// getVehicleAngularVelocity(vehicleid)
CVector3 CVehicleModuleNatives::GetAngularVelocity(EntityId vehicleid)
{
    if(g_pVehicleManager->DoesExist(vehicleid))
    {
        CVehicle * pVehicle = g_pVehicleManager->GetAt(vehicleid);

        if(pVehicle)
        {
            CVector3 vecTurnSpeed;
            pVehicle->GetTurnSpeed(vecTurnSpeed);
            return vecTurnSpeed;
        }
    }

    return CVector3();
}
void CLocalPlayer::SendInCarFullSyncData()
{
	if(m_pPlayerPed)
	{
		RakNet::BitStream bsVehicleSync;
		VEHICLE_SYNC_DATA vehicleSyncData;
		MATRIX4X4 matVehicle;
		CVehicleManager * pVehicleManager = pNetowkManager->GetVehicleManager();
		CVehicle * pGameVehicle = NULL;

		// write packet id
		bsVehicleSync.Write((MessageID)ID_VEHICLE_SYNC);

		vehicleSyncData.vehicleID = pVehicleManager->FindIDFromGtaPtr(m_pPlayerPed->GetGtaVehicle());

		// make sure we have a valid vehicle
		if(vehicleSyncData.vehicleID == INVALID_ENTITY_ID)
		{
			return;
		}

		// get the player keys
		vehicleSyncData.wKeys = m_pPlayerPed->GetKeys();

		// get the vehicle pointer
		pGameVehicle = pVehicleManager->GetAt(vehicleSyncData.vehicleID);

		// make sure the vehicle pointer is valid
		if(!pGameVehicle)
		{
			return;
		}

		// get the vehicle matrix
		pGameVehicle->GetMatrix(&matVehicle);

		// copy the roll and direction vectors
		memcpy(&vehicleSyncData.vecRoll, &matVehicle.vLookRight, sizeof(Vector3));
		memcpy(&vehicleSyncData.vecDirection, &matVehicle.vLookUp, sizeof(Vector3));
		// pack the roll and direction vectors
		//CompressVector1(&matVehicle.vLookRight, &vehicleSyncData.cvecRoll);
		//CompressVector1(&matVehicle.vLookUp, &vehicleSyncData.cvecDirection);

		// copy the vehicle position
		memcpy(&vehicleSyncData.vecPos, &matVehicle.vPos, sizeof(Vector3));

		// get the vehicle move speed
		pGameVehicle->GetMoveSpeed(&vehicleSyncData.vecMoveSpeed);

		// get the vehicle turn speed
		pGameVehicle->GetTurnSpeed(&vehicleSyncData.vecTurnSpeed);

		// pack the vehicle health
		vehicleSyncData.byteVehicleHealth = PACK_VEHICLE_HEALTH(pGameVehicle->GetHealth());

		// get the player health (casted to a byte to save space)
		vehicleSyncData.bytePlayerHealth = (BYTE)m_pPlayerPed->GetHealth();

		// get the player armour (casted to a byte to save space)
		vehicleSyncData.bytePlayerArmour = (BYTE)m_pPlayerPed->GetArmour();

		// write vehicle sync struct to bit stream
		bsVehicleSync.Write((char *)&vehicleSyncData, sizeof(VEHICLE_SYNC_DATA));

		// send sync data
		pNetowkManager->GetRakPeer()->Send(&bsVehicleSync,HIGH_PRIORITY,UNRELIABLE_SEQUENCED,0,UNASSIGNED_SYSTEM_ADDRESS,TRUE);
	}
}
bool CVehiclePuresyncPacket::Write ( NetBitStreamInterface& BitStream ) const
{
    // Got a player to send?
    if ( m_pSourceElement )
    {
        CPlayer * pSourcePlayer = static_cast < CPlayer * > ( m_pSourceElement );

        // Player is in a vehicle and is the driver?
        CVehicle* pVehicle = pSourcePlayer->GetOccupiedVehicle ();
        if ( pVehicle )
        {
            // Player ID
            ElementID PlayerID = pSourcePlayer->GetID ();
            BitStream.Write ( PlayerID );

            // Write the time context of that player
            BitStream.Write ( pSourcePlayer->GetSyncTimeContext () );

            // Write his ping divided with 2 plus a small number so the client can find out when this packet was sent
            unsigned short usLatency = pSourcePlayer->GetPing ();
            BitStream.WriteCompressed ( usLatency );

            // Write the keysync data
            CControllerState ControllerState = pSourcePlayer->GetPad ()->GetCurrentControllerState ();
            WriteFullKeysync ( ControllerState, BitStream );

