// ------------------------------------------------------------------------------------------------ #include "Entity/Vehicle.hpp" #include "Entity/Player.hpp" #include "Base/Quaternion.hpp" #include "Base/Vector4.hpp" #include "Core.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ Vector3 CVehicle::s_Vector3; Vector4 CVehicle::s_Vector4; Quaternion CVehicle::s_Quaternion; // ------------------------------------------------------------------------------------------------ SQChar CVehicle::s_StrID[SQMOD_VEHICLE_POOL][8]; // ------------------------------------------------------------------------------------------------ const Int32 CVehicle::Max = SQMOD_VEHICLE_POOL; // ------------------------------------------------------------------------------------------------ CVehicle::CVehicle(Int32 id) : m_ID(VALID_ENTITYGETEX(id, SQMOD_VEHICLE_POOL)) , m_Tag(VALID_ENTITY(m_ID) ? s_StrID[m_ID] : _SC("-1")) { /* ... */ } // ------------------------------------------------------------------------------------------------ CVehicle::~CVehicle() { /* ... */ } // ------------------------------------------------------------------------------------------------ Int32 CVehicle::Cmp(const CVehicle & o) const { if (m_ID == o.m_ID) return 0; else if (m_ID > o.m_ID) return 1; else return -1; } CSStr CVehicle::ToString() const { return VALID_ENTITYEX(m_ID, SQMOD_VEHICLE_POOL) ? s_StrID[m_ID] : _SC("-1"); } // ------------------------------------------------------------------------------------------------ CSStr CVehicle::GetTag() const { return m_Tag.c_str(); } void CVehicle::SetTag(CSStr tag) { m_Tag.assign(tag); } Object & CVehicle::GetData() { if (Validate()) return m_Data; return NullObject(); } void CVehicle::SetData(Object & data) { if (Validate()) m_Data = data; } // ------------------------------------------------------------------------------------------------ bool CVehicle::Destroy(Int32 header, Object & payload) { return _Core->DelVehicle(m_ID, header, payload); } // ------------------------------------------------------------------------------------------------ bool CVehicle::BindEvent(Int32 evid, Object & env, Function & func) const { if (!Validate()) return false; Function & event = _Core->GetVehicleEvent(m_ID, evid); if (func.IsNull()) event.Release(); else event = Function(env.GetVM(), env, func.GetFunc()); return true; } // ------------------------------------------------------------------------------------------------ bool CVehicle::IsStreamedFor(CPlayer & player) const { if (!player.IsActive()) SqThrow("Invalid player argument: null"); else if (Validate()) return _Func->IsVehicleStreamedForPlayer(m_ID, player.GetID()); return false; } Int32 CVehicle::GetSyncSource() const { if (Validate()) return _Func->GetVehicleSyncSource(m_ID); return -1; } Int32 CVehicle::GetSyncType() const { if (Validate()) return _Func->GetVehicleSyncType(m_ID); return -1; } Int32 CVehicle::GetWorld() const { if (Validate()) return _Func->GetVehicleWorld(m_ID); return -1; } void CVehicle::SetWorld(Int32 world) const { if (Validate()) _Func->SetVehicleWorld(m_ID, world); } Int32 CVehicle::GetModel() const { if (Validate()) return _Func->GetVehicleModel(m_ID); return -1; } Object & CVehicle::GetOccupant(Int32 slot) const { if (Validate()) return _Core->GetPlayer(_Func->GetVehicleOccupant(m_ID, slot)).mObj; return NullObject(); } Int32 CVehicle::GetOccupantID(Int32 slot) const { if (Validate()) return _Func->GetVehicleOccupant(m_ID, slot); return -1; } void CVehicle::Respawn() const { if (Validate()) _Func->RespawnVehicle(m_ID); } Int32 CVehicle::GetImmunity() const { if (Validate()) return _Func->GetVehicleImmunityFlags(m_ID); return 0; } void CVehicle::SetImmunity(Int32 flags) const { if (Validate()) _Func->SetVehicleImmunityFlags(m_ID, flags); } bool CVehicle::IsWrecked() const { if (Validate()) return _Func->IsVehicleWrecked(m_ID); return false; } const Vector3 & CVehicle::GetPosition() const { s_Vector3.Clear(); if (Validate()) _Func->GetVehiclePos(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CVehicle::SetPosition(const Vector3 & pos) const { if (Validate()) _Func->SetVehiclePos(m_ID, pos.x, pos.y, pos.z, false); } void CVehicle::SetPositionEx(const Vector3 & pos, bool empty) const { if (Validate()) _Func->SetVehiclePos(m_ID, pos.x, pos.y, pos.z, empty); } void CVehicle::SetPositionEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetVehiclePos(m_ID, x, y, z, false); } void CVehicle::SetPositionEx(Float32 x, Float32 y, Float32 z, bool empty) const { if (Validate()) _Func->SetVehiclePos(m_ID, x, y, z, empty); } const Quaternion & CVehicle::GetRotation() const { s_Quaternion.Clear(); if (Validate()) _Func->GetVehicleRot(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w); return s_Quaternion; } void CVehicle::SetRotation(const Quaternion & rot) const { if (Validate()) _Func->SetVehicleRot(m_ID, rot.x, rot.y, rot.z, rot.w); } void CVehicle::SetRotationEx(Float32 x, Float32 y, Float32 z, Float32 w) const { if (Validate()) _Func->SetVehicleRot(m_ID, x, y, z, w); } const Vector3 & CVehicle::GetRotationEuler() const { s_Vector3.Clear(); if (Validate()) _Func->GetVehicleRotEuler(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CVehicle::SetRotationEuler(const Vector3 & rot) const { if (Validate()) _Func->SetVehicleRotEuler(m_ID, rot.x, rot.y, rot.z); } void CVehicle::SetRotationEulerEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetVehicleRotEuler(m_ID, x, y, z); } const Vector3 & CVehicle::GetSpeed() const { s_Vector3.Clear(); if (Validate()) _Func->GetVehicleSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CVehicle::SetSpeed(const Vector3 & vel) const { if (Validate()) _Func->SetVehicleSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::SetSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetVehicleSpeed(m_ID, x, y, z); } void CVehicle::AddSpeed(const Vector3 & vel) const { if (Validate()) _Func->AddVehicleSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::AddSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->AddVehicleSpeed(m_ID, x, y, z); } const Vector3 & CVehicle::GetRelSpeed() const { s_Vector3.Clear(); if (Validate()) _Func->GetVehicleRelSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CVehicle::SetRelSpeed(const Vector3 & vel) const { if (Validate()) _Func->SetVehicleRelSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::SetRelSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetVehicleRelSpeed(m_ID, x, y, z); } void CVehicle::AddRelSpeed(const Vector3 & vel) const { if (Validate()) _Func->AddVehicleRelSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::AddRelSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->AddVehicleRelSpeed(m_ID, x, y, z); } const Vector3 & CVehicle::GetTurnSpeed() const { s_Vector3.Clear(); if (Validate()) _Func->GetVehicleTurnSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CVehicle::SetTurnSpeed(const