summaryrefslogblamecommitdiffstats
path: root/src/control/SceneEdit.cpp
blob: 251f093fa5f184d645212ce2af3d75d78ab703e0 (plain) (tree)
1
2
3
4
5
6
7
8
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
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746



                      
                       
                   

                        



                         
                


                       

                      
                    
                       


















                                         

                                  
                                  


                                    































                                                                                                                          
                          
                                        
                                     



                                                                            
                           
                                 




                                                                    


                                                                                                                              
                                                                            















                                                                                                                            

                                                                                              










                                                            

                                                                                               


















































                                                                    
                            






                                                         
                              
                                                      




































































                                                                                                                                          
                
                            
      





                                                                     





                                                 

                                          
      


                                           
                                                                                                                                                    




                                                                                                                    
                                                                                                                                                        



                                                                                                                        


                                       
                                          
      









                                                                                       
                                                                                                                                                                                  









                                                                                                                                                  













                                                                        
                       
         



                                         



























































































































































































































































































































































































































                                                                                                                                                                                  




                               
































































































































































                                                                                                                                                                       



                                         






                                   


                                  












































                                                                                                                



                                   









































                                                                                                                 



                                    



































                                                                                                                    

 
                                   
 






























                                                                                                                                         
 
#include "common.h"
#include "patcher.h"
#include "SceneEdit.h"

#include "Automobile.h"
#include "Camera.h"
#include "CarCtrl.h"
#include "CivilianPed.h"
#include "FileMgr.h"
#include "Font.h"
#include "ModelIndices.h"
#include "ModelInfo.h"
#include "Pad.h"
#include "Ped.h"
#include "Population.h"
#include "Text.h"
#include "Timecycle.h"
#include "Streaming.h"
#include "Vehicle.h"
#include "WeaponInfo.h"
#include "World.h"

bool CSceneEdit::m_bEditOn;
int32 CSceneEdit::m_bCameraFollowActor;
bool CSceneEdit::m_bRecording;
CVector CSceneEdit::m_vecCurrentPosition;
CVector CSceneEdit::m_vecCamHeading;
CVector CSceneEdit::m_vecGotoPosition;
int32 CSceneEdit::m_nVehicle;
int32 CSceneEdit::m_nVehicle2;
int32 CSceneEdit::m_nActor;
int32 CSceneEdit::m_nActor2;
int32 CSceneEdit::m_nVehiclemodelId;
int32 CSceneEdit::m_nPedmodelId;
int16 CSceneEdit::m_nCurrentMovieCommand;
int16 CSceneEdit::m_nNumActors;
int16 CSceneEdit::m_nNumMovieCommands;
int16 CSceneEdit::m_nCurrentCommand;
int16 CSceneEdit::m_nCurrentVehicle;
int16 CSceneEdit::m_nCurrentActor;
int16 CSceneEdit::m_nWeaponType;
bool CSceneEdit::m_bCommandActive;
bool CSceneEdit::m_bActorSelected;
bool CSceneEdit::m_bActor2Selected;
bool CSceneEdit::m_bVehicleSelected;
int16 CSceneEdit::m_nNumVehicles;
CPed* CSceneEdit::pActors[NUM_ACTORS_IN_MOVIE];
CVehicle* CSceneEdit::pVehicles[NUM_VEHICLES_IN_MOVIE];
bool CSceneEdit::m_bDrawGotoArrow;
CMovieCommand CSceneEdit::Movie[NUM_COMMANDS_IN_MOVIE];

#define SHADOW_OFFSET (2.0f)
#define ACTION_MESSAGE_X_RIGHT (60.0f)
#define ACTION_MESSAGE_Y (8.0f)
#define SELECTED_MESSAGE_X_RIGHT (60.0f)
#define SELECTED_MESSAGE_Y (248.0f)
#define COMMAND_NAME_X_RIGHT (60.0f)
#define COMMAND_NAME_Y (38.0f)
#define COMMAND_NAME_HEIGHT (16.0f)