            // Write the vehicle matrix only if he's the driver
            CVector vecTemp;
            unsigned int uiSeat = pSourcePlayer->GetOccupiedVehicleSeat ();
            if ( uiSeat == 0 )
            {
                // Vehicle position
                SPositionSync position ( false );
                position.data.vecPosition = pVehicle->GetPosition ();
                BitStream.Write ( &position );

                // Vehicle rotation
                SRotationDegreesSync rotation;
                pVehicle->GetRotationDegrees ( rotation.data.vecRotation );
                BitStream.Write ( &rotation );

                // Move speed vector
                SVelocitySync velocity;
                velocity.data.vecVelocity = pVehicle->GetVelocity ();
                BitStream.Write ( &velocity );

                // Turn speed vector
                SVelocitySync turnSpeed;
                turnSpeed.data.vecVelocity = pVehicle->GetTurnSpeed ();
                BitStream.Write ( &turnSpeed );

                // Health
                SVehicleHealthSync health;
                health.data.fValue = pVehicle->GetHealth ();
                BitStream.Write ( &health );
            }

            // Player health and armor
            SPlayerHealthSync health;
            health.data.fValue = pSourcePlayer->GetHealth ();
            BitStream.Write ( &health );

            SPlayerArmorSync armor;
            armor.data.fValue = pSourcePlayer->GetArmor ();
            BitStream.Write ( &armor );

            // Weapon
            unsigned char ucWeaponType = pSourcePlayer->GetWeaponType ();

            // Flags
            SVehiclePuresyncFlags flags;
            flags.data.bIsWearingGoggles     = pSourcePlayer->IsWearingGoggles ();
            flags.data.bIsDoingGangDriveby   = pSourcePlayer->IsDoingGangDriveby ();
            flags.data.bIsSirenOrAlarmActive = pVehicle->IsSirenActive ();
            flags.data.bIsSmokeTrailEnabled  = pVehicle->IsSmokeTrailEnabled ();
            flags.data.bIsLandingGearDown    = pVehicle->IsLandingGearDown ();
            flags.data.bIsOnGround           = pVehicle->IsOnGround ();
            flags.data.bIsInWater            = pVehicle->IsInWater ();
            flags.data.bIsDerailed           = pVehicle->IsDerailed ();
            flags.data.bIsAircraft           = ( pVehicle->GetVehicleType () == VEHICLE_PLANE ||
                                                 pVehicle->GetVehicleType () == VEHICLE_HELI );
            flags.data.bHasAWeapon           = ( ucWeaponType != 0 );
            flags.data.bIsHeliSearchLightVisible = pVehicle->IsHeliSearchLightVisible ();
            BitStream.Write ( &flags );

            // Write the weapon stuff
            if ( flags.data.bHasAWeapon )
            {
                // Write the weapon slot
                SWeaponSlotSync slot;
                slot.data.uiSlot = pSourcePlayer->GetWeaponSlot ();
                BitStream.Write ( &slot );

                if ( flags.data.bIsDoingGangDriveby && CWeaponNames::DoesSlotHaveAmmo ( slot.data.uiSlot ) )
                {
                    // Write the ammo states
                    SWeaponAmmoSync ammo ( ucWeaponType, false, true );
                    ammo.data.usAmmoInClip = pSourcePlayer->GetWeaponAmmoInClip ();
                    BitStream.Write ( &ammo );

                    // Sync aim data
                    SWeaponAimSync aim ( 0.0f, true );
                    aim.data.vecOrigin = pSourcePlayer->GetSniperSourceVector ();
                    pSourcePlayer->GetTargettingVector ( aim.data.vecTarget );
                    aim.data.fArm = pSourcePlayer->GetAimDirection ();
                    BitStream.Write ( &aim );

                    // Sync driveby direction
                    SDrivebyDirectionSync driveby;
                    driveby.data.ucDirection = pSourcePlayer->GetDriveByDirection ();
                    BitStream.Write ( &driveby );
                }
            }

            // Vehicle specific data only if he's the driver
            if ( uiSeat == 0 )
            {
                WriteVehicleSpecific ( pVehicle, BitStream );
            }

            // Write vehicle_look_left and vehicle_look_right control states when
            // it's an aircraft.
            if ( flags.data.bIsAircraft )
            {
                BitStream.WriteBit ( ControllerState.LeftShoulder2 != 0 );
                BitStream.WriteBit ( ControllerState.RightShoulder2 != 0 );
            }

            // Success
            return true;
        }
    }

    return false;
}