection = m_nPreviousDirection;
pAutoPilot->m_nCurrentDirection = m_nCurrentDirection;
pAutoPilot->m_nNextDirection = m_nNextDirection;
pAutoPilot->m_nCurrentLane = m_nCurrentLane;
pAutoPilot->m_nNextLane = m_nNextLane;
pAutoPilot->m_nDrivingStyle = (eCarDrivingStyle)m_nDrivingStyle;
pAutoPilot->m_nCarMission = (eCarMission)m_nCarMission;
pAutoPilot->m_nTempAction = (eCarTempAction)m_nTempAction;
pAutoPilot->m_nTimeTempAction = m_nTimeTempAction;
pAutoPilot->m_fMaxTrafficSpeed = m_fMaxTrafficSpeed;
pAutoPilot->m_nCruiseSpeed = m_nCruiseSpeed;
pAutoPilot->m_bSlowedDownBecauseOfCars = m_bSlowedDownBecauseOfCars;
pAutoPilot->m_bSlowedDownBecauseOfPeds = m_bSlowedDownBecauseOfPeds;
pAutoPilot->m_bStayInCurrentLevel = m_bStayInCurrentLevel;
pAutoPilot->m_bStayInFastLane = m_bStayInFastLane;
pAutoPilot->m_bIgnorePathfinding = m_bIgnorePathfinding;
pAutoPilot->m_vecDestinationCoors.x = m_vecDestinationCoors[0];
pAutoPilot->m_vecDestinationCoors.y = m_vecDestinationCoors[1];
pAutoPilot->m_vecDestinationCoors.z = m_vecDestinationCoors[2];
for (int i = 0; i < NUM_PATH_NODES_IN_AUTOPILOT; i++)
pAutoPilot->m_aPathFindNodesInfo[i] = nil;
pAutoPilot->m_nPathFindNodesCount = m_nPathFindNodesCount;
pAutoPilot->m_pTargetCar = nil;
}
};
struct CMatrix_FS
{
float right[3];
uint8 gap1[4];
float forward[3];
uint8 gap2[4];
float up[3];
uint8 gap3[4];
float pos[3];
uint8 gap4[12];
void Store(CMatrix* pMatrix)
{
right[0] = pMatrix->GetRight().x;
right[1] = pMatrix->GetRight().y;
right[2] = pMatrix->GetRight().z;
forward[0] = pMatrix->GetForward().x;
forward[1] = pMatrix->GetForward().y;
forward[2] = pMatrix->GetForward().z;
up[0] = pMatrix->GetUp().x;
up[1] = pMatrix->GetUp().y;
up[2] = pMatrix->GetUp().z;
pos[0] = pMatrix->GetPosition().x;
pos[1] = pMatrix->GetPosition().y;
pos[2] = pMatrix->GetPosition().z;
}
void Restore(CMatrix* pMatrix)
{
CMatrix tmp;
tmp.GetRight().x = right[0];
tmp.GetRight().y = right[1];
tmp.GetRight().z = right[2];
tmp.GetForward().x = forward[0];
tmp.GetForward().y = forward[1];
tmp.GetForward().z = forward[2];
tmp.GetUp().x = up[0];
tmp.GetUp().y = up[1];
tmp.GetUp().z = up[2];
tmp.GetPosition().x = pos[0];
tmp.GetPosition().y = pos[1];
tmp.GetPosition().z = pos[2];
*pMatrix = tmp;
}
};
VALIDATE_SIZE(CMatrix_FS, 72);
struct CVehicle_FS
{
uint32 vtable;
CMatrix_FS matrix;
uint8 gap1[4];
CEntityProperties properties;
uint8 gap2[212];
CAutoPilot_FS AutoPilot;
uint8 m_currentColour1;
uint8 m_currentColour2;
uint8 gap3[2];
int16 m_nAlarmState;
int8 gap4[43];
uint8 m_nNumMaxPassengers;
float field_1D0[4];
uint8 gap5[8];
float m_fSteerAngle;
float m_fGasPedal;
float m_fBrakePedal;
uint8 VehicleCreatedBy;
// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
uint8 bIsLawEnforcer : 1; // Is this guy chasing the player at the moment
uint8 gap_b1 : 1;
uint8 gap_b2 : 1;
uint8 bIsLocked : 1; // Is this guy locked by the script (cannot be removed)
uint8 bEngineOn : 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
uint8 bIsHandbrakeOn : 1; // How's the handbrake doing ?