#define NUM_COMMANDS_TO_DRAW (9)

static const char* pCommandStrings[] = {
	"do-nothing", "New Actor", "Move Actor", "Select Actor", "Delete Actor",
	"New Vehicle", "Move Vehicle", "Select Vehicle", "Delete Vehicle", "Give Weapon",
	"Goto", "Goto (wait)", "Get In Car", "Get Out Car", "Kill",
	"Flee", "Wait", "Position Camera", "Set Camera Target", "Select Camera Mode",
	"Save Movie", "Load Movie", "Play Movie", "END"
};

static_assert(ARRAY_SIZE(pCommandStrings) == CSceneEdit::MOVIE_TOTAL_COMMANDS, "Scene edit: not all commands have names");

static int32 NextValidModelId(int32 mi, int32 step)
{
	int32 result = -1;
	int32 i = mi;
	while (result == -1) {
		i += step;
		if (i < 0 || i > 5500) {
			step = -step;
			continue;
		}
		CBaseModelInfo* pInfo = CModelInfo::GetModelInfo(i);
		CVehicleModelInfo* pVehicleInfo = (CVehicleModelInfo*)pInfo;
		if (!pInfo)
			continue;
		if (pInfo->m_type == MITYPE_PED
#ifdef FIX_BUGS
			&& !(i >= MI_SPECIAL01 && i <= MI_SPECIAL04)
#endif
			||
			pInfo->m_type == MITYPE_VEHICLE &&
#ifdef FIX_BUGS
			(pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT))
#else // && and || priority failure it seems, also crashes on special models
			pVehicleInfo->m_vehicleType == VEHICLE_TYPE_CAR || pVehicleInfo->m_vehicleType == VEHICLE_TYPE_BOAT)
#endif
			result = i;
	}
	return result;
}

void CSceneEdit::LoadMovie(void)
{
	ReInitialise();
	CFileMgr::SetDir("DATA");
	int fid = CFileMgr::OpenFile("movie.dat", "r");
#ifdef FIX_BUGS
	if (fid > 0)
#endif
	{
		CFileMgr::Read(fid, (char*)&Movie, sizeof(Movie));
		CFileMgr::Read(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
		CFileMgr::CloseFile(fid);
	}
	CFileMgr::SetDir("");
	m_bCommandActive = false;
}

void CSceneEdit::SaveMovie(void)
{
	CFileMgr::SetDir("DATA");
	int fid = CFileMgr::OpenFileForWriting("movie.dat");
	if (fid >= 0) {
		CFileMgr::Write(fid, (char*)&Movie, sizeof(Movie));
		CFileMgr::Write(fid, (char*)&m_nNumMovieCommands, sizeof(m_nNumMovieCommands));
		CFileMgr::CloseFile(fid);
	}
	CFileMgr::SetDir("");
	m_bCommandActive = false;
}

void CSceneEdit::Initialise(void)
{
	m_nActor = -1;
	m_nActor2 = -1;
	m_nVehicle = -1;
	m_nVehicle2 = -1;
	m_nCurrentCommand = MOVIE_NEW_ACTOR;
	m_nVehiclemodelId = MI_INFERNUS;
	m_nPedmodelId = MI_MALE01;
	m_nNumVehicles = 0;
	m_nNumActors = 0;
	m_nNumMovieCommands = 0;
	m_bCommandActive = false;
	m_bRecording = true;
	m_bEditOn = false;
	for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++)
		pActors[i] = nil;
	for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++)
		pVehicles[i] = nil;
	m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].Front;
	m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
	m_bCameraFollowActor = false;
	TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true;
	m_bDrawGotoArrow = false;
}

