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66
src/World.h
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66
src/World.h
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#pragma once
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#include "Game.h"
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#include "Lists.h"
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/* Sectors span from -2000 to 2000 in x and y.
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* With 100x100 sectors, each is 40x40 units. */
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#define NUMSECTORS_X 100
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#define NUMSECTORS_Y 100
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enum
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{
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ENTITYLIST_BUILDINGS,
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ENTITYLIST_BUILDINGS_OVERLAP,
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ENTITYLIST_OBJECTS,
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ENTITYLIST_OBJECTS_OVERLAP,
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ENTITYLIST_VEHICLES,
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ENTITYLIST_VEHICLES_OVERLAP,
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ENTITYLIST_PEDS,
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ENTITYLIST_PEDS_OVERLAP,
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ENTITYLIST_DUMMIES,
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ENTITYLIST_DUMMIES_OVERLAP,
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NUMSECTORENTITYLISTS
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};
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class CSector
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{
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public:
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CPtrList m_lists[NUMSECTORENTITYLISTS];
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};
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static_assert(sizeof(CSector) == 0x28, "CSector: error");
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class CWorld
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{
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static CPtrList *ms_bigBuildingsList; // [4];
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static CPtrList &ms_listMovingEntityPtrs;
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static CSector (*ms_aSectors)[NUMSECTORS_X]; // [NUMSECTORS_Y][NUMSECTORS_X];
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static uint16 &ms_nCurrentScanCode;
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public:
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static bool &bNoMoreCollisionTorque;
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static CSector *GetSector(int x, int y) { return &ms_aSectors[y][x]; }
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static CPtrList &GetBigBuildingList(eLevelName i) { return ms_bigBuildingsList[i]; }
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static CPtrList &GetMovingEntityList(void) { return ms_listMovingEntityPtrs; }
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static uint16 GetCurrentScanCode(void) { return ms_nCurrentScanCode; }
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static void AdvanceCurrentScanCode(void){
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if(++CWorld::ms_nCurrentScanCode == 0){
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CWorld::ClearScanCodes();
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CWorld::ms_nCurrentScanCode = 1;
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}
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}
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static void ClearScanCodes(void);
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static float GetSectorX(float f) { return ((f + 2000.0f)/40.0f); }
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static float GetSectorY(float f) { return ((f + 2000.0f)/40.0f); }
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static int GetSectorIndexX(float f) { return (int)GetSectorX(f); }
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static int GetSectorIndexY(float f) { return (int)GetSectorY(f); }
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};
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CVector &FindPlayerCoors(CVector &v);
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class CVehicle;
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CVehicle *FindPlayerVehicle(void);
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CVehicle *FindPlayerTrain(void);
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