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https://github.com/dashr9230/SA-MP.git
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[saco] Implement few CCamera member functions
* Implement `CCamera::sub_1009D660()` * Implement `CCamera::sub_1009D6B0()` * Implement `CCamera::GetDistanceFromPoint(...)` * Implement `unnamed_100B4B50(...)`
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@ -1,6 +1,7 @@
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#include "game.h"
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#include "util.h"
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#include <math.h>
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bool byte_1014FD8C;
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@ -10,7 +11,7 @@ void CCamera::SetBehindPlayer()
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{
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ScriptCommand(&lock_camera_position, 0);
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ScriptCommand(&restore_camera_to_user_defined);
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field_0 = 0;
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field_0 = NULL;
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ScriptCommand(&set_camera_behind_player);
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ScriptCommand(&restore_camera_jumpcut);
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}
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@ -20,7 +21,7 @@ void CCamera::SetBehindPlayer()
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void CCamera::SetPosition(float fX, float fY, float fZ, float fRotationX, float fRotationY, float fRotationZ)
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{
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ScriptCommand(&restore_camera_to_user_defined);
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field_0 = 0;
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field_0 = NULL;
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ScriptCommand(&set_camera_position,fX,fY,fZ,fRotationX,fRotationY,fRotationZ);
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}
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@ -29,7 +30,7 @@ void CCamera::SetPosition(float fX, float fY, float fZ, float fRotationX, float
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void CCamera::LookAtPoint(float fX, float fY, float fZ, int iType)
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{
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ScriptCommand(&restore_camera_to_user_defined);
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field_0 = 0;
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field_0 = NULL;
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ScriptCommand(&point_camera,fX,fY,fZ,iType);
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}
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@ -37,7 +38,7 @@ void CCamera::LookAtPoint(float fX, float fY, float fZ, int iType)
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void CCamera::Restore()
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{
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field_0 = 0;
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field_0 = NULL;
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ScriptCommand(&restore_camera_jumpcut);
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}
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@ -130,5 +131,48 @@ void CCamera::InterpolateLookAt(VECTOR *vecFrom, VECTOR *vecTo, int iTime, BYTE
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//-----------------------------------------------------------
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void CCamera::sub_1009D660(CEntity *pEntity)
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{
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field_0 = pEntity;
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if(pEntity) {
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MATRIX4X4 mat;
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pEntity->GetMatrix(&mat);
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if(unnamed_100B4B50(&mat.pos)) {
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InterpolatePosition(&mat.pos, &mat.pos, 100, 1);
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}
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}
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}
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//-----------------------------------------------------------
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void CCamera::sub_1009D6B0()
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{
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if(!field_0 || field_0->m_pEntity) return;
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MATRIX4X4 mat;
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field_0->GetMatrix(&mat);
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if(unnamed_100B4B50(&mat.pos)) {
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InterpolatePosition(&mat.pos, &mat.pos, 100, 1);
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}
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}
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//-----------------------------------------------------------
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float CCamera::GetDistanceFromPoint(VECTOR *vecPos)
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{
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VECTOR vecCameraPos;
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float fSX,fSY,fSZ;
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vecCameraPos.X = *(float*)0xB6F9CC;
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vecCameraPos.Y = *(float*)0xB6F9D0;
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vecCameraPos.Z = *(float*)0xB6F9D4;
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fSX = (vecPos->X - vecCameraPos.X) * (vecPos->X - vecCameraPos.X);
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fSY = (vecPos->Y - vecCameraPos.Y) * (vecPos->Y - vecCameraPos.Y);
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fSZ = (vecPos->Z - vecCameraPos.Z) * (vecPos->Z - vecCameraPos.Z);
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return (float)sqrt(fSX + fSY + fSZ);
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}
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//-----------------------------------------------------------
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@ -8,7 +8,7 @@
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class CCamera // size: 8
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{
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public:
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int field_0;
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CEntity *field_0;
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MATRIX4X4 *m_matPos;
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public:
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void SetBehindPlayer();
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@ -21,9 +21,12 @@ public:
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void Attach(int unk1, int unk2, int unk3);
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void InterpolatePosition(VECTOR *vecFrom, VECTOR *vecTo, int iTime, BYTE byteCut);
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void InterpolateLookAt(VECTOR *vecFrom, VECTOR *vecTo, int iTime, BYTE byteCut);
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void sub_1009D660(CEntity *pEntity);
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void sub_1009D6B0();
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float GetDistanceFromPoint(VECTOR *vecPos);
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CCamera() {
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m_matPos = (MATRIX4X4 *)ADDR_CAMERA;
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field_0 = 0;
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field_0 = NULL;
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}
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};
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@ -1350,6 +1350,21 @@ BYTE __stdcall FindPlayerNumFromPedPtr(DWORD dwPedPtr)
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return 0;
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}
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//-----------------------------------------------------------
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bool unnamed_100B4B50(VECTOR *vecPos)
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{
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return
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vecPos->X < 20000.0f && vecPos->X > -20000.0f &&
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vecPos->Y < 20000.0f && vecPos->Y > -20000.0f &&
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vecPos->Z < 100000.0f && vecPos->Z > -10000.0f;
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}
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@ -32,3 +32,5 @@ void GameResetRadarColors();
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BOOL IsFileOrDirectoryExists(char * szPath);
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DWORD unnamed_100B6100(char *szString, int nMaxLen);
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bool unnamed_100B4B50(VECTOR *vecPos);
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