void CSceneEdit::InitPlayback(void)
{
	m_nVehiclemodelId = MI_INFERNUS;
	m_nPedmodelId = MI_MALE01;
	m_bCommandActive = false;
	m_nNumActors = 0;
	m_nNumVehicles = 0;
	m_nActor = -1;
	m_nActor2 = -1;
	m_nVehicle = -1;
	m_nVehicle2 = -1;
	TheCamera.Cams[TheCamera.ActiveCam].ResetStatics = true;
	m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].Front;
	for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
		if (pActors[i]) {
			CPopulation::RemovePed(pActors[i]);
			pActors[i] = nil;
		}
	}
	m_nCurrentActor = 0;
	for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
		if (pVehicles[i]) {
			CWorld::Remove(pVehicles[i]);
			delete pVehicles[i];
			pVehicles[i] = nil;
		}
	}
	m_nCurrentVehicle = 0;
	m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
	m_nCurrentMovieCommand = MOVIE_DO_NOTHING;
	m_bDrawGotoArrow = false;
}

void CSceneEdit::ReInitialise(void)
{
	m_nVehiclemodelId = MI_INFERNUS;
	m_nPedmodelId = MI_MALE01;
	m_nCurrentCommand = MOVIE_NEW_ACTOR;
	m_bEditOn = true;
	m_bRecording = true;
	m_bCommandActive = false;
	m_nActor = -1;
	m_nActor2 = -1;
	m_nVehicle = -1;
	m_nVehicle2 = -1;
	m_nNumMovieCommands = 0;
	m_nCurrentMovieCommand = MOVIE_DO_NOTHING;
	m_nNumActors = 0;
	m_nNumVehicles = 0;
	for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
		if (pActors[i]) {
			CPopulation::RemovePed(pActors[i]);
			pActors[i] = nil;
		}
	}
	for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
		if (pVehicles[i]) {
			CWorld::Remove(pVehicles[i]);
			delete pVehicles[i];
			pVehicles[i] = nil;
		}
	}
	for (int i = 0; i < NUM_COMMANDS_IN_MOVIE; i++) {
		Movie[i].m_nCommandId = MOVIE_DO_NOTHING;
		Movie[i].m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
		Movie[i].m_vecCamera = CVector(0.0f, 0.0f, 0.0f);
		Movie[i].m_nActorId = -1;
		Movie[i].m_nActor2Id = -1;
		Movie[i].m_nVehicleId = -1;
		Movie[i].m_nModelIndex = 0;
	}
	m_vecGotoPosition = CVector(0.0f, 0.0f, 0.0f);
	m_bDrawGotoArrow = false;
}

void CSceneEdit::Update(void)
{
	if (!m_bEditOn)
		return;
	if (m_bRecording)
		ProcessCommand();
	else {
		if (m_bCameraFollowActor && m_nActor != -1) {
			if (pActors[m_nActor]->bInVehicle)
				TheCamera.TakeControl(pActors[m_nActor]->m_pMyVehicle, CCam::MODE_BEHINDCAR, JUMP_CUT, CAMCONTROL_SCRIPT);
			else
				TheCamera.TakeControl(pActors[m_nActor], CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT);
		}
		PlayBack();
	}
}

