eClientVehicleType CClientVehicleManager::GetVehicleType ( unsigned long ulModel ) { // Valid vehicle id? if ( IsValidModel ( ulModel ) ) { // Grab the model info for the current vehicle CModelInfo* pModelInfo = g_pGame->GetModelInfo ( ulModel ); if ( pModelInfo ) { // Return the appropriate type if ( pModelInfo->IsCar () ) return CLIENTVEHICLE_CAR; if ( pModelInfo->IsBike () ) return CLIENTVEHICLE_BIKE; if ( pModelInfo->IsPlane () ) return CLIENTVEHICLE_PLANE; if ( pModelInfo->IsHeli () ) return CLIENTVEHICLE_HELI; if ( pModelInfo->IsBoat () ) return CLIENTVEHICLE_BOAT; if ( pModelInfo->IsQuadBike () ) return CLIENTVEHICLE_QUADBIKE; if ( pModelInfo->IsBmx () ) return CLIENTVEHICLE_BMX; if ( pModelInfo->IsMonsterTruck () ) return CLIENTVEHICLE_MONSTERTRUCK; if ( pModelInfo->IsTrailer () ) return CLIENTVEHICLE_TRAILER; if ( pModelInfo->IsTrain () ) return CLIENTVEHICLE_TRAIN; } } // Invalid vehicle id or some other error return CLIENTVEHICLE_NONE; }
void CHandlingRPCs::SetVehicleHandling ( CClientEntity* pSource, NetBitStreamInterface& bitStream ) { // Check it's type if ( pSource && pSource->GetType () == CCLIENTVEHICLE ) { // Grab the vehicle handling entry CClientVehicle& Vehicle = static_cast < CClientVehicle& > ( *pSource ); CHandlingEntry* pEntry = Vehicle.GetHandlingData(); CModelInfo * pModelInfo = Vehicle.GetModelInfo ( ); bool bReadSuspension = false; if ( pModelInfo ) bReadSuspension = pModelInfo->IsCar ( ) || pModelInfo->IsMonsterTruck(); SVehicleHandlingSync handling; bitStream.Read ( &handling ); pEntry->SetMass ( handling.data.fMass ); pEntry->SetTurnMass ( handling.data.fTurnMass ); pEntry->SetDragCoeff ( handling.data.fDragCoeff ); pEntry->SetCenterOfMass ( handling.data.vecCenterOfMass ); pEntry->SetPercentSubmerged ( handling.data.ucPercentSubmerged ); pEntry->SetTractionMultiplier ( handling.data.fTractionMultiplier ); pEntry->SetCarDriveType ( (CHandlingEntry::eDriveType)handling.data.ucDriveType ); pEntry->SetCarEngineType ( (CHandlingEntry::eEngineType)handling.data.ucEngineType ); pEntry->SetNumberOfGears ( handling.data.ucNumberOfGears ); pEntry->SetEngineAcceleration ( handling.data.fEngineAcceleration ); pEntry->SetEngineInertia ( handling.data.fEngineInertia ); pEntry->SetMaxVelocity ( handling.data.fMaxVelocity ); pEntry->SetBrakeDeceleration ( handling.data.fBrakeDeceleration ); pEntry->SetBrakeBias ( handling.data.fBrakeBias ); pEntry->SetABS ( handling.data.bABS ); pEntry->SetSteeringLock ( handling.data.fSteeringLock ); pEntry->SetTractionLoss ( handling.data.fTractionLoss ); pEntry->SetTractionBias ( handling.data.fTractionBias ); if ( bReadSuspension ) { pEntry->SetSuspensionForceLevel ( handling.data.fSuspensionForceLevel ); pEntry->SetSuspensionDamping ( handling.data.fSuspensionDamping ); pEntry->SetSuspensionHighSpeedDamping ( handling.data.fSuspensionHighSpdDamping ); pEntry->SetSuspensionUpperLimit ( handling.data.fSuspensionUpperLimit ); pEntry->SetSuspensionLowerLimit ( handling.data.fSuspensionLowerLimit ); pEntry->SetSuspensionFrontRearBias ( handling.data.fSuspensionFrontRearBias ); pEntry->SetSuspensionAntiDiveMultiplier ( handling.data.fSuspensionAntiDiveMultiplier ); } pEntry->SetCollisionDamageMultiplier ( handling.data.fCollisionDamageMultiplier ); pEntry->SetModelFlags ( handling.data.uiModelFlags ); pEntry->SetHandlingFlags ( handling.data.uiHandlingFlags ); pEntry->SetSeatOffsetDistance ( handling.data.fSeatOffsetDistance ); //pEntry->SetMonetary ( handling.data.uiMonetary ); //pEntry->SetHeadLight ( (CHandlingEntry::eLightType)handling.data.ucHeadLight ); //pEntry->SetTailLight ( (CHandlingEntry::eLightType)handling.data.ucTailLight ); //pEntry->SetAnimGroup ( handling.data.ucAnimGroup ); Vehicle.ApplyHandling(); } }
void CHandlingRPCs::SetVehicleHandlingProperty ( CClientEntity* pSource, NetBitStreamInterface& bitStream ) { // Read out the property id unsigned char ucProperty; if ( bitStream.Read ( ucProperty ) ) { // Check its type if ( pSource && pSource->GetType () == CCLIENTVEHICLE ) { // Grab the vehicle handling entry CClientVehicle& vehicle = static_cast < CClientVehicle& > ( *pSource ); CHandlingEntry* pHandlingEntry = vehicle.GetHandlingData ( ); CModelInfo * pModelInfo = vehicle.GetModelInfo ( ); bool bReadSuspension = false; if ( pModelInfo ) bReadSuspension = pModelInfo->IsCar ( ) || pModelInfo->IsMonsterTruck ( ); // Temporary storage for reading out data union { unsigned char ucChar; unsigned int uiInt; float fFloat; }; // Depending on what property switch ( ucProperty ) { case HANDLING_MASS: bitStream.Read ( fFloat ); pHandlingEntry->SetMass ( fFloat ); break; case HANDLING_TURNMASS: bitStream.Read ( fFloat ); pHandlingEntry->SetTurnMass ( fFloat ); break; case HANDLING_DRAGCOEFF: bitStream.Read ( fFloat ); pHandlingEntry->SetDragCoeff ( fFloat ); break; case HANDLING_CENTEROFMASS: { CVector vecVector; bitStream.Read ( vecVector.fX ); bitStream.Read ( vecVector.fY ); bitStream.Read ( vecVector.fZ ); pHandlingEntry->SetCenterOfMass ( vecVector ); break; } case HANDLING_PERCENTSUBMERGED: bitStream.Read ( uiInt ); pHandlingEntry->SetPercentSubmerged ( uiInt ); break; case HANDLING_TRACTIONMULTIPLIER: bitStream.Read ( fFloat ); pHandlingEntry->SetTractionMultiplier ( fFloat ); break; case HANDLING_DRIVETYPE: { bitStream.Read ( ucChar ); if ( ucChar != CHandlingEntry::FOURWHEEL && ucChar != CHandlingEntry::RWD && ucChar != CHandlingEntry::FWD ) { ucChar = CHandlingEntry::RWD; } pHandlingEntry->SetCarDriveType ( static_cast < CHandlingEntry::eDriveType > ( ucChar ) ); break; } case HANDLING_ENGINETYPE: { bitStream.Read ( ucChar ); if ( ucChar != CHandlingEntry::DIESEL && ucChar != CHandlingEntry::ELECTRIC && ucChar != CHandlingEntry::PETROL ) { ucChar = CHandlingEntry::PETROL; } pHandlingEntry->SetCarEngineType ( static_cast < CHandlingEntry::eEngineType > ( ucChar ) ); break; } case HANDLING_NUMOFGEARS: bitStream.Read ( ucChar ); pHandlingEntry->SetNumberOfGears ( ucChar ); break; case HANDLING_ENGINEACCELERATION: bitStream.Read ( fFloat ); pHandlingEntry->SetEngineAcceleration ( fFloat ); break; case HANDLING_ENGINEINERTIA: bitStream.Read ( fFloat ); pHandlingEntry->SetEngineInertia ( fFloat ); break; case HANDLING_MAXVELOCITY: bitStream.Read ( fFloat ); pHandlingEntry->SetMaxVelocity ( fFloat ); break; case HANDLING_BRAKEDECELERATION: bitStream.Read ( fFloat ); pHandlingEntry->SetBrakeDeceleration ( fFloat ); break; case HANDLING_BRAKEBIAS: bitStream.Read ( fFloat ); pHandlingEntry->SetBrakeBias ( fFloat ); break; case HANDLING_ABS: bitStream.Read ( ucChar ); pHandlingEntry->SetABS ( ucChar != 0 ); break; case HANDLING_STEERINGLOCK: bitStream.Read ( fFloat ); pHandlingEntry->SetSteeringLock ( fFloat ); break; case HANDLING_TRACTIONLOSS: bitStream.Read ( fFloat ); pHandlingEntry->SetTractionLoss ( fFloat ); break; case HANDLING_TRACTIONBIAS: bitStream.Read ( fFloat ); pHandlingEntry->SetTractionBias ( fFloat ); break; case HANDLING_SUSPENSION_FORCELEVEL: { bitStream.Read ( fFloat ); if ( bReadSuspension ) { pHandlingEntry->SetSuspensionForceLevel ( fFloat ); } break; } case HANDLING_SUSPENSION_DAMPING: { bitStream.Read ( fFloat ); if ( bReadSuspension ) { pHandlingEntry->SetSuspensionDamping ( fFloat ); } break; } case HANDLING_SUSPENSION_HIGHSPEEDDAMPING: { bitStream.Read ( fFloat ); if ( bReadSuspension ) { pHandlingEntry->SetSuspensionHighSpeedDamping ( fFloat ); } break; } case HANDLING_SUSPENSION_UPPER_LIMIT: { bitStream.Read ( fFloat ); if ( bReadSuspension ) { pHandlingEntry->SetSuspensionUpperLimit ( fFloat ); } break; } case HANDLING_SUSPENSION_LOWER_LIMIT: { bitStream.Read ( fFloat ); if ( bReadSuspension ) { pHandlingEntry->SetSuspensionLowerLimit ( fFloat ); } break; } case HANDLING_SUSPENSION_FRONTREARBIAS: { bitStream.Read ( fFloat ); if ( bReadSuspension ) { pHandlingEntry->SetSuspensionFrontRearBias ( fFloat ); } break; } case HANDLING_SUSPENSION_ANTIDIVEMULTIPLIER: { bitStream.Read ( fFloat ); if ( bReadSuspension ) { pHandlingEntry->SetSuspensionAntiDiveMultiplier ( fFloat ); } break; } case HANDLING_COLLISIONDAMAGEMULTIPLIER: bitStream.Read ( fFloat ); pHandlingEntry->SetCollisionDamageMultiplier ( fFloat ); break; case HANDLING_SEATOFFSETDISTANCE: bitStream.Read ( fFloat ); pHandlingEntry->SetSeatOffsetDistance ( fFloat ); break; /*case HANDLING_MONETARY: bitStream.Read ( uiInt ); pHandlingEntry->SetMonetary ( uiInt ); break;*/ case HANDLING_HANDLINGFLAGS: bitStream.Read ( uiInt ); pHandlingEntry->SetHandlingFlags ( uiInt ); break; case HANDLING_MODELFLAGS: bitStream.Read ( uiInt ); pHandlingEntry->SetModelFlags ( uiInt ); break; /*case HANDLING_HEADLIGHT: bitStream.Read ( ucChar ); if ( ucChar > CHandlingEntry::TALL ) ucChar = CHandlingEntry::TALL; pHandlingEntry->SetHeadLight ( static_cast < CHandlingEntry::eLightType > ( ucChar ) ); break; case HANDLING_TAILLIGHT: bitStream.Read ( ucChar ); if ( ucChar > CHandlingEntry::TALL ) ucChar = CHandlingEntry::TALL; pHandlingEntry->SetTailLight ( static_cast < CHandlingEntry::eLightType > ( ucChar ) ); break;*/ case HANDLING_ANIMGROUP: bitStream.Read ( ucChar ); //pHandlingEntry->SetAnimGroup ( ucChar ); break; } vehicle.ApplyHandling(); } } }