void CLocalPlayer::SendInVehicleSync( void ) { // Are we not connected to the network? if( !pCore->GetNetworkModule()->IsConnected() ) return; // Are we dead? if( IsDead() ) return; // Get the vehicle instance CNetworkVehicle * pVehicle = pCore->GetVehicleManager()->GetFromGameGUID( GetPlayerPed()->GetCurrentVehicle()->m_dwGUID ); // Did we fail to find the vehicle? if( !pVehicle ) return; // Construct a new bitstream RakNet::BitStream pBitStream; // Write the vehicle id pBitStream.WriteCompressed( pVehicle->GetId() ); // Construct a new in vehicle sync data structure InVehicleSync inVehicleSync; // Get the vehicle position pVehicle->GetPosition( &inVehicleSync.m_vecPosition ); // Get the vehicle rotation pVehicle->GetRotation( &inVehicleSync.m_vecRotation ); // Get the vehicle dirt level inVehicleSync.m_fDirtLevel = pVehicle->GetVehicle()->GetDirtLevel(); // Get the vehicle tuning table inVehicleSync.m_iTuningTable = pVehicle->GetVehicle()->GetTuningTable(); // Get the vehicle horn state inVehicleSync.m_bHornState = pVehicle->GetVehicle()->IsHornOn(); // Get the vehicle siren state inVehicleSync.m_bSirenState = pVehicle->GetVehicle()->IsSirenOn(); // Get the vehicle fuel inVehicleSync.m_fFuel = pVehicle->GetVehicle()->GetFuel(); // Get the vehicle speed pVehicle->GetSpeedVec( &inVehicleSync.m_vecVelocity ); // Get the turn speed inVehicleSync.m_fTurnSpeed = pVehicle->GetSteer(); // Get the engine damage inVehicleSync.m_fEngineDamage = pVehicle->GetVehicle()->GetEngineDamage(); // Get the vehicle plate text strcpy( inVehicleSync.m_szPlateText, pVehicle->GetPlateText() ); inVehicleSync.m_szPlateText[ 6 ] = '\0'; // Get the vehicle colour pVehicle->GetColour( &inVehicleSync.m_primaryColour, &inVehicleSync.m_secondaryColour ); // Get the power state inVehicleSync.m_bPower = pVehicle->GetVehicle()->GetPower(); // Get the brake state inVehicleSync.m_bBrake = pVehicle->GetVehicle()->GetBrake(); // Get the vehicle wheel models (DISABLED FOR TESTING) for ( int i = 0; i < 3; i++ ) inVehicleSync.m_bWheelModels[ i ] = 0xFF; //Game::GetIdFromVehicleWheelModel ( pVehicle->GetVehicle()->GetWheelTexture ( i ) ); // Get the handbrake state inVehicleSync.m_bHandbrake = pVehicle->GetVehicle()->IsHandbrakeOn (); // Get the light state inVehicleSync.m_bLightState = pVehicle->GetVehicle()->GetLightState (); // Write the sync structure into the bitstream pBitStream.Write( (char *)&inVehicleSync, sizeof(InVehicleSync) ); // Send the bitstream to the server pCore->GetNetworkModule()->Call( RPC_VEHICLE_SYNC, &pBitStream, LOW_PRIORITY, UNRELIABLE_SEQUENCED, true ); }