void CSceneEdit::Draw(void)
{
	char str[200];
	wchar wstr[200];
	if (TheCamera.m_WideScreenOn)
		return;
#ifndef FIX_BUGS
	CFont::SetPropOff();
#endif
	CFont::SetBackgroundOff();
	CFont::SetScale(SCREEN_SCALE_X(0.8f), SCREEN_SCALE_Y(1.35f));
	CFont::SetCentreOn();
	CFont::SetRightJustifyOn();
	CFont::SetRightJustifyWrap(0.0f);
	CFont::SetBackGroundOnlyTextOff();
#ifdef FIX_BUGS
	CFont::SetFontStyle(FONT_BANK);
	CFont::SetPropOn();
	CFont::SetDropColor(CRGBA(0, 0, 0, 255));
	CFont::SetDropShadowPosition(1);
#else
	CFont::SetFontStyle(FONT_HEADING);
	CFont::SetPropOff();
#endif
	sprintf(str, "Action");
	AsciiToUnicode(str, wstr);
	CFont::SetColor(CRGBA(0, 0, 0, 0));
	CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(ACTION_MESSAGE_Y + SHADOW_OFFSET), wstr);
	CFont::SetColor(CRGBA(193, 164, 120, 255));
	CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(ACTION_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(ACTION_MESSAGE_Y), wstr);
	sprintf(str, "Selected");
	AsciiToUnicode(str, wstr);
	CFont::SetColor(CRGBA(0, 0, 0, 0));
	CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y + SHADOW_OFFSET), wstr);
	CFont::SetColor(CRGBA(193, 164, 120, 255));
	CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(SELECTED_MESSAGE_X_RIGHT), SCREEN_SCALE_Y(SELECTED_MESSAGE_Y), wstr);
	CFont::SetCentreOff();
	CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.7f));
#ifdef FIX_BUGS
	CFont::SetFontStyle(FONT_BANK);
#else
	CFont::SetFontStyle(FONT_HEADING);
#endif
	CFont::SetColor(CRGBA(0, 0, 0, 0));
	for (int i = 0; i < NUM_COMMANDS_TO_DRAW; i++) {
		int16 nCommandDrawn = m_nCurrentCommand + i - NUM_COMMANDS_TO_DRAW / 2;
		if (nCommandDrawn >= MOVIE_TOTAL_COMMANDS)
			nCommandDrawn -= (MOVIE_TOTAL_COMMANDS - 1);
		if (nCommandDrawn <= MOVIE_DO_NOTHING)
			nCommandDrawn += (MOVIE_TOTAL_COMMANDS - 1);
		sprintf(str, pCommandStrings[nCommandDrawn]);
		AsciiToUnicode(str, wstr);
		CFont::SetColor(CRGBA(0, 0, 0, 0));
		CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT - SHADOW_OFFSET), SCREEN_SCALE_Y(COMMAND_NAME_Y + SHADOW_OFFSET + i * COMMAND_NAME_HEIGHT), wstr);
		if (nCommandDrawn == m_nCurrentCommand)
			CFont::SetColor(CRGBA(156, 91, 40, 255));
		else
			CFont::SetColor(CRGBA(193, 164, 120, 255));
		CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(COMMAND_NAME_X_RIGHT), SCREEN_SCALE_Y(COMMAND_NAME_Y + i * COMMAND_NAME_HEIGHT), wstr);
	}
}

