summaryrefslogtreecommitdiff
path: root/src/core/Pools.h
blob: 67fd29b21c6ea43908703f4a00a1e35fe7dbe8bc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
#pragma once

#include "templates.h"
#include "Lists.h"
#include "Treadable.h"
#include "Object.h"
#include "CutsceneHead.h"
#include "PlayerPed.h"
#include "Automobile.h"
#include "DummyPed.h"
#include "AudioScriptObject.h"

typedef CPool<CPtrNode> CCPtrNodePool;
typedef CPool<CEntryInfoNode> CEntryInfoNodePool;
typedef CPool<CPed,CPlayerPed> CPedPool;
typedef CPool<CVehicle,CAutomobile> CVehiclePool;
typedef CPool<CBuilding> CBuildingPool;
typedef CPool<CTreadable> CTreadablePool;
typedef CPool<CObject, CCutsceneHead> CObjectPool;
typedef CPool<CDummy, CDummyPed> CDummyPool;
typedef CPool<cAudioScriptObject> CAudioScriptObjectPool;

class CPools
{
	static CCPtrNodePool *ms_pPtrNodePool;
	static CEntryInfoNodePool *ms_pEntryInfoNodePool;
	static CPedPool *ms_pPedPool;
	static CVehiclePool *ms_pVehiclePool;
	static CBuildingPool *ms_pBuildingPool;
	static CTreadablePool *ms_pTreadablePool;
	static CObjectPool *ms_pObjectPool;
	static CDummyPool *ms_pDummyPool;
	static CAudioScriptObjectPool *ms_pAudioScriptObjectPool;
public:
	static CCPtrNodePool *GetPtrNodePool(void) { return ms_pPtrNodePool; }
	static CEntryInfoNodePool *GetEntryInfoNodePool(void) { return ms_pEntryInfoNodePool; }
	static CPedPool *GetPedPool(void) { return ms_pPedPool; }
	static CVehiclePool *GetVehiclePool(void) { return ms_pVehiclePool; }
	static CBuildingPool *GetBuildingPool(void) { return ms_pBuildingPool; }
	static CTreadablePool *GetTreadablePool(void) { return ms_pTreadablePool; }
	static CObjectPool *GetObjectPool(void) { return ms_pObjectPool; }
	static CDummyPool *GetDummyPool(void) { return ms_pDummyPool; }
	static CAudioScriptObjectPool *GetAudioScriptObjectPool(void) { return ms_pAudioScriptObjectPool; }

	static void Initialise(void);
	static void ShutDown(void);
	static int32 GetPedRef(CPed *ped);
	static CPed *GetPed(int32 handle);
	static int32 GetVehicleRef(CVehicle *vehicle);
	static CVehicle *GetVehicle(int32 handle);
	static int32 GetObjectRef(CObject *object);
	static CObject *GetObject(int32 handle);
	static void CheckPoolsEmpty();
	static void MakeSureSlotInObjectPoolIsEmpty(int32 slot);
	static void LoadObjectPool(uint8 *buf, uint32 size);
	static void LoadPedPool(uint8 *buf, uint32 size);
	static void LoadVehiclePool(uint8 *buf, uint32 size);
	static void SaveObjectPool(uint8 *buf, uint32 *size);
	static void SavePedPool(uint8 *buf, uint32 *size);
	static void SaveVehiclePool(uint8 *buf, uint32 *size);
};

#ifdef COMPATIBLE_SAVES

// Following stuff allows changing structures like CPed, CAutomobile and CBoat without breaking compatibility with original saves.

// For saving we have to assume that sizeof(void*) == 4, so we use int32 everywhere.
// It will break some pointers, but saving them makes no sense anyway.

struct CEntityProperties
{
	// these properties are defined exactly as in original game

	uint32 m_type : 3;
	uint32 m_status : 5;

	// flagsA
	uint32 bUsesCollision : 1;			// does entity use collision
	uint32 bCollisionProcessed : 1;		// has object been processed by a ProcessEntityCollision function
	uint32 bIsStatic : 1;				// is entity static
	uint32 bHasContacted : 1;			// has entity processed some contact forces
	uint32 bPedPhysics : 1;
	uint32 bIsStuck : 1;				// is entity stuck
	uint32 bIsInSafePosition : 1;		// is entity in a collision free safe position
	uint32 bUseCollisionRecords : 1;