uint8 bLightsOn : 1; // Are the lights switched on ?
uint8 bFreebies : 1; // Any freebies left in this vehicle ?
uint8 gap6[3];
uint8 gap7[6];
float m_fHealth; // 1000.0f = full health. 250.0f = fire. 0 -> explode
uint8 m_nCurrentGear;
float m_fChangeGearTime;
uint8 gap8[4];
uint32 m_nTimeOfDeath;
uint8 gap9[2];
int16 m_nBombTimer;
uint8 gap10[12];
int8 m_nDoorLock;
uint8 gap11[96];
void Store(CVehicle* pVehicle)
{
matrix.Store(&pVehicle->GetMatrix());
VehicleCreatedBy = pVehicle->VehicleCreatedBy;
m_currentColour1 = pVehicle->m_currentColour1;
m_currentColour2 = pVehicle->m_currentColour2;
m_nAlarmState = pVehicle->m_nAlarmState;
m_nNumMaxPassengers = pVehicle->m_nNumMaxPassengers;
field_1D0[0] = pVehicle->field_1D0[0];
field_1D0[1] = pVehicle->field_1D0[1];
field_1D0[2] = pVehicle->field_1D0[2];
field_1D0[3] = pVehicle->field_1D0[3];
m_fSteerAngle = pVehicle->m_fSteerAngle;
m_fGasPedal = pVehicle->m_fGasPedal;
m_fBrakePedal = pVehicle->m_fBrakePedal;
bIsLawEnforcer = pVehicle->bIsLawEnforcer;
bIsLocked = pVehicle->bIsLocked;
bEngineOn = pVehicle->bEngineOn;
bIsHandbrakeOn = pVehicle->bIsHandbrakeOn;
bLightsOn = pVehicle->bLightsOn;
bFreebies = pVehicle->bFreebies;
m_fHealth = pVehicle->m_fHealth;
m_nCurrentGear = pVehicle->m_nCurrentGear;
m_fChangeGearTime = pVehicle->m_fChangeGearTime;
m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
#ifdef FIX_BUGS //must be copypaste
m_nBombTimer = pVehicle->m_nBombTimer;
#else
m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
#endif
m_nDoorLock = pVehicle->m_nDoorLock;
properties.Store(pVehicle);
AutoPilot.Store(&pVehicle->AutoPilot);
}
void Restore(CVehicle* pVehicle)
{
matrix.Restore(&pVehicle->GetMatrix());
pVehicle->VehicleCreatedBy = VehicleCreatedBy;
pVehicle->m_currentColour1 = m_currentColour1;
pVehicle->m_currentColour2 = m_currentColour2;
pVehicle->m_nAlarmState = m_nAlarmState;
pVehicle->m_nNumMaxPassengers = m_nNumMaxPassengers;
pVehicle->field_1D0[0] = field_1D0[0];
pVehicle->field_1D0[1] = field_1D0[1];
pVehicle->field_1D0[2] = field_1D0[2];
pVehicle->field_1D0[3] = field_1D0[3];
pVehicle->m_fSteerAngle = m_fSteerAngle;
pVehicle->m_fGasPedal = m_fGasPedal;
pVehicle->m_fBrakePedal = m_fBrakePedal;
pVehicle->bIsLawEnforcer = bIsLawEnforcer;
pVehicle->bIsLocked = bIsLocked;
pVehicle->bEngineOn = bEngineOn;
pVehicle->bIsHandbrakeOn = bIsHandbrakeOn;
pVehicle->bLightsOn = bLightsOn;
pVehicle->bFreebies = bFreebies;
pVehicle->m_fHealth = m_fHealth;
pVehicle->m_nCurrentGear = m_nCurrentGear;
pVehicle->m_fChangeGearTime = m_fChangeGearTime;
pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
#ifdef FIX_BUGS //must be copypaste
pVehicle->m_nBombTimer = m_nBombTimer;
#else
pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
#endif
pVehicle->m_nDoorLock = (eCarLock)m_nDoorLock;
properties.Restore(pVehicle);
AutoPilot.Restore(&pVehicle->AutoPilot);
}
};
VALIDATE_SIZE(CVehicle_FS, 648);