void CSceneEdit::ProcessCommand(void)
{
	if (!m_bCommandActive) {
		ClearForNewCommand();
		if (CPad::GetPad(1)->GetDPadUpJustDown()) {
			if (--m_nCurrentCommand == MOVIE_DO_NOTHING)
				m_nCurrentCommand = MOVIE_END;
		}
		if (CPad::GetPad(1)->GetDPadDownJustDown()) {
			if (++m_nCurrentCommand == MOVIE_TOTAL_COMMANDS)
				m_nCurrentCommand = MOVIE_NEW_ACTOR;
		}
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			if (m_nCurrentCommand != MOVIE_DO_NOTHING)
				m_bCommandActive = true;
		}
		return;
	}
	switch (m_nCurrentCommand) {
	case MOVIE_DO_NOTHING:
		m_bCommandActive = false;
		break;
	case MOVIE_NEW_ACTOR:
		if (m_nActor == -1) {
			if (m_nNumActors == NUM_ACTORS_IN_MOVIE)
				break;
			if (!CStreaming::HasModelLoaded(m_nPedmodelId)) {
				CStreaming::RequestModel(m_nPedmodelId, 0);
#ifdef FIX_BUGS
				CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
#endif
				break;
			}
			CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId);
			pPed->CharCreatedBy = MISSION_CHAR;
			pPed->GetPosition() = m_vecCurrentPosition;
			pPed->SetOrientation(0.0f, 0.0f, 0.0f);
			CWorld::Add(pPed);
			pPed->bUsesCollision = false;
			pPed->bAffectedByGravity = false;
			for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
				if (pActors[i] == nil) {
					m_nActor = i;
					pActors[i] = pPed;
					break;
				}
			}
		}
		else {
			pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
			pActors[m_nActor]->SetOrientation(0.0f, 0.0f, 0.0f);
			int32 mi = m_nPedmodelId;
			if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
				mi = NextValidModelId(m_nPedmodelId, -1);
			else if (CPad::GetPad(1)->GetRightShoulder1JustDown())
				mi = NextValidModelId(m_nPedmodelId, 1);
			if (mi == m_nPedmodelId) {
				if (CPad::GetPad(1)->GetTriangleJustDown()) {
					pActors[m_nActor]->bUsesCollision = true;
					pActors[m_nActor]->bAffectedByGravity = true;
					++m_nNumActors;
					Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_ACTOR;
					Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition;
					Movie[m_nNumMovieCommands].m_nModelIndex = m_nPedmodelId;
					Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
					m_nActor = -1;
					m_bCommandActive = false;
				}
				if (CPad::GetPad(1)->GetCircleJustDown()) {
					CWorld::Remove(pActors[m_nActor]);
					delete pActors[m_nActor];
					pActors[m_nActor] = nil;
					m_nActor = -1;
					m_bCommandActive = false;
				}
			}
			else {
				m_nPedmodelId = mi;
				if (pActors[m_nActor]) {
					CWorld::Remove(pActors[m_nActor]);
					delete pActors[m_nActor];
				}
				pActors[m_nActor] = nil;
				m_nActor = -1;
			}
		}
		break;
	case MOVIE_MOVE_ACTOR:
		SelectActor();
		if (m_bCommandActive)
			break;
		pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			m_bCommandActive = false;
#ifndef FIX_BUGS // why? it crashes, also makes no sense
			pActors[m_nActor] = nil;
#endif
			SelectActor();
		}
		break;
	case MOVIE_SELECT_ACTOR:
		SelectActor();
		break;
	case MOVIE_DELETE_ACTOR:
		SelectActor();
		if (m_bActorSelected) {
			CPopulation::RemovePed(pActors[m_nActor]);
			m_nCurrentActor = 0;
			--m_nNumActors;
#ifdef FIX_BUGS
			pActors[m_nActor] = nil;
			m_nActor = -1;
#else
			m_nActor = -1;
			pActors[m_nActor] = nil;
#endif
			SelectActor();
			m_bCommandActive = false;
		}
		else if (CPad::GetPad(1)->GetCircleJustDown()) {
			m_nActor = -1;
			m_bCommandActive = false;
		}
		break;
	case MOVIE_NEW_VEHICLE:
		if (m_nVehicle == -1) {
			if (m_nNumVehicles == NUM_VEHICLES_IN_MOVIE)
				break;
			if (!CStreaming::HasModelLoaded(m_nVehiclemodelId)) {
				CStreaming::RequestModel(m_nVehiclemodelId, 0);
#ifdef FIX_BUGS
				CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
#endif
				break;
			}
			CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
			pVehicle->m_status = STATUS_PHYSICS;
			pVehicle->GetPosition() = m_vecCurrentPosition;
			pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
			CWorld::Add(pVehicle);
			pVehicle->bUsesCollision = false;
			pVehicle->bAffectedByGravity = false;
			for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
				if (pVehicles[i] == nil) {
					m_nVehicle = i;
					pVehicles[i] = pVehicle;
					break;
				}
			}
		}
		else {
			pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