	// flagsB
	uint32 bWasPostponed : 1;			// was entity control processing postponed
	uint32 bExplosionProof : 1;
	uint32 bIsVisible : 1;				//is the entity visible
	uint32 bHasCollided : 1;
	uint32 bRenderScorched : 1;
	uint32 bHasBlip : 1;
	uint32 bIsBIGBuilding : 1;			// Set if this entity is a big building
	// VC inserts one more flag here: if drawdist <= 2000
	uint32 bRenderDamaged : 1;			// use damaged LOD models for objects with applicable damage

	// flagsC
	uint32 bBulletProof : 1;
	uint32 bFireProof : 1;
	uint32 bCollisionProof : 1;
	uint32 bMeleeProof : 1;
	uint32 bOnlyDamagedByPlayer : 1;
	uint32 bStreamingDontDelete : 1;	// Dont let the streaming remove this 
	uint32 bZoneCulled : 1;
	uint32 bZoneCulled2 : 1;    // only treadables+10m

	// flagsD
	uint32 bRemoveFromWorld : 1;		// remove this entity next time it should be processed
	uint32 bHasHitWall : 1;				// has collided with a building (changes subsequent collisions)
	uint32 bImBeingRendered : 1;		// don't delete me because I'm being rendered
	uint32 bTouchingWater : 1;	// used by cBuoyancy::ProcessBuoyancy
	uint32 bIsSubway : 1;	// set when subway, but maybe different meaning?
	uint32 bDrawLast : 1;				// draw object last
	uint32 bNoBrightHeadLights : 1;
	uint32 bDoNotRender : 1;

	// flagsE
	uint32 bDistanceFade : 1;			// Fade entity because it is far away
	uint32 m_flagE2 : 1;

	void Store(CEntity* pEntity)
	{
		m_type = pEntity->GetType();
		m_status = pEntity->GetStatus();
		bUsesCollision = pEntity->bUsesCollision;
		bCollisionProcessed = pEntity->bCollisionProcessed;
		bIsStatic = pEntity->bIsStatic;
		bHasContacted = pEntity->bHasContacted;
		bPedPhysics = pEntity->bPedPhysics;
		bIsStuck = pEntity->bIsStuck;
		bIsInSafePosition = pEntity->bIsInSafePosition;
		bUseCollisionRecords = pEntity->bUseCollisionRecords;
		bWasPostponed = pEntity->bWasPostponed;
		bExplosionProof = pEntity->bExplosionProof;
		bIsVisible = pEntity->bIsVisible;
		bHasCollided = pEntity->bHasCollided;
		bRenderScorched = pEntity->bRenderScorched;
		bHasBlip = pEntity->bHasBlip;
		bIsBIGBuilding = pEntity->bIsBIGBuilding;
		bRenderDamaged = pEntity->bRenderDamaged;
		bBulletProof = pEntity->bBulletProof;
		bFireProof = pEntity->bFireProof;
		bCollisionProof = pEntity->bCollisionProof;
		bMeleeProof = pEntity->bMeleeProof;
		bOnlyDamagedByPlayer = pEntity->bOnlyDamagedByPlayer;
		bStreamingDontDelete = pEntity->bStreamingDontDelete;
		bZoneCulled = pEntity->bZoneCulled;
		bZoneCulled2 = pEntity->bZoneCulled2;
		bRemoveFromWorld = pEntity->bRemoveFromWorld;
		bHasHitWall = pEntity->bHasHitWall;
		bImBeingRendered = pEntity->bImBeingRendered;
		bTouchingWater = pEntity->bTouchingWater;
		bIsSubway = pEntity->bIsSubway;
		bDrawLast = pEntity->bDrawLast;
		bNoBrightHeadLights = pEntity->bNoBrightHeadLights;
		bDoNotRender = pEntity->bDoNotRender;
		bDistanceFade = pEntity->bDistanceFade;
		m_flagE2 = pEntity->m_flagE2;
	}

