diff options
Diffstat (limited to 'src/control/CarCtrl.cpp')
-rw-r--r-- | src/control/CarCtrl.cpp | 180 |
1 files changed, 147 insertions, 33 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index cd116f11..3d82fc1a 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -96,6 +96,15 @@ #define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f) #define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f) +#ifdef GTA_NETWORK +const int32 CCarCtrl::MultiplayerCarBanks[TOTAL_MULTIPLAYER_CAR_BANKS][CARS_IN_MULTIPLAYER_BANK] = +{ + MI_SANCHEZ, MI_KURUMA, MI_ESPRIT, MI_MULE, MI_DIABLOS, MI_KURUMA, MI_PEREN, MI_STINGER, + MI_PCJ600, MI_BOBCAT, MI_BLISTA, MI_LANDSTAL,MI_SENTINEL,MI_MOONBEAM,MI_MANANA, MI_PEREN, + MI_SANCHEZ2,MI_PCJ600, MI_STALLION,MI_MANANA, MI_LINERUN, MI_RCBANDIT,MI_MRWONGS, MI_STINGER +}; +#endif + bool CCarCtrl::bMadDriversCheat; int CCarCtrl::NumLawEnforcerCars; int CCarCtrl::NumAmbulancesOnDuty; @@ -121,9 +130,16 @@ int32 CCarCtrl::CarFreqArrays[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY]; int32 CCarCtrl::LoadedCarsArray[TOTAL_CUSTOM_CLASSES][MAX_CAR_MODELS_IN_ARRAY]; CVehicle* apCarsToKeep[MAX_CARS_TO_KEEP]; uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP]; +uint32 CCarCtrl::maxRandomMpCars = 20; +bool CCarCtrl::scriptControlsMpCarLimit = false; bool gbEmergencyVehiclesEnabled = true; +#ifdef GTA_NETWORK // TMP +extern bool gIsMultiplayerGame; +extern int8 nAmbientCarBank; // actually gMultiGame.nAmbientCarBank (TODO) +#endif + void CCarCtrl::GenerateRandomCars() { @@ -158,7 +174,12 @@ CCarCtrl::GenerateOneRandomCar() pPlayer->m_nTrafficMultiplier = pPlayer->m_fRoadDensity * zone.carDensity; #ifdef GTA_NETWORK if (gIsMultiplayerGame) { - // TODO + // TODO (count number of players within 250 meters from spawn position + int numPlayersClose = 1; + if (NumRandomCars >= pPlayer->m_nTrafficMultiplier * CarDensityMultiplier * CIniFile::CarNumberMultiplier * numPlayersClose) + return; + if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars >= MaxNumberOfCarsInUse) + return; } else #endif @@ -178,7 +199,7 @@ CCarCtrl::GenerateOneRandomCar() return; } else -#else +#endif { if (pWanted->GetWantedLevel() > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles && pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && ( @@ -202,7 +223,6 @@ CCarCtrl::GenerateOneRandomCar() } } } -#endif float frontX, frontY; float preferredDistance, angleLimit; float requestMultiplier = 1.0f; @@ -821,6 +841,22 @@ int32 CCarCtrl::ChooseModel(CZoneInfo* pZone, int* pClass) { int32 model = -1; int32 i; +#ifdef GTA_NETWORK + if (gIsMultiplayerGame) { + for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) { + *pClass = ChooseCarRating(pZone); + model = ChooseCarModel(*pClass); + bool found = false; + for (int j = 0; j < 8; j++) { + if (model == MultiplayerCarBanks[nAmbientCarBank][j]) + found = true; + } + if (!found) + model = -1; + } + return model; + } +#endif for (i = 10; i > 0 && (model == -1 || !CStreaming::HasModelLoaded(model)); i--) { int rnd = CGeneral::GetRandomNumberInRange(0, 1000); @@ -847,7 +883,8 @@ CCarCtrl::ChooseModel(CZoneInfo* pZone, int* pClass) { } if (i == 0) return -1; - if (CModelInfo::GetColModel(model)->boundingSphere.radius > 20.0f) + CColModel* pColModel = CModelInfo::GetColModel(model); + if (!pColModel || pColModel->boundingSphere.radius > 20.0f) return -1; return model; } @@ -1033,7 +1070,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) } float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D(); float despawnMultiplier = 1.0f; -#ifndef EXTENDED_OFFSCREEN_DESPAWN_RANGE +#if !defined EXTENDED_OFFSCREEN_DESPAWN_RANGE || defined GTA_PSP if (FindPlayerVehicle() && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON && !FrontEndMenuManager.m_PrefsUseWideScreen) despawnMultiplier = 0.75f; #endif @@ -1065,6 +1102,14 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) if (pVehicle->GetIsOnScreen()){ pVehicle->bFadeOut = true; }else{ +#ifdef GTA_NETWORK + if (gIsMultiplayerGame) { + // TODO + if (false) + MultiPlayerRemoveVehicleAndDriver(pVehicle); + return; + } +#endif CWorld::Remove(pVehicle); delete pVehicle; } @@ -1082,10 +1127,33 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) !CTrafficLights::ShouldCarStopForLight(pVehicle, true) && !CTrafficLights::ShouldCarStopForBridge(pVehicle) && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){ - CWorld::Remove(pVehicle); - delete pVehicle; +#ifdef GTA_NETWORK + if (!gIsMultiplayerGame) +#endif + { + CWorld::Remove(pVehicle); + delete pVehicle; + return; + } +#ifdef GTA_NETWORK + if (false) // TODO(LCS): figure out condition for mp + MultiPlayerRemoveVehicleAndDriver(pVehicle); +#endif + } +#ifdef GTA_NETWORK + if (gIsMultiplayerGame) { + if (pVehicle->GetStatus() == STATUS_WRECKED && CTimer::GetLogicalFrameCounter() == pVehicle->m_randomSeed) { + if ((pVehicle->GetPosition() - vecPlayerPos).MagnitudeSqr() > SQR(6.5f)) { + if (pVehicle->GetMoveSpeed().MagnitudeSqr() <= SQR(0.01f)) { + printf("viciously removing dead vehicle"); + CWorld::Remove(pVehicle); + delete pVehicle; + } + } + } return; } +#endif if (pVehicle->GetStatus() == STATUS_WRECKED) { if (pVehicle->m_nTimeOfDeath != 0) { if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 && @@ -1421,6 +1489,10 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true; *pSpeed = Min(*pSpeed, minProximity * curSpeed); } +#ifdef GTA_NETWORK + if (gIsMultiplayerGame) + return; +#endif if (minProximity >= 0.0f && minProximity < 0.5f && pOtherEntity->IsVehicle() && CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 15000 && CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){ @@ -1649,7 +1721,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar) return; CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition(); - float angleBetweenVehicles = GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); float distance = vecDiff.Magnitude(); if (distance < 1.0f) return; @@ -1659,7 +1731,7 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float return; CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float forwardAngle = GetATanOfXY(forward.x, forward.y); + float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y); float angleDiff = angleBetweenVehicles - forwardAngle; float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * Sin(angleDiff)); float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * Cos(angleDiff)); @@ -1705,7 +1777,7 @@ void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAn return; CPed* pPed = (CPed*)pOtherEntity; CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition(); - float angleBetweenVehicleAndPed = GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); float distance = vecDiff.Magnitude(); float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance; float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft); @@ -1773,7 +1845,7 @@ void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* rightCoef * pObject->GetRight() + forwardCoef * pObject->GetForward() - pVehicle->GetPosition(); - float angleBetweenVehicleAndObject = GetATanOfXY(vecDiff.x, vecDiff.y); + float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y); float distance = vecDiff.Magnitude(); float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance; float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft); @@ -2048,13 +2120,13 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t #else CVector(targetX, targetY, 0.0f), #endif - pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1); + pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 100.0f, -1); int newNextNode; int nextLink; if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){ if (numNodes != 2 || pTargetNode[1] == pCurNode) { - float currentAngle = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); nextLink = 0; float lowestAngleChange = 10.0f; int numLinks = pCurNode->numLinks; @@ -2064,7 +2136,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t if (conNode == prevNode && i > 1) continue; CPathNode* pTestNode = &ThePaths.m_pathNodes[conNode]; - float angle = GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); + float angle = CGeneral::GetATanOfXY(pTestNode->GetX() - pCurNode->GetX(), pTestNode->GetY() - pCurNode->GetY()); angle = LimitRadianAngle(angle - currentAngle); angle = ABS(angle); if (angle < lowestAngleChange) { @@ -2163,14 +2235,14 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle) { if (pVehicle->m_nRouteSeed) - CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed); + CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed++); int curNode = pVehicle->AutoPilot.m_nNextRouteNode; CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode]; if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){ ThePaths.DoPathSearch(0, pVehicle->GetPosition(), curNode, pVehicle->AutoPilot.m_vecDestinationCoors, pVehicle->AutoPilot.m_aPathFindNodesInfo, &pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT, - pVehicle, nil, 999999.9f, -1); + pVehicle, nil, 100.0f, -1); if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2) return true; pVehicle->AutoPilot.RemoveOnePathNode(); @@ -2663,8 +2735,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float { CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); - float angleForward = GetATanOfXY(forward.x, forward.y); + float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); steerAngle = Clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE); #ifdef FIX_BUGS @@ -2695,8 +2767,8 @@ void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* CVector2D forward = pVehicle->GetForward(); forward.Normalise(); CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED; - float angleToTarget = GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); - float angleForward = GetATanOfXY(forward.x, forward.y); + float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y); + float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); #ifdef FIX_BUGS float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed(); @@ -2784,7 +2856,7 @@ void CCarCtrl::SteerAIHeliTowardsTargetCoors(CAutomobile* pHeli) if (distanceToTarget < 8.0f && pHeli->m_fHeliOrientation < 0.0f) ZTurnSpeedTarget = 0.0f; else { - float fAngleTarget = GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI; + float fAngleTarget = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y) + PI; if (pHeli->m_fHeliOrientation >= 0.0f) fAngleTarget = pHeli->m_fHeliOrientation; fAngleTarget -= pHeli->m_fOrientation; @@ -2827,7 +2899,7 @@ void CCarCtrl::SteerAIPlaneTowardsTargetCoors(CAutomobile* pPlane) CVector2D vecToTarget = pPlane->AutoPilot.m_vecDestinationCoors - pPlane->GetPosition(); float fForwardZ = (pPlane->AutoPilot.m_vecDestinationCoors.z - pPlane->GetPosition().z) / vecToTarget.Magnitude(); fForwardZ = Clamp(fForwardZ, -0.3f, 0.3f); - float angle = GetATanOfXY(vecToTarget.x, vecToTarget.y); + float angle = CGeneral::GetATanOfXY(vecToTarget.x, vecToTarget.y); while (angle > TWOPI) angle -= TWOPI; float difference = LimitRadianAngle(angle - pPlane->m_fOrientation); @@ -2924,8 +2996,8 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv projectedPosition.y = positionOnCurrentLinkIncludingLane.y; } CVector2D distanceToProjectedPosition = projectedPosition - pVehicle->GetPosition(); - float angleCurrentLink = GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y); - float angleForward = GetATanOfXY(forward.x, forward.y); + float angleCurrentLink = CGeneral::GetATanOfXY(distanceToProjectedPosition.x, distanceToProjectedPosition.y); + float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) angleCurrentLink = FindAngleToWeaveThroughTraffic(pVehicle, nil, angleCurrentLink, angleForward); float steerAngle = LimitRadianAngle(angleCurrentLink - angleForward); @@ -2970,11 +3042,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForward.x); trajectory -= pVehicle->GetPosition(); float speedAngleMultiplier = FindSpeedMultiplier( - GetATanOfXY(trajectory.x, trajectory.y) - angleForward, + CGeneral::GetATanOfXY(trajectory.x, trajectory.y) - angleForward, MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT); float tmpWideMultiplier = FindSpeedMultiplier( - GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) - - GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY), + CGeneral::GetATanOfXY(currentPathLinkForward.x, currentPathLinkForward.y) - + CGeneral::GetATanOfXY(nextPathLinkForwardX, nextPathLinkForwardY), MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT); float speedNodesMultiplier; if (scalarDistanceToNextNode > DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN || pVehicle->AutoPilot.m_nCruiseSpeed < 12) @@ -3008,8 +3080,8 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic *pHandbrake = false; CVector2D forward = pVehicle->GetForward(); forward.Normalise(); - float angleToTarget = GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); - float angleForward = GetATanOfXY(forward.x, forward.y); + float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y); + float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y); if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS) angleToTarget = FindAngleToWeaveThroughTraffic(pVehicle, pTarget, angleToTarget, angleForward); float steerAngle = LimitRadianAngle(angleToTarget - angleForward); @@ -3194,7 +3266,7 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar { pVehicle->AutoPilot.m_vecDestinationCoors = vecTarget; ThePaths.DoPathSearch(0, pVehicle->GetPosition(), -1, vecTarget, pVehicle->AutoPilot.m_aPathFindNodesInfo, - &pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT, pVehicle, nil, 999999.9f, -1); + &pVehicle->AutoPilot.m_nPathFindNodesCount, NUM_PATH_NODES_IN_AUTOPILOT, pVehicle, nil, 100.0f, -1); ThePaths.RemoveBadStartNode(pVehicle->GetPosition(), pVehicle->AutoPilot.m_aPathFindNodesInfo, &pVehicle->AutoPilot.m_nPathFindNodesCount); if (pVehicle->AutoPilot.m_nPathFindNodesCount < 2){ @@ -3253,12 +3325,18 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle) void CCarCtrl::GenerateEmergencyServicesCar(void) { +#ifdef GTA_NETWORK + if (gIsMultiplayerGame) + return; +#endif if (FindPlayerPed()->m_pWanted->GetWantedLevel() > 3) return; if (CGame::IsInInterior()) return; - if (TheCamera.m_WideScreenOn) // TODO(LCS): verify +#ifndef GTA_PSP + if (TheCamera.m_WideScreenOn) return; +#endif if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars + NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse) return; @@ -3312,6 +3390,10 @@ void CCarCtrl::GenerateEmergencyServicesCar(void) bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos) { +#ifdef GTA_NETWORK + if (gIsMultiplayerGame) + return; +#endif CVector pPlayerPos = FindPlayerCentreOfWorld(CWorld::PlayerInFocus); bool created = false; int attempts = 0; @@ -3377,6 +3459,11 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos) pVehicle->m_bSirenOrAlarm = true; CWorld::Add(pVehicle); printf("CREATED EMERGENCY VEHICLE\n"); +#ifdef GTA_NETWORK + if (gIsMultiplayerGame) { + // TODO (register car for network) + } +#endif return true; } @@ -3458,9 +3545,8 @@ bool CCarCtrl::OkToCreateVehicleAtThisPosition(const CVector& pos) if (gIsMultiplayerGame) { // TODO } -#else - return true; #endif + return true; } float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type) @@ -3505,3 +3591,31 @@ void CCarCtrl::RenderDebugInfo(CVehicle* pVehicle) DefinedState(); } } + +void CCarCtrl::SetMultiplayerAmbientCarLimit(uint32 limit) +{ + maxRandomMpCars = limit; +} + +void CCarCtrl::ToggleScriptControlsMpCarLimit(bool toggle) +{ + scriptControlsMpCarLimit = toggle; +} + +void CCarCtrl::MultiPlayerRemoveVehicleAndDriver(CVehicle* pVehicle) +{ + CPed* pDriver = pVehicle->pDriver; + CWorld::Remove(pVehicle); + delete pVehicle; + if (pDriver) { + CWorld::Remove(pDriver); + delete pDriver; + } +} + +void CCarCtrl::Write(base::cRelocatableChunkWriter& writer) +{ + writer.AllocateRaw(CarArrays, sizeof(CarArrays), 4); + writer.AllocateRaw(TotalNumOfCarsOfRating, sizeof(TotalNumOfCarsOfRating), 4, false, true); +} + |