Пример #1
0
// getVehicleVelocity(vehicleid)
CVector3 CVehicleModuleNatives::GetVelocity(EntityId vehicleid)
{
    if(g_pVehicleManager->DoesExist(vehicleid))
    {
        CVehicle * pVehicle = g_pVehicleManager->GetAt(vehicleid);

        if(pVehicle)
        {
            CVector3 vecMoveSpeed;
            pVehicle->GetMoveSpeed(vecMoveSpeed);
            return vecMoveSpeed;
        }
    }

    return CVector3();
}
Пример #2
0
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);
	}
}