	void Restore(CEntity* pEntity)
	{
		pEntity->SetType((eEntityType)m_type);
		pEntity->SetStatus((eEntityStatus)m_status);
		pEntity->bUsesCollision = bUsesCollision;
		pEntity->bCollisionProcessed = bCollisionProcessed;
		pEntity->bIsStatic = bIsStatic;
		pEntity->bHasContacted = bHasContacted;
		pEntity->bPedPhysics = bPedPhysics;
		pEntity->bIsStuck = bIsStuck;
		pEntity->bIsInSafePosition = bIsInSafePosition;
		pEntity->bUseCollisionRecords = bUseCollisionRecords;
		pEntity->bWasPostponed = bWasPostponed;
		pEntity->bExplosionProof = bExplosionProof;
		pEntity->bIsVisible = bIsVisible;
		pEntity->bHasCollided = bHasCollided;
		pEntity->bRenderScorched = bRenderScorched;
		pEntity->bHasBlip = bHasBlip;
		pEntity->bIsBIGBuilding = bIsBIGBuilding;
		pEntity->bRenderDamaged = bRenderDamaged;
		pEntity->bBulletProof = bBulletProof;
		pEntity->bFireProof = bFireProof;
		pEntity->bCollisionProof = bCollisionProof;
		pEntity->bMeleeProof = bMeleeProof;
		pEntity->bOnlyDamagedByPlayer = bOnlyDamagedByPlayer;
		pEntity->bStreamingDontDelete = bStreamingDontDelete;
		pEntity->bZoneCulled = bZoneCulled;
		pEntity->bZoneCulled2 = bZoneCulled2;
		pEntity->bRemoveFromWorld = bRemoveFromWorld;
		pEntity->bHasHitWall = bHasHitWall;
		pEntity->bImBeingRendered = bImBeingRendered;
		pEntity->bTouchingWater = bTouchingWater;
		pEntity->bIsSubway = bIsSubway;
		pEntity->bDrawLast = bDrawLast;
		pEntity->bNoBrightHeadLights = bNoBrightHeadLights;
		pEntity->bDoNotRender = bDoNotRender;
		pEntity->bDistanceFade = bDistanceFade;
		pEntity->m_flagE2 = m_flagE2;
	}
};

VALIDATE_SIZE(CEntityProperties, 8);

struct CAutoPilot_FS
{
	int32 m_nCurrentRouteNode;
	int32 m_nNextRouteNode;
	int32 m_nPrevRouteNode;
	uint32 m_nTimeEnteredCurve;
	uint32 m_nTimeToSpendOnCurrentCurve;
	uint32 m_nCurrentPathNodeInfo;
	uint32 m_nNextPathNodeInfo;
	uint32 m_nPreviousPathNodeInfo;
	uint32 m_nAntiReverseTimer;
	uint32 m_nTimeToStartMission;
	int8 m_nPreviousDirection;
	int8 m_nCurrentDirection;
	int8 m_nNextDirection;
	int8 m_nCurrentLane;
	int8 m_nNextLane;
	uint8 m_nDrivingStyle;
	uint8 m_nCarMission;
	uint8 m_nTempAction;
	uint32 m_nTimeTempAction;
	float m_fMaxTrafficSpeed;
	uint8 m_nCruiseSpeed;
	uint8 m_bSlowedDownBecauseOfCars : 1;
	uint8 m_bSlowedDownBecauseOfPeds : 1;
	uint8 m_bStayInCurrentLevel : 1;
	uint8 m_bStayInFastLane : 1;
	uint8 m_bIgnorePathfinding : 1;
	float m_vecDestinationCoors[3];
	int32 m_aPathFindNodesInfo[8]; // CPathNode* [NUM_PATH_NODES_IN_AUTOPILOT]
	int16 m_nPathFindNodesCount;
	int32 m_pTargetCar;
	
