mirror of
https://github.com/YimMenu/RDR-Classes.git
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59eed0b48b
CEvent CEventGroup
158 lines
3.0 KiB
C++
158 lines
3.0 KiB
C++
#pragma once
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#include <cstdint>
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#include "scrVector.hpp"
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#ifndef BOOL
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#define BOOL int
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#endif
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using Vector3 = rage::scrVector;
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typedef int Void;
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typedef int Any;
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typedef int uint;
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typedef int Hash;
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typedef int Entity;
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typedef int Player;
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typedef int FireId;
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typedef int Ped;
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typedef int Vehicle;
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typedef int Cam;
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typedef int CarGenerator;
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typedef int Group;
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typedef int Train;
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typedef int Pickup;
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typedef int Object;
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typedef int Weapon;
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typedef int Interior;
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typedef int Blip;
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typedef int Texture;
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typedef int TextureDict;
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typedef int CoverPoint;
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typedef int Camera;
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typedef int TaskSequence;
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typedef int ColourIndex;
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typedef int Sphere;
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typedef int INT, ScrHandle;
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typedef int AnimScene;
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typedef int Volume;
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typedef int ItemSet;
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typedef int PropSet;
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typedef int PopZone;
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typedef int PersChar;
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typedef int Prompt;
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#define PLAYER_INDEX alignas(8) int
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#define ENTITY_INDEX alignas(8) int
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#define PED_INDEX alignas(8) int
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#define PICKUP_INDEX alignas(8) int
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#define VEHICLE_INDEX alignas(8) int
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#define INTERIOR_INDEX alignas(8) int
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#define NETWORK_INDEX alignas(8) int
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#define SCR_HASH alignas(8) Hash
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#define SCR_INT alignas(8) int
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#define SCR_BOOL alignas(8) BOOL
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#define SCR_FLOAT alignas(8) float
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#define SCR_VEC3 Vector3
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template <int SIZE>
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struct SCR_TEXT_LABEL
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{
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alignas(8) char Data[SIZE];
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public:
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operator char* () { return Data; }
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};
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#define TEXT_LABEL_15 SCR_TEXT_LABEL<16>
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#define TEXT_LABEL_23 SCR_TEXT_LABEL<24>
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#define TEXT_LABEL_31 SCR_TEXT_LABEL<32>
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#define TEXT_LABEL_63 SCR_TEXT_LABEL<64>
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template <typename T, int SIZE>
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struct SCR_ARRAY
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{
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SCR_INT Size;
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alignas(8) T Data[SIZE];
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T& operator [](int index)
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{
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return Data[index];
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}
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};
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template <typename T>
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struct SCR_BITSET
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{
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alignas(8) int Value;
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bool IsSet(T val)
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{
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return Value & (1 << (int)val);
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}
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void Set(T val)
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{
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Value |= (1 << (int)val);
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}
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void Clear(T val)
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{
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Value &= ~(1 << (int)val);
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}
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};
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/// This is very untested, beware!
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/// MODULUS should be 32 for maximum efficiency but most Rockstar scripts use 31
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template <typename T, int COUNT, int MODULUS = 31, int SIZE = (COUNT / MODULUS) + 1>
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struct SCR_BITSET_LARGE
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{
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SCR_ARRAY<uint64_t, SIZE> Array;
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bool IsSet(T val)
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{
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return Array[(int)val / MODULUS] & (1 << ((int)val % MODULUS));
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}
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void Set(T val)
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{
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Array[(int)val / MODULUS] |= (1 << ((int)val % MODULUS));
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}
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void Clear(T val)
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{
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Array[(int)val / MODULUS] &= ~(1 << ((int)val % MODULUS));
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}
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};
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struct SCR_DATE
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{
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SCR_INT Year;
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SCR_INT Month;
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SCR_INT Day;
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SCR_INT Hour;
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SCR_INT Minute;
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SCR_INT Second;
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SCR_INT Millisecond;
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};
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struct SCR_GUID
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{
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SCR_INT Element1;
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SCR_INT Element2;
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};
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struct Color3
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{
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SCR_INT R;
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SCR_INT G;
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SCR_INT B;
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};
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static_assert(sizeof(Color3) == 3 * 8);
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// serialized bitbuffer data of rage::rlGamerHandle
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struct GAMER_HANDLE
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{
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private:
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uint64_t Data[2];
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};
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static_assert(sizeof(GAMER_HANDLE) == 2 * 8); |