mirror of
https://github.com/OpenRCT2/OpenRCT2
synced 2026-01-21 14:02:59 +01:00
496 lines
17 KiB
C++
496 lines
17 KiB
C++
/*****************************************************************************
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* Copyright (c) 2014-2021 OpenRCT2 developers
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*
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* For a complete list of all authors, please refer to contributors.md
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* Interested in contributing? Visit https://github.com/OpenRCT2/OpenRCT2
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*
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* OpenRCT2 is licensed under the GNU General Public License version 3.
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*****************************************************************************/
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#include "ScVehicle.hpp"
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#include "../ride/ScRide.hpp"
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#ifdef ENABLE_SCRIPTING
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namespace OpenRCT2::Scripting
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{
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static const DukEnumMap<Vehicle::Status> VehicleStatusMap({
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{ "moving_to_end_of_station", Vehicle::Status::MovingToEndOfStation },
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{ "waiting_for_passengers", Vehicle::Status::WaitingForPassengers },
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{ "waiting_to_depart", Vehicle::Status::WaitingToDepart },
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{ "departing", Vehicle::Status::Departing },
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{ "travelling", Vehicle::Status::Travelling },
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{ "arriving", Vehicle::Status::Arriving },
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{ "unloading_passengers", Vehicle::Status::UnloadingPassengers },
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{ "travelling_boat", Vehicle::Status::TravellingBoat },
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{ "crashing", Vehicle::Status::Crashing },
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{ "crashed", Vehicle::Status::Crashed },
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{ "travelling_dodgems", Vehicle::Status::TravellingDodgems },
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{ "swinging", Vehicle::Status::Swinging },
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{ "rotating", Vehicle::Status::Rotating },
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{ "ferris_wheel_rotating", Vehicle::Status::FerrisWheelRotating },
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{ "simulator_operating", Vehicle::Status::SimulatorOperating },
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{ "showing_film", Vehicle::Status::ShowingFilm },
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{ "space_rings_operating", Vehicle::Status::SpaceRingsOperating },
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{ "top_spin_operating", Vehicle::Status::TopSpinOperating },
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{ "haunted_house_operating", Vehicle::Status::HauntedHouseOperating },
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{ "doing_circus_show", Vehicle::Status::DoingCircusShow },
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{ "crooked_house_operating", Vehicle::Status::CrookedHouseOperating },
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{ "waiting_for_cable_lift", Vehicle::Status::WaitingForCableLift },
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{ "travelling_cable_lift", Vehicle::Status::TravellingCableLift },
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{ "stopping", Vehicle::Status::Stopping },
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{ "waiting_for_passengers_17", Vehicle::Status::WaitingForPassengers17 },
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{ "waiting_to_start", Vehicle::Status::WaitingToStart },
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{ "starting", Vehicle::Status::Starting },
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{ "operating_1a", Vehicle::Status::Operating1A },
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{ "stopping_1b", Vehicle::Status::Stopping1B },
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{ "unloading_passengers_1c", Vehicle::Status::UnloadingPassengers1C },
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{ "stopped_by_block_brake", Vehicle::Status::StoppedByBlockBrakes },
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});
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ScVehicle::ScVehicle(EntityId id)
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: ScEntity(id)
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{
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}
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void ScVehicle::Register(duk_context* ctx)
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{
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dukglue_set_base_class<ScEntity, ScVehicle>(ctx);
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dukglue_register_property(ctx, &ScVehicle::ride_get, &ScVehicle::ride_set, "ride");
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dukglue_register_property(ctx, &ScVehicle::rideObject_get, &ScVehicle::rideObject_set, "rideObject");
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dukglue_register_property(ctx, &ScVehicle::vehicleObject_get, &ScVehicle::vehicleObject_set, "vehicleObject");
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dukglue_register_property(ctx, &ScVehicle::spriteType_get, &ScVehicle::spriteType_set, "spriteType");
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dukglue_register_property(ctx, &ScVehicle::numSeats_get, &ScVehicle::numSeats_set, "numSeats");
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dukglue_register_property(ctx, &ScVehicle::nextCarOnTrain_get, &ScVehicle::nextCarOnTrain_set, "nextCarOnTrain");
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dukglue_register_property(
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ctx, &ScVehicle::previousCarOnRide_get, &ScVehicle::previousCarOnRide_set, "previousCarOnRide");
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dukglue_register_property(ctx, &ScVehicle::nextCarOnRide_get, &ScVehicle::nextCarOnRide_set, "nextCarOnRide");
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dukglue_register_property(ctx, &ScVehicle::currentStation_get, &ScVehicle::currentStation_set, "currentStation");
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dukglue_register_property(ctx, &ScVehicle::mass_get, &ScVehicle::mass_set, "mass");
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dukglue_register_property(ctx, &ScVehicle::acceleration_get, &ScVehicle::acceleration_set, "acceleration");
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dukglue_register_property(ctx, &ScVehicle::velocity_get, &ScVehicle::velocity_set, "velocity");
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dukglue_register_property(ctx, &ScVehicle::bankRotation_get, &ScVehicle::bankRotation_set, "bankRotation");
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dukglue_register_property(ctx, &ScVehicle::colours_get, &ScVehicle::colours_set, "colours");
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dukglue_register_property(ctx, &ScVehicle::trackLocation_get, &ScVehicle::trackLocation_set, "trackLocation");
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dukglue_register_property(ctx, &ScVehicle::trackProgress_get, nullptr, "trackProgress");
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dukglue_register_property(ctx, &ScVehicle::remainingDistance_get, nullptr, "remainingDistance");
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dukglue_register_property(ctx, &ScVehicle::subposition_get, nullptr, "subposition");
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dukglue_register_property(
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ctx, &ScVehicle::poweredAcceleration_get, &ScVehicle::poweredAcceleration_set, "poweredAcceleration");
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dukglue_register_property(ctx, &ScVehicle::poweredMaxSpeed_get, &ScVehicle::poweredMaxSpeed_set, "poweredMaxSpeed");
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dukglue_register_property(ctx, &ScVehicle::status_get, &ScVehicle::status_set, "status");
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dukglue_register_property(ctx, &ScVehicle::guests_get, nullptr, "peeps");
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dukglue_register_property(ctx, &ScVehicle::guests_get, nullptr, "guests");
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dukglue_register_property(ctx, &ScVehicle::gForces_get, nullptr, "gForces");
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dukglue_register_method(ctx, &ScVehicle::travelBy, "travelBy");
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}
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Vehicle* ScVehicle::GetVehicle() const
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{
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return ::GetEntity<Vehicle>(_id);