	void Store(CAutoPilot* pAutoPilot)
	{
		m_nCurrentRouteNode = pAutoPilot->m_nCurrentRouteNode;
		m_nNextRouteNode = pAutoPilot->m_nNextRouteNode;
		m_nPrevRouteNode = pAutoPilot->m_nPrevRouteNode;
		m_nTimeEnteredCurve = pAutoPilot->m_nTimeEnteredCurve;
		m_nTimeToSpendOnCurrentCurve = pAutoPilot->m_nTimeToSpendOnCurrentCurve;
		m_nCurrentPathNodeInfo = pAutoPilot->m_nCurrentPathNodeInfo;
		m_nNextPathNodeInfo = pAutoPilot->m_nNextPathNodeInfo;
		m_nPreviousPathNodeInfo = pAutoPilot->m_nPreviousPathNodeInfo;
		m_nAntiReverseTimer = pAutoPilot->m_nAntiReverseTimer;
		m_nTimeToStartMission = pAutoPilot->m_nTimeToStartMission;
		m_nPreviousDirection = pAutoPilot->m_nPreviousDirection;
		m_nCurrentDirection = pAutoPilot->m_nCurrentDirection;
		m_nNextDirection = pAutoPilot->m_nNextDirection;
		m_nCurrentLane = pAutoPilot->m_nCurrentLane;
		m_nNextLane = pAutoPilot->m_nNextLane;
		m_nDrivingStyle = pAutoPilot->m_nDrivingStyle;
		m_nCarMission = pAutoPilot->m_nCarMission;
		m_nTempAction = pAutoPilot->m_nTempAction;
		m_nTimeTempAction = pAutoPilot->m_nTimeTempAction;
		m_fMaxTrafficSpeed = pAutoPilot->m_fMaxTrafficSpeed;
		m_nCruiseSpeed = pAutoPilot->m_nCruiseSpeed;
		m_bSlowedDownBecauseOfCars = pAutoPilot->m_bSlowedDownBecauseOfCars;
		m_bSlowedDownBecauseOfPeds = pAutoPilot->m_bSlowedDownBecauseOfPeds;
		m_bStayInCurrentLevel = pAutoPilot->m_bStayInCurrentLevel;
		m_bStayInFastLane = pAutoPilot->m_bStayInFastLane;
		m_bIgnorePathfinding  = pAutoPilot->m_bIgnorePathfinding;
		m_vecDestinationCoors[0] = pAutoPilot->m_vecDestinationCoors.x;
		m_vecDestinationCoors[1] = pAutoPilot->m_vecDestinationCoors.y;
		m_vecDestinationCoors[2] = pAutoPilot->m_vecDestinationCoors.z;
		for (int i = 0; i < 8; i++)
			m_aPathFindNodesInfo[i] = 0;
		m_nPathFindNodesCount = pAutoPilot->m_nPathFindNodesCount;
		m_pTargetCar = 0;
	}

	void Restore(CAutoPilot* pAutoPilot)
	{
		pAutoPilot->m_nCurrentRouteNode = m_nCurrentRouteNode;
		pAutoPilot->m_nNextRouteNode = m_nNextRouteNode;
		pAutoPilot->m_nPrevRouteNode = m_nPrevRouteNode;
		pAutoPilot->m_nTimeEnteredCurve = m_nTimeEnteredCurve;
		pAutoPilot->m_nTimeToSpendOnCurrentCurve = m_nTimeToSpendOnCurrentCurve;
		pAutoPilot->m_nCurrentPathNodeInfo = m_nCurrentPathNodeInfo;
		pAutoPilot->m_nNextPathNodeInfo = m_nNextPathNodeInfo;
		pAutoPilot->m_nPreviousPathNodeInfo = m_nPreviousPathNodeInfo;
		pAutoPilot->m_nAntiReverseTimer = m_nAntiReverseTimer;
		pAutoPilot->m_nTimeToStartMission = m_nTimeToStartMission;
		pAutoPilot->m_nPreviousDirection = m_nPreviousDirection;
		pAutoPilot->m_nCurrentDirection = m_nCurrentDirection;
		pAutoPilot->m_nNextDirection = m_nNextDirection;
		pAutoPilot->m_nCurrentLane = m_nCurrentLane;
		pAutoPilot->m_nNextLane = m_nNextLane;
		pAutoPilot->m_nDrivingStyle = (eCarDrivingStyle)m_nDrivingStyle;
		pAutoPilot->m_nCarMission = (eCarMission)m_nCarMission;
		pAutoPilot->m_nTempAction = (eCarTempAction)m_nTempAction;
		pAutoPilot->m_nTimeTempAction = m_nTimeTempAction;
		pAutoPilot->m_fMaxTrafficSpeed = m_fMaxTrafficSpeed;
		pAutoPilot->m_nCruiseSpeed = m_nCruiseSpeed;
		pAutoPilot->m_bSlowedDownBecauseOfCars = m_bSlowedDownBecauseOfCars;
		pAutoPilot->m_bSlowedDownBecauseOfPeds = m_bSlowedDownBecauseOfPeds;
		pAutoPilot->m_bStayInCurrentLevel = m_bStayInCurrentLevel;
		pAutoPilot->m_bStayInFastLane = m_bStayInFastLane;
		pAutoPilot->m_bIgnorePathfinding = m_bIgnorePathfinding;
		pAutoPilot->m_vecDestinationCoors.x = m_vecDestinationCoors[0];
		pAutoPilot->m_vecDestinationCoors.y = m_vecDestinationCoors[1];
		pAutoPilot->m_vecDestinationCoors.z = m_vecDestinationCoors[2];
		for (int i = 0; i < NUM_PATH_NODES_IN_AUTOPILOT; i++)
			pAutoPilot->m_aPathFindNodesInfo[i] = nil;
		pAutoPilot->m_nPathFindNodesCount = m_nPathFindNodesCount;
		pAutoPilot->m_pTargetCar = nil;
	}
};

