mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
implemented CDoor
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53023eb65b
commit
c1f3ce8cce
@ -686,8 +686,8 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
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car->m_aSuspensionSpringRatio[i] = vp->wheel_susp_dist[i] / 50.0f;
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car->m_aWheelRotation[i] = vp->wheel_rotation[i] * M_PI / 128.0f;
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}
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car->Doors[2].m_fAngle = car->Doors[2].m_fPreviousAngle = vp->door_angles[0] * M_PI / 127.0f;
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car->Doors[3].m_fAngle = car->Doors[3].m_fPreviousAngle = vp->door_angles[1] * M_PI / 127.0f;
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car->Doors[2].m_fAngle = car->Doors[2].m_fPrevAngle = vp->door_angles[0] * M_PI / 127.0f;
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car->Doors[3].m_fAngle = car->Doors[3].m_fPrevAngle = vp->door_angles[1] * M_PI / 127.0f;
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if (vp->door_angles[0])
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car->Damage.SetDoorStatus(2, 2);
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if (vp->door_angles[1])
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@ -306,6 +306,15 @@ Multiply3x3(const CMatrix &mat, const CVector &vec)
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mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
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}
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inline CVector
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Multiply3x3(const CVector &vec, const CMatrix &mat)
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{
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return CVector(
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mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
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mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
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mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
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}
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class CCompressedMatrixNotAligned
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{
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CVector m_vecPos;
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@ -14,5 +14,5 @@ WRAPPER void CAutomobile::SetPanelDamage(int32, uint32, bool) { EAXJMP(0x5301A0)
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WRAPPER void CAutomobile::SetBumperDamage(int32, uint32, bool) { EAXJMP(0x530120); }
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STARTPATCHES
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InjectHook(0x52D170, &CAutomobile::dtor, PATCH_JUMP);
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ENDPATCHES
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InjectHook(0x52D170, &CAutomobile::dtor, PATCH_JUMP);
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ENDPATCHES
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@ -1,21 +1,8 @@
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#pragma once
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#include "DamageManager.h"
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#include "Vehicle.h"
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struct CDoor
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{
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float m_fAngleWhenOpened;
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float m_fAngleWhenClosed;
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char field_8;
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char field_9;
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char field_10;
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char field_11;
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float m_fAngle;
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float m_fPreviousAngle;
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float m_fAngularVelocity;
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CVector m_vecVelocity;
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};
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#include "DamageManager.h"
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#include "Door.h"
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class CAutomobile : public CVehicle
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{
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126
src/vehicles/Door.cpp
Normal file
126
src/vehicles/Door.cpp
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@ -0,0 +1,126 @@
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#include "common.h"
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#include "patcher.h"
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#include "Vehicle.h"
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#include "Door.h"
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CDoor::CDoor(void)
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{
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memset(this, 0, sizeof(*this));
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}
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void
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CDoor::Open(float ratio)
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{
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float open;
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m_fPrevAngle = m_fAngle;
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open = RetAngleWhenOpen();
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if(ratio < 1.0f){
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m_fAngle = open*ratio;
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if(m_fAngle == 0.0f)
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m_fAngVel = 0.0f;
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}else{
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m_nDoorState = DOORST_OPEN;
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m_fAngle = open;
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}
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}
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void
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CDoor::Process(CVehicle *vehicle)
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{
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static CVector vecOffset(1.0f, 0.0f, 0.0f);
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CVector speed = vehicle->GetSpeed(vecOffset);
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CVector vecSpeedDiff = speed - m_vecSpeed;
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vecSpeedDiff = Multiply3x3(vecSpeedDiff, vehicle->GetMatrix());
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// air resistance
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float fSpeedDiff = 0.0f; // uninitialized in game
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switch(m_nAxis){
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case 0: // x-axis
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if(m_nDirn)
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fSpeedDiff = vecSpeedDiff.y + vecSpeedDiff.z;
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else
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fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.z);
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break;
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// we don't support y axis apparently?