Vector3 & vel) const { if (Validate()) _Func->SetVehicleTurnSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::SetTurnSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetVehicleTurnSpeed(m_ID, x, y, z); } void CVehicle::AddTurnSpeed(const Vector3 & vel) const { if (Validate()) _Func->AddVehicleTurnSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::AddTurnSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->AddVehicleTurnSpeed(m_ID, x, y, z); } const Vector3 & CVehicle::GetRelTurnSpeed() const { s_Vector3.Clear(); if (Validate()) _Func->GetVehicleRelTurnSpeed(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CVehicle::SetRelTurnSpeed(const Vector3 & vel) const { if (Validate()) _Func->SetVehicleRelTurnSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::SetRelTurnSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetVehicleRelTurnSpeed(m_ID, x, y, z); } void CVehicle::AddRelTurnSpeed(const Vector3 & vel) const { if (Validate()) _Func->AddVehicleRelTurnSpeed(m_ID, vel.x, vel.y, vel.z); } void CVehicle::AddRelTurnSpeedEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->AddVehicleRelTurnSpeed(m_ID, x, y, z); } const Vector4 & CVehicle::GetSpawnPosition() const { s_Vector4.Clear(); if (Validate()) _Func->GetVehicleSpawnPos(m_ID, &s_Vector4.x, &s_Vector4.y, &s_Vector4.z, &s_Vector4.w); return s_Vector4; } void CVehicle::SetSpawnPosition(const Vector4 & pos) const { if (Validate()) _Func->SetVehicleSpawnPos(m_ID, pos.x, pos.y, pos.z, pos.w); } void CVehicle::SetSpawnPositionEx(Float32 x, Float32 y, Float32 z, Float32 w) const { if (Validate()) _Func->SetVehicleSpawnPos(m_ID, x, y, z, w); } const Quaternion & CVehicle::GetSpawnRotation() const { s_Quaternion.Clear(); if (Validate()) _Func->GetVehicleSpawnRot(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w); return s_Quaternion; } void CVehicle::SetSpawnRotation(const Quaternion & rot) const { if (Validate()) _Func->SetVehicleSpawnRot(m_ID, rot.x, rot.y, rot.z, rot.w); } void CVehicle::SetSpawnRotationEx(Float32 x, Float32 y, Float32 z, Float32 w) const { if (Validate()) _Func->SetVehicleSpawnRot(m_ID, x, y, z, w); } const Vector3 & CVehicle::GetSpawnRotationEuler() const { s_Vector3.Clear(); if (Validate()) _Func->GetVehicleSpawnRotEuler(m_ID, &s_Vector3.x, &s_Vector3.y, &s_Vector3.z); return s_Vector3; } void CVehicle::SetSpawnRotationEuler(const Vector3 & rot) const { if (Validate()) _Func->SetVehicleSpawnRotEuler(m_ID, rot.x, rot.y, rot.z); } void CVehicle::SetSpawnRotationEulerEx(Float32 x, Float32 y, Float32 z) const { if (Validate()) _Func->SetVehicleSpawnRotEuler(m_ID, x, y, z); } Uint32 CVehicle::GetRespawnTimer() const { if (Validate()) return _Func->GetVehicleIdleRespawnTimer(m_ID); return 0; } void CVehicle::SetRespawnTimer(Uint32 timer) const { if (Validate()) _Func->SetVehicleIdleRespawnTimer(m_ID, timer); } Float32 CVehicle::GetHealth() const { if (Validate()) return _Func->GetVehicleHealth(m_ID); return 0; } void CVehicle::SetHealth(Float32 amount) const { if (Validate()) _Func->SetVehicleHealth(m_ID, amount); } Int32 CVehicle::GetPrimaryColor() const { Int32 primary = -1; if (Validate()) _Func->GetVehicleColour(m_ID, &primary, NULL); return primary; } void CVehicle::SetPrimaryColor(Int32 col) const { if (!Validate()) return; Int32 secondary; _Func->GetVehicleColour(m_ID, NULL, &secondary); _Func->SetVehicleColour(m_ID, col, secondary); } Int32 