struct CMatrix_FS
{
	float right[3];
	uint8 gap1[4];
	float forward[3];
	uint8 gap2[4];
	float up[3];
	uint8 gap3[4];
	float pos[3];
	uint8 gap4[12];

	void Store(CMatrix* pMatrix)
	{
		right[0] = pMatrix->GetRight().x;
		right[1] = pMatrix->GetRight().y;
		right[2] = pMatrix->GetRight().z;
		forward[0] = pMatrix->GetForward().x;
		forward[1] = pMatrix->GetForward().y;
		forward[2] = pMatrix->GetForward().z;
		up[0] = pMatrix->GetUp().x;
		up[1] = pMatrix->GetUp().y;
		up[2] = pMatrix->GetUp().z;
		pos[0] = pMatrix->GetPosition().x;
		pos[1] = pMatrix->GetPosition().y;
		pos[2] = pMatrix->GetPosition().z;
	}

	void Restore(CMatrix* pMatrix)
	{
		CMatrix tmp;
		tmp.GetRight().x = right[0];
		tmp.GetRight().y = right[1];
		tmp.GetRight().z = right[2];
		tmp.GetForward().x = forward[0];
		tmp.GetForward().y = forward[1];
		tmp.GetForward().z = forward[2];
		tmp.GetUp().x = up[0];
		tmp.GetUp().y = up[1];
		tmp.GetUp().z = up[2];
		tmp.GetPosition().x = pos[0];
		tmp.GetPosition().y = pos[1];
		tmp.GetPosition().z = pos[2];
		*pMatrix = tmp;
	}
};

VALIDATE_SIZE(CMatrix_FS, 72);

struct CVehicle_FS
{
	uint32 vtable;
	CMatrix_FS matrix;
	uint8 gap1[4];
	CEntityProperties properties;
	uint8 gap2[212];
	CAutoPilot_FS AutoPilot;
	uint8 m_currentColour1;
	uint8 m_currentColour2;
	uint8 gap3[2];
	int16 m_nAlarmState;
	int8 gap4[43];
	uint8 m_nNumMaxPassengers;
	float field_1D0[4];
	uint8 gap5[8];
	float m_fSteerAngle;
	float m_fGasPedal;
	float m_fBrakePedal;
	uint8 VehicleCreatedBy;

	// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
	uint8 bIsLawEnforcer : 1; // Is this guy chasing the player at the moment
	uint8 gap_b1 : 1;
	uint8 gap_b2 : 1;
	uint8 bIsLocked : 1; // Is this guy locked by the script (cannot be removed)
	uint8 bEngineOn : 1; // For sound purposes. Parked cars have their engines switched off (so do destroyed cars)
	uint8 bIsHandbrakeOn : 1; // How's the handbrake doing ?
	uint8 bLightsOn : 1; // Are the lights switched on ?
	uint8 bFreebies : 1; // Any freebies left in this vehicle ?

