CPhone, CPlayerInfo, CFire, CWorld
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@@ -5,7 +5,7 @@
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class CPed;
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class CAnimBlendAssociation;
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enum {
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enum PhoneState {
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PHONE_STATE_FREE,
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PHONE_STATE_REPORTING_CRIME, // CCivilianPed::ProcessControl sets it but unused
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PHONE_STATE_2,
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@@ -13,9 +13,9 @@ enum {
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PHONE_STATE_ONETIME_MESSAGE_SET,
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PHONE_STATE_REPEATED_MESSAGE_SET,
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PHONE_STATE_REPEATED_MESSAGE_SHOWN_ONCE,
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PHONE_STATE_ONETIME_MESSAGE_SHOWN,
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PHONE_STATE_REPEATED_MESSAGE_SHOWN,
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PHONE_STATE_9
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PHONE_STATE_ONETIME_MESSAGE_STARTED,
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PHONE_STATE_REPEATED_MESSAGE_STARTED,
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PHONE_STATE_9 // just rings, picking being handled via script. most of the time game uses this
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};
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class CPhone
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@@ -23,10 +23,10 @@ class CPhone
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public:
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CVector m_vecPos;
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wchar *m_apMessages[6];
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uint32 m_lastTimeRepeatedMsgShown;
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uint32 m_repeatedMessagePickupStart;
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CEntity *m_pEntity; // stored as building pool index in save files
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int32 m_nState;
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uint8 field_30;
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PhoneState m_nState;
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bool m_visibleToCam;
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CPhone() { }
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~CPhone() { }
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@@ -36,14 +36,14 @@ static_assert(sizeof(CPhone) == 0x34, "CPhone: error");
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class CPhoneInfo {
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public:
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static bool &isPhonePickedUp;
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static uint32 &phoneMessagesTimer;
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static CPhone *&pickedUpPhone;
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static bool &isPhoneBeingPickedUp;
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static CPed *&pedWhoPickingUpPhone;
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static bool &bDisplayingPhoneMessage;
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static uint32 &PhoneEnableControlsTimer;
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static CPhone *&pPhoneDisplayingMessages;
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static bool &bPickingUpPhone;
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static CPed *&pCallBackPed;
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int32 m_nMax;
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int32 m_nNum;
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int32 m_nScriptPhonesMax;
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CPhone m_aPhones[NUMPHONES];
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CPhoneInfo() { }
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@@ -66,4 +66,9 @@ public:
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extern CPhoneInfo &gPhoneInfo;
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void PhonePutDownCB(CAnimBlendAssociation *assoc, void *arg);
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void PhonePickUpCB(CAnimBlendAssociation *assoc, void *arg);
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void PhonePickUpCB(CAnimBlendAssociation *assoc, void *arg);
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#ifdef TOGGLEABLE_BETA_FEATURES
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extern CPed *crimeReporters[NUMPHONES];
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bool isPhoneAvailable(int);
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#endif
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