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}
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ObjectEntryIndex ScVehicle::rideObject_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->ride_subtype : 0;
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}
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void ScVehicle::rideObject_set(ObjectEntryIndex value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->ride_subtype = value;
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}
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}
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uint8_t ScVehicle::vehicleObject_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->vehicle_type : 0;
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}
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void ScVehicle::vehicleObject_set(uint8_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->vehicle_type = value;
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}
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}
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uint8_t ScVehicle::spriteType_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->Pitch : 0;
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}
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void ScVehicle::spriteType_set(uint8_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->Pitch = value;
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}
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}
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int32_t ScVehicle::ride_get() const
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{
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auto vehicle = GetVehicle();
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return (vehicle != nullptr ? vehicle->ride : RideId::GetNull()).ToUnderlying();
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}
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void ScVehicle::ride_set(int32_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->ride = RideId::FromUnderlying(value);
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}
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}
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uint8_t ScVehicle::numSeats_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->num_seats & VEHICLE_SEAT_NUM_MASK : 0;
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}
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void ScVehicle::numSeats_set(uint8_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->num_seats &= ~VEHICLE_SEAT_NUM_MASK;
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vehicle->num_seats |= value & VEHICLE_SEAT_NUM_MASK;
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}
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}
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DukValue ScVehicle::nextCarOnTrain_get() const
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{
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auto ctx = GetContext()->GetScriptEngine().GetContext();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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if (!vehicle->next_vehicle_on_train.IsNull())
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{
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return ToDuk<int32_t>(ctx, vehicle->next_vehicle_on_train.ToUnderlying());
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}
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}
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return ToDuk(ctx, nullptr);
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}
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void ScVehicle::nextCarOnTrain_set(DukValue value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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if (value.type() == DukValue::Type::NUMBER)
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{
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vehicle->next_vehicle_on_train = EntityId::FromUnderlying(value.as_int());
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}
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else
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{
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vehicle->next_vehicle_on_train = EntityId::GetNull();
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}
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}
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}
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DukValue ScVehicle::previousCarOnRide_get() const
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{
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auto ctx = GetContext()->GetScriptEngine().GetContext();
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const auto* vehicle = GetVehicle();
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if (vehicle == nullptr)
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return ToDuk(ctx, nullptr);
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if (vehicle->prev_vehicle_on_ride.IsNull())
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return ToDuk(ctx, nullptr);
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return ToDuk(ctx, vehicle->prev_vehicle_on_ride.ToUnderlying());
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}
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void ScVehicle::previousCarOnRide_set(DukValue value)
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{
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ThrowIfGameStateNotMutable();
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auto* vehicle = GetVehicle();
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if (vehicle == nullptr)
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return;
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if (value.type() == DukValue::Type::NUMBER)
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{
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vehicle->prev_vehicle_on_ride = EntityId::FromUnderlying(value.as_uint());
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}
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else
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{
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vehicle->prev_vehicle_on_ride = EntityId::GetNull();
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}
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}
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DukValue ScVehicle::nextCarOnRide_get() const
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{
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auto ctx = GetContext()->GetScriptEngine().GetContext();
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const auto* vehicle = GetVehicle();
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if (vehicle == nullptr)
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return ToDuk(ctx, nullptr);
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if (vehicle->next_vehicle_on_ride.IsNull())
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return ToDuk(ctx, nullptr);
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return ToDuk(ctx, vehicle->next_vehicle_on_ride.ToUnderlying());
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}
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void ScVehicle::nextCarOnRide_set(DukValue value)
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{
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ThrowIfGameStateNotMutable();
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auto* vehicle = GetVehicle();
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if (vehicle == nullptr)
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return;
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if (value.type() == DukValue::Type::NUMBER)
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{
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vehicle->next_vehicle_on_ride = EntityId::FromUnderlying(value.as_uint());
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}
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else
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{
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vehicle->next_vehicle_on_ride = EntityId::GetNull();
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}
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}
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StationIndex::UnderlyingType ScVehicle::currentStation_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->current_station.ToUnderlying() : 0;
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}
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void ScVehicle::currentStation_set(StationIndex::UnderlyingType value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->current_station = StationIndex::FromUnderlying(value);
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}
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}
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uint16_t ScVehicle::mass_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->mass : 0;
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}
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void ScVehicle::mass_set(uint16_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->mass = value;
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}