CVehicle::GetSecondaryColor() const { Int32 secondary = -1; if (Validate()) _Func->GetVehicleColour(m_ID, NULL, &secondary); return secondary; } void CVehicle::SetSecondaryColor(Int32 col) const { if (!Validate()) return; Int32 primary; _Func->GetVehicleColour(m_ID, &primary, NULL); _Func->SetVehicleColour(m_ID, primary, col); } void CVehicle::SetColors(Int32 primary, Int32 secondary) const { if (Validate()) _Func->SetVehicleColour(m_ID, primary, secondary); } bool CVehicle::GetLocked() const { if (Validate()) return _Func->GetVehicleDoorsLocked(m_ID); return false; } void CVehicle::SetLocked(bool toggle) const { if (Validate()) _Func->SetVehicleDoorsLocked(m_ID, toggle); } Int32 CVehicle::GetPartStatus(Int32 part) const { if (Validate()) return _Func->GetVehiclePartStatus(m_ID, part); return -1; } void CVehicle::SetPartStatus(Int32 part, Int32 status) const { if (Validate()) _Func->SetVehiclePartStatus(m_ID, part, status); } Int32 CVehicle::GetTyreStatus(Int32 tyre) const { if (Validate()) return _Func->GetVehicleTyreStatus(m_ID, tyre); return -1; } void CVehicle::SetTyreStatus(Int32 tyre, Int32 status) const { if (Validate()) _Func->SetVehicleTyreStatus(m_ID, tyre, status); } Uint32 CVehicle::GetDamageData() const { if (Validate()) return _Func->GetVehicleDamageData(m_ID); return 0; } void CVehicle::SetDamageData(Uint32 data) const { if (Validate()) _Func->SetVehicleDamageData(m_ID, data); } bool CVehicle::GetAlarm() const { if (Validate()) return _Func->GetVehicleAlarm(m_ID); return false; } void CVehicle::SetAlarm(bool toggle) const { if (Validate()) _Func->SetVehicleAlarm(m_ID, toggle); } bool CVehicle::GetLights() const { if (Validate()) return _Func->GetVehicleLights(m_ID); return false; } void CVehicle::SetLights(bool toggle) const { if (Validate()) _Func->SetVehicleLights(m_ID, toggle); } Int32 CVehicle::GetRadio() const { if (Validate()) return _Func->GetVehicleRadio(m_ID); return -1; } void CVehicle::SetRadio(Int32 radio) const { if (Validate()) _Func->SetVehicleRadio(m_ID, radio); } bool CVehicle::GetRadioLocked() const { if (Validate()) return _Func->IsVehicleRadioLocked(m_ID); return false; } void CVehicle::SetRadioLocked(bool toggle) const { if (Validate()) _Func->SetVehicleRadioLocked(m_ID, toggle); } bool CVehicle::GetGhostState() const { if (Validate()) return _Func->GetVehicleGhostState(m_ID); return false; } void CVehicle::SetGhostState(bool toggle) const { if (Validate()) _Func->SetVehicleGhostState(m_ID, toggle); } void CVehicle::ResetHandling() const { if (Validate()) _Func->ResetInstHandling(m_ID); } void CVehicle::ResetHandling(Int32 rule) const { if (Validate()) _Func->ResetInstHandlingRule(m_ID, rule); } bool CVehicle::ExistsHandling(Int32 rule) const { if (Validate()) return _Func->ExistsInstHandlingRule(m_ID, rule); return false; } Float32 CVehicle::GetHandlingData(Int32 rule) const { if (Validate()) return _Func->GetInstHandlingRule(m_ID, rule); return 0; } void CVehicle::SetHandlingData(Int32 rule, Float32 data) const { if (Validate()) _Func->SetInstHandlingRule(m_ID, rule, data); } void CVehicle::Embark(CPlayer & player) const { if (!player.IsActive()) SqThrow("Invalid player argument: null"); else if (Validate()) _Func->PutPlayerInVehicle(player.GetID(), m_ID, 0, true, true); } void CVehicle::Embark(CPlayer & player, Int32 slot, bool allocate, bool warp) const { if (!player.IsActive()) SqThrow("Invalid