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Merge pull request #477 from husho/fixrestart2
Clear world on player restart
This commit is contained in:
commit
989ed36b78
@ -173,6 +173,10 @@ void PlayerController::restart() {
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state->hospitalIslandOverride = 0;
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state->hospitalIslandOverride = 0;
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state->policeIslandOverride = 0;
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state->policeIslandOverride = 0;
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// Clear whole world
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// Original game uses 4000.f radius
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world->clearObjectsWithinArea(character->getPosition(), 10000.f, true);
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// Set position and heading for any restart
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// Set position and heading for any restart
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character->setPosition(restartPosition);
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character->setPosition(restartPosition);
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character->setHeading(restartHeading);
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character->setHeading(restartHeading);
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@ -35,7 +35,6 @@
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#include <rw_mingw.hpp>
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#include <rw_mingw.hpp>
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#endif
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#endif
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// Behaviour Tuning
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// Behaviour Tuning
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constexpr float kMaxTrafficSpawnRadius = 100.f;
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constexpr float kMaxTrafficSpawnRadius = 100.f;
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constexpr float kMaxTrafficCleanupRadius = kMaxTrafficSpawnRadius * 1.25f;
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constexpr float kMaxTrafficCleanupRadius = kMaxTrafficSpawnRadius * 1.25f;
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@ -261,18 +260,21 @@ VehicleObject* GameWorld::createVehicle(const uint16_t id, const glm::vec3& pos,
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auto backseat = frame->findDescendant("ped_backseat");
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auto backseat = frame->findDescendant("ped_backseat");
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if (frontseat) {
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if (frontseat) {
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addSeats(info->second->seats.front, frontseat->getDefaultTranslation());
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addSeats(info->second->seats.front,
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frontseat->getDefaultTranslation());
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}
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}
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if (backseat) {
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if (backseat) {
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// @todo how does this work for the barracks, ambulance
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// @todo how does this work for the barracks, ambulance
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// or coach?
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// or coach?
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addSeats(info->second->seats.back, backseat->getDefaultTranslation());
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addSeats(info->second->seats.back,
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backseat->getDefaultTranslation());
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}
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}
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} else if (name == "ped_frontseat") {
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} else if (name == "ped_frontseat") {
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// The speeder boat does not have a chassis_dummy but has the
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// The speeder boat does not have a chassis_dummy but has the
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// frontseat directly in the root frame.
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// frontseat directly in the root frame.
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addSeats(info->second->seats.front, frame->getDefaultTranslation());
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addSeats(info->second->seats.front,
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frame->getDefaultTranslation());
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}
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}
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}
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}
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}
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}
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@ -581,7 +583,8 @@ void handleVehicleResponse(GameObject *object, btManifoldPoint &mp, bool isA) {
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mp.getAppliedImpulse()});
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mp.getAppliedImpulse()});
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}
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}
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void handleInstanceResponse(InstanceObject *instance, const btManifoldPoint &mp, bool isA) {
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void handleInstanceResponse(InstanceObject* instance, const btManifoldPoint& mp,
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bool isA) {
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if (!instance->dynamics) {
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if (!instance->dynamics) {
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return;
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return;
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}
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}
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@ -600,7 +603,7 @@ void handleInstanceResponse(InstanceObject *instance, const btManifoldPoint &mp,
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impulse});
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impulse});
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}
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}
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}
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}
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}
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} // namespace
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bool GameWorld::ContactProcessedCallback(btManifoldPoint& mp, void* body0,
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bool GameWorld::ContactProcessedCallback(btManifoldPoint& mp, void* body0,
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void* body1) {
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void* body1) {
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@ -871,3 +874,66 @@ bool GameWorld::isRaining() const {
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return WeatherCondition(state->basic.nextWeather) ==
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return WeatherCondition(state->basic.nextWeather) ==
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WeatherCondition::Rainy;
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WeatherCondition::Rainy;
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}
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}
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void GameWorld::clearObjectsWithinArea(const glm::vec3 center,
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const float radius,
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const bool clearParticles) {
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bool skipFlag = false;
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// Vehicles
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for (auto& obj : vehiclePool.objects) {
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skipFlag = false;
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// Skip if it's the player or owned by player or owned by mission
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if (obj.second->getLifetime() == GameObject::PlayerLifetime ||
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obj.second->getLifetime() == GameObject::MissionLifetime) {
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continue;
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}
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// Check if we have any important objects in a vehicle, if we do - don't
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// erase it
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for (auto& seat :
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static_cast<VehicleObject*>(obj.second)->seatOccupants) {
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auto character = static_cast<CharacterObject*>(seat.second);
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if (character->getLifetime() == GameObject::PlayerLifetime ||
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character->getLifetime() == GameObject::MissionLifetime) {
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skipFlag = true;
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}
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}
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if (skipFlag) {
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continue;
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}
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if (glm::distance(center, obj.second->getPosition()) < radius) {
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destroyObjectQueued(obj.second);
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}
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}
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// Peds
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for (auto& obj : pedestrianPool.objects) {
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// Skip if it's the player or owned by player or owned by mission
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if (obj.second->getLifetime() == GameObject::PlayerLifetime ||
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obj.second->getLifetime() == GameObject::MissionLifetime) {
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continue;
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}
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if (glm::distance(center, obj.second->getPosition()) < radius) {
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destroyObjectQueued(obj.second);
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}
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}
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/// @todo Do we also have to clear all projectiles + particles *in this
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/// area*, even if the bool is false?