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case 2: // z-axis
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if(m_nDirn)
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fSpeedDiff = -(vecSpeedDiff.x + vecSpeedDiff.y);
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else
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fSpeedDiff = vecSpeedDiff.x + vecSpeedDiff.y;
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break;
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}
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fSpeedDiff = clamp(fSpeedDiff, -0.2f, 0.2f);
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if(fabs(fSpeedDiff) > 0.002f)
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m_fAngVel += fSpeedDiff;
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m_fAngVel *= 0.945f;
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m_fAngVel = clamp(m_fAngVel, -0.3f, 0.3f);
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m_fAngle += m_fAngVel;
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m_nDoorState = DOORST_SWINGING;
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if(m_fAngle > m_fMaxAngle){
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m_fAngle = m_fMaxAngle;
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m_fAngVel *= -0.8f;
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m_nDoorState = DOORST_OPEN;
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}
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if(m_fAngle < m_fMinAngle){
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m_fAngle = m_fMinAngle;
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m_fAngVel *= -0.8f;
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m_nDoorState = DOORST_CLOSED;
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}
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m_vecSpeed = speed;
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}
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float
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CDoor::RetAngleWhenClosed(void)
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{
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if(fabs(m_fMaxAngle) < fabs(m_fMinAngle))
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return m_fMaxAngle;
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else
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return m_fMinAngle;
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}
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float
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CDoor::RetAngleWhenOpen(void)
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{
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if(fabs(m_fMaxAngle) < fabs(m_fMinAngle))
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return m_fMinAngle;
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else
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return m_fMaxAngle;
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}
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float
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CDoor::GetAngleOpenRatio(void)
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{
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float open = RetAngleWhenOpen();
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if(open == 0.0f)
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return 0.0f;
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return m_fAngle/open;
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}
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bool
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CDoor::IsFullyOpen(void)
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{
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// why -0.5? that's around 28 deg less than fully open
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if(fabs(m_fAngle) < fabs(RetAngleWhenOpen()) - 0.5f)
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return false;
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return true;
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}
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bool
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CDoor::IsClosed(void)
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{
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return m_fAngle == RetAngleWhenClosed();
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}
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STARTPATCHES
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InjectHook(0x545EF0, &CDoor::Open, PATCH_JUMP);
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InjectHook(0x545BD0, &CDoor::Process, PATCH_JUMP);
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InjectHook(0x545FE0, &CDoor::RetAngleWhenClosed, PATCH_JUMP);
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InjectHook(0x546020, &CDoor::RetAngleWhenOpen, PATCH_JUMP);
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InjectHook(0x545F80, &CDoor::GetAngleOpenRatio, PATCH_JUMP);
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InjectHook(0x546090, &CDoor::IsFullyOpen, PATCH_JUMP);
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InjectHook(0x546060, &CDoor::IsClosed, PATCH_JUMP);
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ENDPATCHES
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36
src/vehicles/Door.h
Normal file
36
src/vehicles/Door.h
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@ -0,0 +1,36 @@
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#pragma once
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class CVehicle;
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enum eDoorState
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{
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DOORST_SWINGING,
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// actually wrong though,
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// OPEN is really MAX_ANGLE and CLOSED is MIN_ANGLE
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DOORST_OPEN,
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DOORST_CLOSED
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};
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struct CDoor
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{
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float m_fMaxAngle;
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float m_fMinAngle;
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// direction of rotation for air resistance
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int8 m_nDirn;
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// axis in which this door rotates
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int8 m_nAxis;
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int8 m_nDoorState;
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float m_fAngle;
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float m_fPrevAngle;
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float m_fAngVel;
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CVector m_vecSpeed;
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CDoor(void);
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void Open(float ratio);
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void Process(CVehicle *veh);
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float RetAngleWhenClosed(void);
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float RetAngleWhenOpen(void);
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float GetAngleOpenRatio(void);
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bool IsFullyOpen(void);
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bool IsClosed(void);
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};
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