player argument: null"); else if (Validate()) _Func->PutPlayerInVehicle(player.GetID(), m_ID, slot, allocate, warp); } // ------------------------------------------------------------------------------------------------ Float32 CVehicle::GetPosX() const { s_Vector3.x = 0; if (Validate()) _Func->GetVehiclePos(m_ID, &s_Vector3.x, NULL, NULL); return s_Vector3.x; } Float32 CVehicle::GetPosY() const { s_Vector3.y = 0; if (Validate()) _Func->GetVehiclePos(m_ID, NULL, &s_Vector3.y, NULL); return s_Vector3.y; } Float32 CVehicle::GetPosZ() const { s_Vector3.z = 0; if (Validate()) _Func->GetVehiclePos(m_ID, NULL, NULL, &s_Vector3.z); return s_Vector3.z; } // ------------------------------------------------------------------------------------------------ void CVehicle::SetPosX(Float32 x) const { if (Validate()) { _Func->GetVehiclePos(m_ID, NULL, &s_Vector3.y, &s_Vector3.z); _Func->SetVehiclePos(m_ID, x, s_Vector3.y, s_Vector3.z, false); } } void CVehicle::SetPosY(Float32 y) const { if (Validate()) { _Func->GetVehiclePos(m_ID, &s_Vector3.x, NULL, &s_Vector3.z); _Func->SetVehiclePos(m_ID, s_Vector3.x, y, s_Vector3.z, false); } } void CVehicle::SetPosZ(Float32 z) const { if (Validate()) { _Func->GetVehiclePos(m_ID, &s_Vector3.x, &s_Vector3.y, NULL); _Func->SetVehiclePos(m_ID, s_Vector3.z, s_Vector3.y, z, false); } } // ------------------------------------------------------------------------------------------------ Float32 CVehicle::GetRotX() const { s_Quaternion.x = 0; if (Validate()) _Func->GetVehicleRot(m_ID, &s_Quaternion.x, NULL, NULL, NULL); return s_Quaternion.x; } Float32 CVehicle::GetRotY() const { s_Quaternion.y = 0; if (Validate()) _Func->GetVehicleRot(m_ID, NULL, &s_Quaternion.y, NULL, NULL); return s_Quaternion.y; } Float32 CVehicle::GetRotZ() const { s_Quaternion.z = 0; if (Validate()) _Func->GetVehicleRot(m_ID, NULL, NULL, &s_Quaternion.z, NULL); return s_Quaternion.z; } Float32 CVehicle::GetRotW() const { s_Quaternion.w = 0; if (Validate()) _Func->GetVehicleRot(m_ID, NULL, NULL, NULL, &s_Quaternion.w); return s_Quaternion.w; } void CVehicle::SetRotX(Float32 x) const { if (Validate()) { _Func->GetVehicleRot(m_ID, NULL, &s_Quaternion.y, &s_Quaternion.z, &s_Quaternion.w); _Func->SetVehicleRot(m_ID, x, s_Quaternion.y, s_Quaternion.z, s_Quaternion.w); } } void CVehicle::SetRotY(Float32 y) const { if (Validate()) { _Func->GetVehicleRot(m_ID, &s_Quaternion.x, NULL, &s_Quaternion.z, &s_Quaternion.w); _Func->SetVehicleRot(m_ID, s_Quaternion.x, y, s_Quaternion.z, s_Quaternion.w); } } void CVehicle::SetRotZ(Float32 z) const { if (Validate()) { _Func->GetVehicleRot(m_ID, &s_Quaternion.x, &s_Quaternion.y, NULL, &s_Quaternion.w); _Func->SetVehicleRot(m_ID, s_Quaternion.x, s_Quaternion.y, z, s_Quaternion.w); } } void CVehicle::SetRotW(Float32 w) const { if (Validate()) { _Func->GetVehicleRot(m_ID, &s_Quaternion.x, &s_Quaternion.y, &s_Quaternion.z, NULL); _Func->SetVehicleRot(m_ID, s_Quaternion.x, s_Quaternion.y, s_Quaternion.z, w); } } // ------------------------------------------------------------------------------------------------ Float32 CVehicle::GetERotX() const { s_Vector3.x = 0; if (Validate()) _Func->GetVehicleRotEuler(m_ID, &s_Vector3.x, NULL, NULL); return s_Vector3.x; } Float32 CVehicle::GetERotY() const { s_Vector3.y = 0; if (Validate()) _Func->GetVehicleRotEuler(m_ID, NULL, &s_Vector3.y, NULL); return s_Vector3.y; } Float32 CVehicle::GetERotZ() const { s_Vector3.z = 0; if (Validate()) _Func->GetVehicleRotEuler(m_ID, NULL, NULL, &s_Vector3.z); return s_Vector3.z; } void CVehicle::SetERotX(Float32 x) const { if (Validate()) { _Func->GetVehicleRotEuler(m_ID, NULL, &s_Vector3.y, &s_Vector3.z); _Func->SetVehicleRotEuler(m_ID, x, s_Vector3.y, s_Vector3.z); } } void CVehicle::SetERotY(Float32 y) const { if (Validate()) { _Func->GetVehicleRotEuler(m_ID, &s_Vector3.x, NULL, &s_Vector3.z); _Func->SetVehicleRotEuler(m_ID, s_Vector3.x, y, s_Vector3.z); } } void CVehicle::SetERotZ(Float32 z) const { if (Validate()) { _Func->GetVehicleRotEuler(m_ID, &s_Vector3.x, &s_Vector3.y, NULL); _Func->SetVehicleRotEuler(m_ID, s_Vector3.z, s_Vector3.y, z); } } // ------------------------------------------------------------------------------------------------ static Object & CreateVehicleEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Float32 angle, Int32 primary, Int32 secondary) { return _Core->NewVehicle(model, world, x, y, z, angle, primary, secondary, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & CreateVehicleEx(Int32 model, Int32 world, Float32 x, Float32 y, Float32 z, Float32 angle, Int32 primary, Int32 secondary, Int32 header, Object & payload) { return _Core->NewVehicle(model, world, x, y, z, angle, primary, secondary, header, payload); } // ------------------------------------------------------------------------------------------------ static Object & CreateVehicle(Int32 model, Int32 world, const Vector3 & pos, Float32 angle, Int32 primary, Int32 secondary) { return _Core->NewVehicle(model, world, pos.x, pos.y, pos.z, angle, primary, secondary, SQMOD_CREATE_DEFAULT, NullObject()); } static Object & CreateVehicle(Int32 model, Int32 world, const Vector3 & pos, Float32 angle, Int32 primary, Int32 secondary, Int32 header, Object & payload) { return _Core->NewVehicle(model, world, pos.x, pos.y, pos.z, angle, primary, secondary, header, payload); } // ================================================================================================ void Register_CVehicle(HSQUIRRELVM vm) { RootTable(vm).Bind(_SC("SqVehicle"), Class< CVehicle, NoConstructor< CVehicle > >(vm, _SC("SqVehicle")) /* Metamethods */ .Func(_SC("_cmp"), &CVehicle::Cmp) .Func(_SC("_tostring"), &CVehicle::ToString) /* Core Properties */ .Prop(_SC("ID"), &CVehicle::GetID) .Prop(_SC("Tag"), &CVehicle::GetTag, &CVehicle::SetTag) .Prop(_SC("Data"), &CVehicle::GetData, &CVehicle::SetData) .Prop(_SC("MaxID"), &CVehicle::GetMaxID) .Prop(_SC("Active"), &CVehicle::IsActive) /* Core Functions */ .Func(_SC("Bind"), &CVehicle::BindEvent) /* Core Overloads */ .Overload< bool (CVehicle::*)(void) >(_SC("Destroy"), &CVehicle::Destroy) .Overload< bool (CVehicle::*)(Int32) >(_SC("Destroy"), &CVehicle::Destroy) .Overload< bool (CVehicle::*)(Int32, Object &) >(_SC("Destroy"), &CVehicle::Destroy) /* Properties */ .Prop(_SC("SyncSource"), &CVehicle::GetSyncSource) .Prop(_SC("SyncType"), &CVehicle::GetSyncType) .Prop(_SC("World"), &CVehicle::GetWorld, &CVehicle::SetWorld) .Prop(_SC("Model"), &CVehicle::GetModel) .Prop(_SC("Immunity"), &CVehicle::GetImmunity, &CVehicle::SetImmunity) .Prop(_SC("Wrecked"), &CVehicle::IsWrecked) .Prop(_SC("Pos"), &CVehicle::GetPosition, &CVehicle::SetPosition) .Prop(_SC("Position"), &CVehicle::GetPosition, &CVehicle::SetPosition) .Prop(_SC("Rot"), &CVehicle::GetRotation, &CVehicle::SetRotation) .Prop(_SC("Rotation"), &CVehicle::GetRotation, &CVehicle::