	uint8 gap6[3];

	uint8 gap7[6];
	float m_fHealth;           // 1000.0f = full health. 250.0f = fire. 0 -> explode
	uint8 m_nCurrentGear;
	float m_fChangeGearTime;
	uint8 gap8[4];
	uint32 m_nTimeOfDeath;
	uint8 gap9[2];
	int16 m_nBombTimer;
	uint8 gap10[12];
	int8 m_nDoorLock;
	uint8 gap11[96];

	void Store(CVehicle* pVehicle)
	{
		matrix.Store(&pVehicle->GetMatrix());
		VehicleCreatedBy = pVehicle->VehicleCreatedBy;
		m_currentColour1 = pVehicle->m_currentColour1;
		m_currentColour2 = pVehicle->m_currentColour2;
		m_nAlarmState = pVehicle->m_nAlarmState;
		m_nNumMaxPassengers = pVehicle->m_nNumMaxPassengers;
		field_1D0[0] = pVehicle->field_1D0[0];
		field_1D0[1] = pVehicle->field_1D0[1];
		field_1D0[2] = pVehicle->field_1D0[2];
		field_1D0[3] = pVehicle->field_1D0[3];
		m_fSteerAngle = pVehicle->m_fSteerAngle;
		m_fGasPedal = pVehicle->m_fGasPedal;
		m_fBrakePedal = pVehicle->m_fBrakePedal;
		bIsLawEnforcer = pVehicle->bIsLawEnforcer;
		bIsLocked = pVehicle->bIsLocked;
		bEngineOn = pVehicle->bEngineOn;
		bIsHandbrakeOn = pVehicle->bIsHandbrakeOn;
		bLightsOn = pVehicle->bLightsOn;
		bFreebies = pVehicle->bFreebies;
		m_fHealth = pVehicle->m_fHealth;
		m_nCurrentGear = pVehicle->m_nCurrentGear;
		m_fChangeGearTime = pVehicle->m_fChangeGearTime;
		m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
#ifdef FIX_BUGS //must be copypaste
		m_nBombTimer = pVehicle->m_nBombTimer;
#else
		m_nTimeOfDeath = pVehicle->m_nTimeOfDeath;
#endif
		m_nDoorLock = pVehicle->m_nDoorLock;
		properties.Store(pVehicle);
		AutoPilot.Store(&pVehicle->AutoPilot);
	}
	
	void Restore(CVehicle* pVehicle)
	{
		matrix.Restore(&pVehicle->GetMatrix());
		pVehicle->VehicleCreatedBy = VehicleCreatedBy;
		pVehicle->m_currentColour1 = m_currentColour1;
		pVehicle->m_currentColour2 = m_currentColour2;
		pVehicle->m_nAlarmState = m_nAlarmState;
		pVehicle->m_nNumMaxPassengers = m_nNumMaxPassengers;
		pVehicle->field_1D0[0] = field_1D0[0];
		pVehicle->field_1D0[1] = field_1D0[1];
		pVehicle->field_1D0[2] = field_1D0[2];
		pVehicle->field_1D0[3] = field_1D0[3];
		pVehicle->m_fSteerAngle = m_fSteerAngle;
		pVehicle->m_fGasPedal = m_fGasPedal;
		pVehicle->m_fBrakePedal = m_fBrakePedal;
		pVehicle->bIsLawEnforcer = bIsLawEnforcer;
		pVehicle->bIsLocked = bIsLocked;
		pVehicle->bEngineOn = bEngineOn;
		pVehicle->bIsHandbrakeOn = bIsHandbrakeOn;
		pVehicle->bLightsOn = bLightsOn;
		pVehicle->bFreebies = bFreebies;
		pVehicle->m_fHealth = m_fHealth;
		pVehicle->m_nCurrentGear = m_nCurrentGear;
		pVehicle->m_fChangeGearTime = m_fChangeGearTime;
		pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
#ifdef FIX_BUGS //must be copypaste
		pVehicle->m_nBombTimer = m_nBombTimer;
#else
		pVehicle->m_nTimeOfDeath = m_nTimeOfDeath;
#endif
		pVehicle->m_nDoorLock = (eCarLock)m_nDoorLock;
		properties.Restore(pVehicle);
		AutoPilot.Restore(&pVehicle->AutoPilot);
	}
};

VALIDATE_SIZE(CVehicle_FS, 648);

static_assert(sizeof(CDamageManager) < 1448 - sizeof(CVehicle_FS), "CDamageManager size too big to keep saves compatible");

struct CAutomobile_FS
{
	CVehicle_FS vehicle;
	CDamageManager Damage;
	char gap[1448 - sizeof(CVehicle_FS) - sizeof(CDamageManager)]; // even allows increasing size of CDamageManager
};

struct CBoat_FS
{
	CVehicle_FS vehicle;
	char gap[1156 - sizeof(CVehicle_FS)];
};

