
This gonna reduce the tedious work needed to add a new sync, also beings a performance boost Ped, projectile sync will be updated later
71 lines
2.2 KiB
C#
71 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using GTA;
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using GTA.Math;
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using RageCoop.Core;
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namespace RageCoop.Client
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{
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public partial class SyncedVehicle
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{
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public Vehicle MainVehicle { get; internal set; }
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#region -- SYNC DATA --
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internal VehicleData VD;
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internal VehicleDataFull VDF;
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internal VehicleDataVar VDV;
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#endregion
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#region FLAGS
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internal bool EngineRunning => VD.Flags.HasVehFlag(VehicleDataFlags.IsEngineRunning);
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internal bool Transformed => VD.Flags.HasVehFlag(VehicleDataFlags.IsTransformed);
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internal bool HornActive => VD.Flags.HasVehFlag(VehicleDataFlags.IsHornActive);
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internal bool LightsOn => VD.Flags.HasVehFlag(VehicleDataFlags.AreLightsOn);
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internal bool BrakeLightsOn => VD.Flags.HasVehFlag(VehicleDataFlags.AreBrakeLightsOn);
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internal bool HighBeamsOn => VD.Flags.HasVehFlag(VehicleDataFlags.AreHighBeamsOn);
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internal bool SireneActive => VD.Flags.HasVehFlag(VehicleDataFlags.IsSirenActive);
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internal bool IsDead => VD.Flags.HasVehFlag(VehicleDataFlags.IsDead);
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internal bool IsDeluxoHovering => VD.Flags.HasVehFlag(VehicleDataFlags.IsDeluxoHovering);
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#endregion
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#region FIXED-DATA
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internal bool IsMotorcycle;
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internal bool IsAircraft;
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internal bool HasRocketBoost;
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internal bool HasParachute;
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internal bool HasRoof;
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internal bool IsSubmarineCar;
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internal bool IsDeluxo;
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internal bool IsTrain;
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internal ushort AvalibleExtras;
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[DebugTunable]
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static float RotCalMult = 10f;
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#endregion
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#region PRIVATE
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private VehicleData _lastVD;
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private VehicleDataFull _lastVDF;
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private VehicleDataVar _lastVDV;
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private Vector3 _predictedPosition;
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internal bool _lastTransformed => _lastVD.Flags.HasVehFlag(VehicleDataFlags.IsTransformed);
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internal bool _lastHornActive => _lastVD.Flags.HasVehFlag(VehicleDataFlags.IsHornActive);
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#endregion
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#region OUTGOING
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internal float LastNozzleAngle { get; set; }
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internal float LastEngineHealth { get; set; }
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internal Vector3 LastVelocity { get; set; }
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#endregion
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}
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} |