multiplayer stuff
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@@ -130,6 +130,8 @@ public:
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CVector2D m_vDir1;
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CVector2D m_vDir2;
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float m_fSupZ;
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CVector m_vecSSGaragePos;
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float m_fSSGarageAngle;
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float m_fDir1Len;
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float m_fDir2Len;
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float m_fInfX;
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@@ -150,19 +152,14 @@ public:
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uint8 m_bCollectedCarsState;
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CVehicle *m_pTarget;
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CStoredCar m_sStoredCar; // not needed
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#ifdef GTA_NETWORK
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void* m_pSSVehicle; // some multiplayer vehicle structure, +104 == GetVehiclePointer
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bool m_bSSGarageAcceptedVehicle;
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#endif
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bool m_bInitialized;
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#ifdef GTA_NETWORK
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uint8 m_nSSGarageState;
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bool m_bSSGarageStateChanging;
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void* m_pSSVehicle; // some multiplayer vehicle structure, +104 == GetVehiclePointer
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#endif
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uint32 field_F0;
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bool m_bSSGarageAcceptedVehicle;
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bool m_bLocked;
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uint32 field_F8;
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uint32 field_FC;
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bool m_nSSGarageState;
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bool m_bSSGarageStateChanging;
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void OpenThisGarage();
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void CloseThisGarage();
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@@ -297,13 +294,13 @@ public:
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static void CloseHideOutGaragesBeforeSave(void);
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static int32 CountCarsInHideoutGarage(uint8);
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static int32 GetBombTypeForGarageType(uint8 type) { return type - GARAGE_BOMBSHOP1 + 1; }
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static int32 GetCarsCollectedIndexForGarageType(uint8 type)
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static int32 GetCarsCollectedIndexForGarageType(uint8 type, uint32& total)
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{
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switch (type) {
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case GARAGE_COLLECTCARS_1: return 0;
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case GARAGE_COLLECTCARS_2: return 1;
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case GARAGE_COLLECTCARS_3: return 2;
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case GARAGE_COLLECTCARS_4: return 3;
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case GARAGE_COLLECTCARS_1: total = TOTAL_COLLECTCARS_CARS; return 0;
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case GARAGE_COLLECTCARS_2: total = 0; return 1;
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case GARAGE_COLLECTCARS_3: total = 0; return 2;
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case GARAGE_COLLECTCARS_4: total = 0; return 3;
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default: assert(0);
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}
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return 0;
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@@ -331,5 +328,12 @@ public:
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static bool InitDoorGubbins(uint32, uint8);
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static void SetupAnyGaragesForThisIsland(void);
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static void LockGarage(int16, bool);
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static int16 AddCrateGarage(CVector, float);
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#ifdef GTA_NETWORK
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static void RemoveAllCrateGarages();
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static bool HasSSGarageAcceptedVehicle(int16 garage);
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static void SetVehicleForSSGarage(bool state, int16 garage, void* pVehicle); // void* -> ?
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#endif
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};
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