//////////////////////////////////////////////////// // // CMouseControl::ProcessMouseMove // // Process a windows mouse movement message and turn it into control // //////////////////////////////////////////////////// bool CMouseControl::ProcessMouseMove ( UINT uMsg, WPARAM wParam, LPARAM lParam ) { if ( uMsg != WM_MOUSEMOVE ) return false; if ( g_pCore->GetGame ()->GetSystemState () != 9 ) return false; // HACK: Grab our local player, and check his vehicle CPed* pPed = g_pCore->GetGame ()->GetPools ()->GetPedFromRef ( (DWORD)1 ); if ( !pPed ) return false; CVehicle* pVehicle = pPed->GetVehicle (); if ( !pVehicle ) return false; CModelInfo* pModelInfo = g_pCore->GetGame ()->GetModelInfo( pVehicle->GetModelIndex() ); bool bVar; CVARS_GET ( "fly_with_mouse", bVar ); if ( pModelInfo->IsPlane() || pModelInfo->IsHeli() && !bVar ) // Are we in a plane, but not have mouse flight enabled? return false; CVARS_GET ( "steer_with_mouse", bVar ); if ( !bVar ) // Are we in another type of vehicle, but not have mouse steering enabled? return false; // Let's calculate our mouse movement directions CVector2D resolution = g_pCore->GetGUI()->GetResolution(); int iX = LOWORD ( lParam ), iY = HIWORD ( lParam ); float fX = (iX - resolution.fX*0.5f)/resolution.fX; fX *= MOUSE_CONTROL_MULTIPLIER; float fMouseSensitivity = g_pCore->GetGame ( )->GetSettings()->GetMouseSensitivity (); fX *= fMouseSensitivity; m_usLeftStickX += fX*128; m_usLeftStickX = Clamp < const short > ( -128, m_usLeftStickX, 128 ); // Only process Y input if we're in a vehicle that requires it if ( pModelInfo->IsPlane() || pModelInfo->IsHeli() || pModelInfo->IsBike() || pModelInfo->IsBmx() || pModelInfo->IsQuadBike() ) { float fY = (resolution.fY*0.5f - iY)/resolution.fY; fY *= MOUSE_CONTROL_MULTIPLIER; fY *= fMouseSensitivity; CVARS_GET ( "invert_mouse", bVar ); fY = bVar ? -fY : fY; m_usLeftStickY += fY*128; m_usLeftStickY = Clamp < const short > ( -128, m_usLeftStickY, 128 ); } return true; }
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; }