SetRotation) .Prop(_SC("ERot"), &CVehicle::GetRotationEuler, &CVehicle::SetRotationEuler) .Prop(_SC("RotEuler"), &CVehicle::GetRotationEuler, &CVehicle::SetRotationEuler) .Prop(_SC("RotationEuler"), &CVehicle::GetRotationEuler, &CVehicle::SetRotationEuler) .Prop(_SC("Speed"), &CVehicle::GetSpeed, &CVehicle::SetSpeed) .Prop(_SC("RelSpeed"), &CVehicle::GetRelSpeed, &CVehicle::SetRelSpeed) .Prop(_SC("RelativeSpeed"), &CVehicle::GetRelSpeed, &CVehicle::SetRelSpeed) .Prop(_SC("TurnSpeed"), &CVehicle::GetTurnSpeed, &CVehicle::SetTurnSpeed) .Prop(_SC("RelTurnSpeed"), &CVehicle::GetRelTurnSpeed, &CVehicle::SetRelTurnSpeed) .Prop(_SC("RelativeTurnSpeed"), &CVehicle::GetRelTurnSpeed, &CVehicle::SetRelTurnSpeed) .Prop(_SC("SpawnPos"), &CVehicle::GetSpawnPosition, &CVehicle::SetSpawnPosition) .Prop(_SC("SpawnPosition"), &CVehicle::GetSpawnPosition, &CVehicle::SetSpawnPosition) .Prop(_SC("SpawnRot"), &CVehicle::GetSpawnRotation, &CVehicle::SetSpawnRotation) .Prop(_SC("SpawnRotation"), &CVehicle::GetSpawnRotation, &CVehicle::SetSpawnRotation) .Prop(_SC("SpawnERot"), &CVehicle::GetSpawnRotationEuler, &CVehicle::SetSpawnRotationEuler) .Prop(_SC("SpawnRotEuler"), &CVehicle::GetSpawnRotationEuler, &CVehicle::SetSpawnRotationEuler) .Prop(_SC("SpawnRotationEuler"), &CVehicle::GetSpawnRotationEuler, &CVehicle::SetSpawnRotationEuler) .Prop(_SC("RespawnTimer"), &CVehicle::GetRespawnTimer, &CVehicle::SetRespawnTimer) .Prop(_SC("Health"), &CVehicle::GetHealth, &CVehicle::SetHealth) .Prop(_SC("PrimaryColor"), &CVehicle::GetPrimaryColor, &CVehicle::SetPrimaryColor) .Prop(_SC("SecondaryColor"), &CVehicle::GetSecondaryColor, &CVehicle::SetSecondaryColor) .Prop(_SC("Locked"), &CVehicle::GetLocked, &CVehicle::SetLocked) .Prop(_SC("DamageData"), &CVehicle::GetDamageData, &CVehicle::SetDamageData) .Prop(_SC("Alarm"), &CVehicle::GetAlarm, &CVehicle::SetAlarm) .Prop(_SC("Lights"), &CVehicle::GetLights, &CVehicle::SetLights) .Prop(_SC("Radio"), &CVehicle::GetRadio, &CVehicle::SetRadio) .Prop(_SC("RadioLocked"), &CVehicle::GetRadioLocked, &CVehicle::SetRadioLocked) .Prop(_SC("Ghost"), &CVehicle::GetGhostState, &CVehicle::SetGhostState) .Prop(_SC("GhostState"), &CVehicle::GetGhostState, &CVehicle::SetGhostState) .Prop(_SC("X"), &CVehicle::GetPosX, &CVehicle::SetPosX) .Prop(_SC("Y"), &CVehicle::GetPosY, &CVehicle::SetPosY) .Prop(_SC("Z"), &CVehicle::GetPosZ, &CVehicle::SetPosZ) .Prop(_SC("RX"), &CVehicle::GetRotX, &CVehicle::SetRotX) .Prop(_SC("RY"), &CVehicle::GetRotY, &CVehicle::SetRotY) .Prop(_SC("RZ"), &CVehicle::GetRotZ, &CVehicle::SetRotZ) .Prop(_SC("RW"), &CVehicle::GetRotW, &CVehicle::SetRotW) .Prop(_SC("EX"), &CVehicle::GetERotX, &CVehicle::SetERotX) .Prop(_SC("EY"), &CVehicle::GetERotY, &CVehicle::SetERotY) .Prop(_SC("EZ"), &CVehicle::GetERotZ, &CVehicle::SetERotZ) /* Functions */ .Func(_SC("StreamedFor"), &CVehicle::IsStreamedFor) .Func(_SC("Occupant"), &CVehicle::GetOccupant) .Func(_SC("OccupantID"), &CVehicle::GetOccupantID) .Func(_SC("Respawn"), &CVehicle::Respawn) .Func(_SC("SetRot"), &CVehicle::SetRotationEx) .Func(_SC("SetRotation"), &CVehicle::SetRotationEx) .Func(_SC("SetERot"), &CVehicle::SetRotationEulerEx) .Func(_SC("SetRotEuler"), &CVehicle::SetRotationEulerEx) .Func(_SC("SetRotationEuler"), &CVehicle::SetRotationEulerEx) .Func(_SC("SetSpeed"), &CVehicle::SetSpeedEx) .Func(_SC("SetRelativeSpeed"), &CVehicle::SetRelSpeedEx) .Func(_SC("SetTurnSpeed"), &CVehicle::SetTurnSpeedEx) .Func(_SC("SetRelativeTurnSpeed"), &CVehicle::SetRelTurnSpeedEx) .Func(_SC("SetSpawnPos"), &CVehicle::SetSpawnPositionEx) .Func(_SC("SetSpawnPosition"), &CVehicle::SetSpawnPositionEx) .Func(_SC("SetSpawnRot"), &CVehicle::SetSpawnRotationEx) .Func(_SC("SetSpawnRotation"), &CVehicle::SetSpawnRotationEx) .Func(_SC("SetSpawnERot"), &CVehicle::SetSpawnRotationEulerEx) .Func(_SC("SetSpawnRotEuler"), &CVehicle::SetSpawnRotationEulerEx) .Func(_SC("SetSpawnRotationEuler"), &CVehicle::SetSpawnRotationEulerEx) .Func(_SC("SetColors"), &CVehicle::SetColors) .Func(_SC("GetPartStatus"), &CVehicle::GetPartStatus) .Func(_SC("SetPartStatus"), &CVehicle::SetPartStatus) .Func(_SC("GetTyreStatus"), &CVehicle::GetTyreStatus) .Func(_SC("SetTyreStatus"), &CVehicle::SetTyreStatus) .Func(_SC("ExistsHandling"), &CVehicle::ExistsHandling) .Func(_SC("GetHandlingData"), &CVehicle::GetHandlingData) .Func(_SC("SetHandlingData"), &CVehicle::SetHandlingData) /* Overloads */ .Overload< void (CVehicle::*)(const Vector3 &, bool) const > (_SC("SetPos"), &CVehicle::SetPositionEx) .Overload< void (CVehicle::*)(Float32, Float32, Float32) const > (_SC("SetPos"), &CVehicle::SetPositionEx) .Overload< void (CVehicle::*)(Float32, Float32, Float32, bool) const > (_SC("SetPos"), &CVehicle::SetPositionEx) .Overload< void (CVehicle::*)(const Vector3 &, bool) const > (_SC("SetPosition"), &CVehicle::SetPositionEx) .Overload< void (CVehicle::*)(Float32, Float32, Float32) const > (_SC("SetPosition"), &CVehicle::SetPositionEx) .Overload< void (CVehicle::*)(Float32, Float32, Float32, bool) const > (_SC("SetPosition"), &CVehicle::SetPositionEx) .Overload< void (CVehicle::*)(const Vector3 &) const > (_SC("AddSpeed"), &CVehicle::AddSpeed) .Overload< void (CVehicle::*)(Float32, Float32, Float32) const > (_SC("AddSpeed"), &CVehicle::AddSpeedEx) .Overload< void (CVehicle::*)(const Vector3 &) const > (_SC("AddRelSpeed"), &CVehicle::AddRelSpeed) .Overload< void (CVehicle::*)(Float32, Float32, Float32) const > (_SC("AddRelSpeed"), &CVehicle::AddRelSpeedEx) .Overload< void (CVehicle::*)(const Vector3 &) const > (_SC("AddTurnSpeed"), &CVehicle::AddTurnSpeed) .Overload< void (CVehicle::*)(Float32, Float32, Float32) const > (_SC("AddTurnSpeed"), &CVehicle::AddTurnSpeedEx) .Overload< void (CVehicle::*)(const Vector3 &) const > (_SC("AddRelTurnSpeed"), &CVehicle::AddRelTurnSpeed) .Overload< void (CVehicle::*)(Float32, Float32, Float32) const > (_SC("AddRelTurnSpeed"), &CVehicle::AddRelTurnSpeedEx) .Overload< void (CVehicle::*)(void) const > (_SC("ResetHandling"), &CVehicle::ResetHandling) .Overload< void (CVehicle::*)(Int32) const > (_SC("ResetHandling"), &CVehicle::ResetHandling) .Overload< void (CVehicle::*)(CPlayer &) const > (_SC("Embark"), &CVehicle::Embark) .Overload< void (CVehicle::*)(CPlayer &, Int32, bool, bool) const > (_SC("Embark"), &CVehicle::Embark) ); RootTable(vm) .Overload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Float32, Int32, Int32) > (_SC("CreateVehicleEx"), &CreateVehicleEx) .Overload< Object & (*)(Int32, Int32, Float32, Float32, Float32, Float32, Int32, Int32, Int32, Object &) > (_SC("CreateVehicleEx"), &CreateVehicleEx) .Overload< Object & (*)(Int32, Int32, const Vector3 &, Float32, Int32, Int32) > (_SC("CreateVehicle"), &CreateVehicle) .Overload< Object & (*)(Int32, Int32, const Vector3 &, Float32, Int32, Int32, Int32, Object &) > (_SC("CreateVehicle"), &CreateVehicle); } } // Namespace:: SqMod