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}
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int32_t ScVehicle::acceleration_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->acceleration : 0;
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}
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void ScVehicle::acceleration_set(int32_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->acceleration = value;
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}
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}
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int32_t ScVehicle::velocity_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->velocity : 0;
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}
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void ScVehicle::velocity_set(int32_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->velocity = value;
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}
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}
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uint8_t ScVehicle::bankRotation_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->bank_rotation : 0;
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}
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void ScVehicle::bankRotation_set(uint8_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->bank_rotation = value;
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}
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}
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DukValue ScVehicle::colours_get() const
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{
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auto ctx = GetContext()->GetScriptEngine().GetContext();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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return ToDuk<VehicleColour>(ctx, vehicle->colours);
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}
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return ToDuk(ctx, nullptr);
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}
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void ScVehicle::colours_set(const DukValue& value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->colours = FromDuk<VehicleColour>(value);
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}
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}
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DukValue ScVehicle::trackLocation_get() const
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{
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auto ctx = GetContext()->GetScriptEngine().GetContext();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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auto coords = CoordsXYZD(vehicle->TrackLocation, vehicle->GetTrackDirection());
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return ToDuk<CoordsXYZD>(ctx, coords);
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}
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return ToDuk(ctx, nullptr);
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}
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void ScVehicle::trackLocation_set(const DukValue& value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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auto coords = FromDuk<CoordsXYZD>(value);
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vehicle->TrackLocation = CoordsXYZ(coords.x, coords.y, coords.z);
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vehicle->SetTrackDirection(coords.direction);
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}
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}
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uint16_t ScVehicle::trackProgress_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->track_progress : 0;
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}
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int32_t ScVehicle::remainingDistance_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->remaining_distance : 0;
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}
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uint8_t ScVehicle::subposition_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? static_cast<uint8_t>(vehicle->TrackSubposition) : 0;
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}
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uint8_t ScVehicle::poweredAcceleration_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->powered_acceleration : 0;
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}
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void ScVehicle::poweredAcceleration_set(uint8_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->powered_acceleration = value;
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}
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}
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uint8_t ScVehicle::poweredMaxSpeed_get() const
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{
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auto vehicle = GetVehicle();
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return vehicle != nullptr ? vehicle->speed : 0;
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}
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void ScVehicle::poweredMaxSpeed_set(uint8_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->speed = value;
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}
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}
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std::string ScVehicle::status_get() const
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{
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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return std::string(VehicleStatusMap[vehicle->status]);
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}
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return {};
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}
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void ScVehicle::status_set(const std::string& value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->status = VehicleStatusMap[value];
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}
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}
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std::vector<DukValue> ScVehicle::guests_get() const
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{
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auto ctx = GetContext()->GetScriptEngine().GetContext();
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std::vector<DukValue> result;
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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size_t len = 0;
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for (size_t i = 0; i < std::size(vehicle->peep); i++)
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{
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auto peep = vehicle->peep[i];
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if (peep.IsNull())
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{
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result.push_back(ToDuk(ctx, nullptr));
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}
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else
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{
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result.push_back(ToDuk<int32_t>(ctx, peep.ToUnderlying()));
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len = i + 1;
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}
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}
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result.resize(len);
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}
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return result;
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}
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DukValue ScVehicle::gForces_get() const
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{
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auto ctx = GetContext()->GetScriptEngine().GetContext();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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GForces gForces = vehicle->GetGForces();
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return ToDuk<GForces>(ctx, gForces);
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}
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return ToDuk(ctx, nullptr);
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}
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void ScVehicle::travelBy(int32_t value)
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{
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ThrowIfGameStateNotMutable();
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auto vehicle = GetVehicle();
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if (vehicle != nullptr)
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{
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vehicle->MoveRelativeDistance(value);
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}
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}
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} // namespace OpenRCT2::Scripting
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#endif
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