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https://github.com/dashr9230/SA-MP.git
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139 lines
3.4 KiB
C++
139 lines
3.4 KiB
C++
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#pragma once
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#include "address.h"
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#include "common.h"
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#include "playerped.h"
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#include "audio.h"
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#include "camera.h"
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#include "scripting.h"
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#include "menu.h"
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//-----------------------------------------------------------
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class CGame // size: 322
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{
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private:
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CAudio *m_pGameAudio;
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CCamera *m_pGameCamera;
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CPlayerPed *m_pGamePlayer;
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char gapC[29];
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BOOL m_bRaceCheckpointsEnabled;
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char gap2D[4];
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DWORD m_dwRaceCheckpointHandle;
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char gap35[24];
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int field_4D;
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char gap51[4];
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int field_55;
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int field_59;
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DWORD field_5D;
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int field_61;
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int field_65;
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int field_69;
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char field_6D;
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char field_6E[212];
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public:
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int GetWeaponModelIDFromWeapon(int iWeaponID);
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BOOL IsKeyPressed(int iKeyIdentifier);
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float FindGroundZForCoord(float x, float y, float z);
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void ToggleKeyInputsDisabled(int a2, BOOL a3);
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void StartGame();
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void InitGame();
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BOOL IsGameLoaded();
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void RequestModel(int iModelID, int iLoadingStream = 2);
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void LoadRequestedModels();
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BOOL IsModelLoaded(int iModelID);
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void SetWorldWeather(int iWeatherID);
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int GetWorldWeather();
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void DisplayHud(BOOL bDisp);
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BYTE IsHudEnabled();
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void SetFrameLimiterOn(BOOL bLimiter);
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BOOL IsFrameLimiterEnabled();
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void EnableFrameLimiter();
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void SetFrameLimit(DWORD dwLimit);
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void SetMaxStats();
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void DisableTrainTraffic();
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void RefreshStreamingAt(float x, float y);
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void RequestAnimation(char *szAnimFile);
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int IsAnimationLoaded(char *szAnimFile);
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void ReleaseAnimation(char *szAnimFile);
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void ToggleRadar(int iToggle);
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void DisplayGameText(char *szStr,int iTime,int iSize);
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void SetGravity(float fGravity);
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void EnableZoneNames(BYTE byteEnable);
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void SetWantedLevel(BYTE byteLevel);
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void SetGameTextCount(WORD wCount);
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void DrawGangZone(float* fPos, DWORD dwColor);
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void EnableStuntBonus(bool bEnable);
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void DisableRaceCheckpoint();
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DWORD CreateRadarMarkerIcon(int iMarkerType, float fX, float fY, float fZ, DWORD dwColor, int iStyle);
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void DisableMarker(DWORD dwMarkerID);
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void AddToLocalMoney(int iAmount);
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int GetLocalMoney();
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BYTE GetActiveInterior();
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void UpdateFarClippingPlane();
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DWORD GetD3DDevice();
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DWORD GetD3D() { return *(DWORD *)ADDR_ID3D9DEVICE; };
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HWND GetMainWindowHwnd() { return *(HWND *)ADDR_HWND; };
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void RestartEverything();
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void ProcessInputDisabling();
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//-----------------------------------------------------------
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void FUNC_10062570() { field_55++; };
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CPlayerPed *FindPlayerPed() {
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if(m_pGamePlayer==NULL) m_pGamePlayer = new CPlayerPed();
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return m_pGamePlayer;
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};
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const PCHAR GetWeaponName(int iWeaponID);
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DWORD CreateWeaponPickup(int iModel, DWORD dwAmmo, float fX, float fY, float fZ);
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int GetScreenWidth() { return *(int*)0xC17044; };
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int GetScreenHeight() { return *(int*)0xC17048; };
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DWORD GetWeaponInfo(int iWeapon, int iUnk);
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void DisableEnterExits();
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CGame();
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void sub_100A0010();
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void sub_100A0090(int a1, int a2);
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BYTE sub_100A00C0();
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BYTE sub_100A00F0();
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void sub_100A0110();
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void sub_100A0210();
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void sub_100A0250();
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void sub_100A02E0();
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void sub_100A0310();
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void sub_100A0330();
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void sub_100A1C10();
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void LoadScene(char* szScene);
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int GetMemoryUsedForStreaming();
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int GetMemoryAvailableForStreaming();
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int GetLoadedVehicleModelCount();
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void SetTimeInMilliseconds(DWORD dwTimeInMs);
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DWORD GetTimeInMilliseconds();
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int GetRwObjectsCount();
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void RequestAnimationsAndModels();
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};
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//-----------------------------------------------------------
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