static_assert(sizeof(CDamageManager) < 1448 - sizeof(CVehicle_FS), "CDamageManager size too big to keep saves compatible");
struct CAutomobile_FS
{
CVehicle_FS vehicle;
CDamageManager Damage;
char gap[1448 - sizeof(CVehicle_FS) - sizeof(CDamageManager)]; // even allows increasing size of CDamageManager
};
struct CBoat_FS
{
CVehicle_FS vehicle;
char gap[1156 - sizeof(CVehicle_FS)];
};
VALIDATE_SIZE(CAutomobile_FS, 1448);
VALIDATE_SIZE(CBoat_FS, 1156);
struct CWeapon_FS
{
int32 m_eWeaponType;
int32 m_eWeaponState;
uint32 m_nAmmoInClip;
uint32 m_nAmmoTotal;
uint32 m_nTimer;
bool m_bAddRotOffset;
void Store(CWeapon* pWeapon)
{
m_eWeaponType = pWeapon->m_eWeaponType;
m_eWeaponState = pWeapon->m_eWeaponState;
m_nAmmoInClip = pWeapon->m_nAmmoInClip;
m_nAmmoTotal = pWeapon->m_nAmmoTotal;
m_nTimer = pWeapon->m_nTimer;
m_bAddRotOffset = pWeapon->m_bAddRotOffset;
}
void Restore(CWeapon* pWeapon)
{
pWeapon->m_eWeaponType = (eWeaponType)m_eWeaponType;
pWeapon->m_eWeaponState = (eWeaponState)m_eWeaponState;
pWeapon->m_nAmmoInClip = m_nAmmoInClip;
pWeapon->m_nAmmoTotal = m_nAmmoTotal;
pWeapon->m_nTimer = m_nTimer;
pWeapon->m_bAddRotOffset = m_bAddRotOffset;
}
};
static_assert(WEAPONTYPE_TOTAL_INVENTORY_WEAPONS == 13,
"Saving struct needs to be changed by adding new weapons to existing space; or COMPATIBLE_SAVES needs to be undefined");
struct CPlayerPed_FS
{
int32 vtable;
int8 gap[48];
float pos[3];
uint8 gap_2[288];
uint8 CharCreatedBy;
uint8 gap_3[351];
float m_fHealth;
float m_fArmour;
uint8 gap_4[148];
CWeapon_FS m_weapons[13];
int32 m_storedWeapon;
uint8 m_currentWeapon;
uint8 m_maxWeaponTypeAllowed;
uint8 gap_5[178];
float m_fMaxStamina;
uint8 gap_6[28];
int32 m_nTargettableObjects[4];
uint8 gap_7[116];
void StorePlayerPed(CPlayerPed* pPlayerPed)
{
for (int i = 0; i < 4; i++)
m_nTargettableObjects[i] = pPlayerPed->m_nTargettableObjects[i];
m_fMaxStamina = pPlayerPed->m_fMaxStamina;
}
void StorePed(CPed* pPed)
{
pos[0] = pPed->GetPosition().x;
pos[1] = pPed->GetPosition().y;
pos[2] = pPed->GetPosition().z;
m_fHealth = pPed->m_fHealth;
m_fArmour = pPed->m_fArmour;
CharCreatedBy = pPed->CharCreatedBy;
m_maxWeaponTypeAllowed = pPed->m_maxWeaponTypeAllowed;
for (int i = 0; i < 13; i++)
m_weapons[i].Store(&pPed->m_weapons[i]);
}
void RestorePlayerPed(CPlayerPed* pPlayerPed)
{
for (int i = 0; i < 4; i++)
pPlayerPed->m_nTargettableObjects[i] = m_nTargettableObjects[i];
pPlayerPed->m_fMaxStamina = m_fMaxStamina;
}
void RestorePed(CPed* pPed)
{
pPed->GetPosition().x = pos[0];
pPed->GetPosition().y = pos[1];
pPed->GetPosition().z = pos[2];
pPed->m_fHealth = m_fHealth;
pPed->m_fArmour = m_fArmour;
pPed->CharCreatedBy = CharCreatedBy;
pPed->m_maxWeaponTypeAllowed = m_maxWeaponTypeAllowed;
for (int i = 0; i < 13; i++)
m_weapons[i].Restore(&pPed->m_weapons[i]);
}
};
VALIDATE_SIZE(CPlayerPed_FS, 1520);
#endif
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