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if (clearParticles) {
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RW_UNUSED(clearParticles);
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RW_UNIMPLEMENTED(
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"should clear all particles and projectiles (not limited to "
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"area!)");
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}
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// @todo Remove all temp objects, extinguish all fires, remove all
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// explosions, remove all projectiles
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}
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@ -9,9 +9,9 @@
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#include <string>
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#include <string>
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#include <vector>
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#include <vector>
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#include <LinearMath/btScalar.h>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <LinearMath/btScalar.h>
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#include <ai/AIGraph.hpp>
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#include <ai/AIGraph.hpp>
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#include <ai/AIGraphNode.hpp>
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#include <ai/AIGraphNode.hpp>
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@ -102,26 +102,30 @@ public:
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* Creates an instance
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* Creates an instance
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*/
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*/
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InstanceObject* createInstance(const uint16_t id, const glm::vec3& pos,
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InstanceObject* createInstance(const uint16_t id, const glm::vec3& pos,
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f});
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const glm::quat& rot = glm::quat{
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1.0f, 0.0f, 0.0f, 0.0f});
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/**
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/**
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* @brief Creates an InstanceObject for use in the current Cutscene.
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* @brief Creates an InstanceObject for use in the current Cutscene.
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*/
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*/
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CutsceneObject* createCutsceneObject(const uint16_t id,
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CutsceneObject* createCutsceneObject(const uint16_t id,
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const glm::vec3& pos,
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const glm::vec3& pos,
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f});
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const glm::quat& rot = glm::quat{
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1.0f, 0.0f, 0.0f, 0.0f});
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/**
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/**
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* Creates a vehicle
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* Creates a vehicle
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*/
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*/
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VehicleObject* createVehicle(const uint16_t id, const glm::vec3& pos,
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VehicleObject* createVehicle(const uint16_t id, const glm::vec3& pos,
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f},
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const glm::quat& rot = glm::quat{1.0f, 0.0f,
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0.0f, 0.0f},
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GameObjectID gid = 0);
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GameObjectID gid = 0);
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/**
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/**
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* Creates a pedestrian.
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* Creates a pedestrian.
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*/
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*/
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CharacterObject* createPedestrian(const uint16_t id, const glm::vec3& pos,
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CharacterObject* createPedestrian(
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const uint16_t id, const glm::vec3& pos,
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const glm::quat& rot = glm::quat{1.0f, 0.0f, 0.0f, 0.0f},
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const glm::quat& rot = glm::quat{1.0f, 0.0f, 0.0f, 0.0f},
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GameObjectID gid = 0);
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GameObjectID gid = 0);
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@ -129,7 +133,8 @@ public:
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* Creates a player
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* Creates a player
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*/
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*/
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CharacterObject* createPlayer(const glm::vec3& pos,
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CharacterObject* createPlayer(const glm::vec3& pos,
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const glm::quat& rot = glm::quat{1.0f,0.0f,0.0f,0.0f},
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const glm::quat& rot = glm::quat{1.0f, 0.0f,
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0.0f, 0.0f},
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GameObjectID gid = 0);
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GameObjectID gid = 0);
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/**
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/**
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@ -344,6 +349,9 @@ public:
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*/
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*/
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VehicleObject* tryToSpawnVehicle(VehicleGenerator& gen);
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VehicleObject* tryToSpawnVehicle(VehicleGenerator& gen);
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void clearObjectsWithinArea(const glm::vec3 center, const float radius,
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const bool clearParticles);
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private:
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private:
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/**
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/**
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* @brief Used by objects to delete themselves during updates.
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* @brief Used by objects to delete themselves during updates.
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@ -10549,39 +10549,8 @@ void opcode_0394(const ScriptArguments& args, const ScriptInt arg1) {
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@arg clearParticles Boolean true/false
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@arg clearParticles Boolean true/false
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*/
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*/
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void opcode_0395(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloat radius, const ScriptBoolean clearParticles) {
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void opcode_0395(const ScriptArguments& args, ScriptVec3 coord, const ScriptFloat radius, const ScriptBoolean clearParticles) {
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GameWorld* gw = args.getWorld();
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coord = script::getGround(args, coord);
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args.getWorld()->clearObjectsWithinArea(coord, radius, clearParticles);
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for (auto& v : gw->vehiclePool.objects)
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{
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if (v.second->getLifetime() != GameObject::MissionLifetime) {
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continue;
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}
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if (glm::distance(coord, v.second->getPosition()) < radius)
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{
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gw->destroyObjectQueued(v.second);
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}
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}
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for (auto& p : gw->pedestrianPool.objects)
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{
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if (p.second->getLifetime() == GameObject::PlayerLifetime || p.second->getLifetime() != GameObject::MissionLifetime) {
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continue;
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}
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if (glm::distance(coord, p.second->getPosition()) < radius)
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{
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gw->destroyObjectQueued(p.second);
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}
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}
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/// @todo Do we also have to clear all projectiles + particles *in this area*, even if the bool is false?
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if (clearParticles)
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{
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RW_UNUSED(clearParticles);
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RW_UNIMPLEMENTED("should clear all particles and projectiles (not limited to area!)");
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}
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}
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}
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/**
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/**
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