VALIDATE_SIZE(CAutomobile_FS, 1448);
VALIDATE_SIZE(CBoat_FS, 1156);

struct CWeapon_FS
{
	int32 m_eWeaponType;
	int32 m_eWeaponState;
	uint32 m_nAmmoInClip;
	uint32 m_nAmmoTotal;
	uint32 m_nTimer;
	bool m_bAddRotOffset;

	void Store(CWeapon* pWeapon)
	{
		m_eWeaponType = pWeapon->m_eWeaponType;
		m_eWeaponState = pWeapon->m_eWeaponState;
		m_nAmmoInClip = pWeapon->m_nAmmoInClip;
		m_nAmmoTotal = pWeapon->m_nAmmoTotal;
		m_nTimer = pWeapon->m_nTimer;
		m_bAddRotOffset = pWeapon->m_bAddRotOffset;
	}

	void Restore(CWeapon* pWeapon)
	{
		pWeapon->m_eWeaponType = (eWeaponType)m_eWeaponType;
		pWeapon->m_eWeaponState = (eWeaponState)m_eWeaponState;
		pWeapon->m_nAmmoInClip = m_nAmmoInClip;
		pWeapon->m_nAmmoTotal = m_nAmmoTotal;
		pWeapon->m_nTimer = m_nTimer;
		pWeapon->m_bAddRotOffset = m_bAddRotOffset;
	}
};

static_assert(WEAPONTYPE_TOTAL_INVENTORY_WEAPONS == 13,
	"Saving struct needs to be changed by adding new weapons to existing space; or COMPATIBLE_SAVES needs to be undefined");

struct CPlayerPed_FS
{
	int32 vtable;
	int8 gap[48];
	float pos[3];
	uint8 gap_2[288];
	uint8 CharCreatedBy;
	uint8 gap_3[351];
	float m_fHealth;
	float m_fArmour;
	uint8 gap_4[148];

	CWeapon_FS m_weapons[13];
	int32 m_storedWeapon;
	uint8 m_currentWeapon;
	uint8 m_maxWeaponTypeAllowed;
	uint8 gap_5[178];
	float m_fMaxStamina;
	uint8 gap_6[28];
	int32 m_nTargettableObjects[4];
	uint8 gap_7[116];

	void StorePlayerPed(CPlayerPed* pPlayerPed)
	{
		for (int i = 0; i < 4; i++)
			m_nTargettableObjects[i] = pPlayerPed->m_nTargettableObjects[i];
		m_fMaxStamina = pPlayerPed->m_fMaxStamina;
	}

	void StorePed(CPed* pPed)
	{
		pos[0] = pPed->GetPosition().x;
		pos[1] = pPed->GetPosition().y;
		pos[2] = pPed->GetPosition().z;
		m_fHealth = pPed->m_fHealth;
		m_fArmour = pPed->m_fArmour;
		CharCreatedBy = pPed->CharCreatedBy;
		m_maxWeaponTypeAllowed = pPed->m_maxWeaponTypeAllowed;
		for (int i = 0; i < 13; i++)
			m_weapons[i].Store(&pPed->m_weapons[i]);
	}

	void RestorePlayerPed(CPlayerPed* pPlayerPed)
	{
		for (int i = 0; i < 4; i++)
			pPlayerPed->m_nTargettableObjects[i] = m_nTargettableObjects[i];
		pPlayerPed->m_fMaxStamina = m_fMaxStamina;
	}

	void RestorePed(CPed* pPed)
	{
		pPed->GetPosition().x = pos[0];
		pPed->GetPosition().y = pos[1];
		pPed->GetPosition().z = pos[2];
		pPed->m_fHealth = m_fHealth;
		pPed->m_fArmour = m_fArmour;
		pPed->CharCreatedBy = CharCreatedBy;
		pPed->m_maxWeaponTypeAllowed = m_maxWeaponTypeAllowed;
		for (int i = 0; i < 13; i++)
			 m_weapons[i].Restore(&pPed->m_weapons[i]);
	}
};

VALIDATE_SIZE(CPlayerPed_FS, 1520);

#endif