			pVehicles[m_nVehicle]->SetOrientation(0.0f, 0.0f, 0.0f);
			int32 mi = m_nVehiclemodelId;
			if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
				mi = NextValidModelId(m_nVehiclemodelId, -1);
			else if (CPad::GetPad(1)->GetRightShoulder1JustDown())
				mi = NextValidModelId(m_nVehiclemodelId, 1);
			if (mi == m_nVehiclemodelId) {
				if (CPad::GetPad(1)->GetTriangleJustDown()) {
					pVehicles[m_nVehicle]->bUsesCollision = true;
					pVehicles[m_nVehicle]->bAffectedByGravity = true;
					++m_nNumVehicles;
					Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_NEW_VEHICLE;
					Movie[m_nNumMovieCommands].m_vecPosition = m_vecCurrentPosition;
					Movie[m_nNumMovieCommands].m_nModelIndex = m_nVehiclemodelId;
					Movie[m_nNumMovieCommands++].m_nVehicleId = m_nVehicle;
					m_nVehicle = -1;
					m_bCommandActive = false;
				}
				if (CPad::GetPad(1)->GetCircleJustDown()) {
					CWorld::Remove(pVehicles[m_nVehicle]);
					delete pVehicles[m_nVehicle];
					pVehicles[m_nVehicle] = nil;
					m_nVehicle = -1;
					m_bCommandActive = false;
				}
			}
			else {
				m_nVehiclemodelId = mi;
				if (pVehicles[m_nVehicle]) {
					CWorld::Remove(pVehicles[m_nVehicle]);
					delete pVehicles[m_nVehicle];
				}
				pVehicles[m_nVehicle] = nil;
				m_nVehicle = -1;
			}
		}
		break;
	case MOVIE_MOVE_VEHICLE:
		SelectVehicle();
		if (m_bCommandActive)
			break;
		pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			m_bCommandActive = false;
#ifndef FIX_BUGS // again, why? works wrong
			pVehicles[m_nVehicle] = nil;
#endif
			m_nVehicle = -1;
		}
		break;
	case MOVIE_SELECT_VEHICLE:
		SelectVehicle();
		break;
	case MOVIE_DELETE_VEHICLE:
		SelectVehicle();
		if (m_bVehicleSelected) {
			CWorld::Remove(pVehicles[m_nVehicle]);
			delete pVehicles[m_nVehicle];
			m_nCurrentVehicle = 0;
			--m_nNumVehicles;
			pVehicles[m_nVehicle] = nil;
			m_nVehicle = -1;
			SelectVehicle();
			m_bCommandActive = false;
		}
		else if (CPad::GetPad(1)->GetCircleJustDown()) {
			pVehicles[m_nVehicle] = nil;
			m_nVehicle = -1;
			m_bCommandActive = false;
		}
		break;
	case MOVIE_GIVE_WEAPON:
		if (m_bActorSelected) {
			if (SelectWeapon()) {
				m_bCommandActive = false;
				Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GIVE_WEAPON;
				Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
				Movie[m_nNumMovieCommands++].m_nModelIndex = m_nWeaponType;
			}
		}
		else {
			SelectActor();
			m_bCommandActive = true;
		}
		break;
	case MOVIE_GOTO:
	case MOVIE_GOTO_WAIT:
		if (!m_bActorSelected) {
			m_bDrawGotoArrow = true;
			SelectActor();
			if (m_nActor == -1)
				m_bCommandActive = true;
		}
		else {
			m_vecGotoPosition = m_vecCurrentPosition;
			if (CPad::GetPad(1)->GetTriangleJustDown()) {
				if (pActors[m_nActor]->bInVehicle) {
					if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pActors[m_nActor]->m_pMyVehicle, m_vecGotoPosition, false))
						pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
					else
						pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
					pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
					pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
					pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
					pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
					TheCamera.TakeControl(pActors[m_nActor]->m_pMyVehicle, CCam::MODE_BEHINDCAR, JUMP_CUT, CAMCONTROL_SCRIPT);
				}
				else {
					pActors[m_nActor]->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_vecGotoPosition);
					TheCamera.TakeControl(pActors[m_nActor], CCam::MODE_FOLLOWPED, JUMP_CUT, CAMCONTROL_SCRIPT);
				}
				m_bDrawGotoArrow = false;
				Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GOTO;
				Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
				Movie[m_nNumMovieCommands++].m_vecPosition = m_vecGotoPosition;
			}
			if (!m_bDrawGotoArrow) {
				if (pActors[m_nActor]->bInVehicle && pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_NONE ||
					!pActors[m_nActor]->bInVehicle && pActors[m_nActor]->m_objective == OBJECTIVE_NONE) {
					if (pActors[m_nActor]) // if there is something that requires this check the least, it's this one
						m_vecCamHeading = TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity->GetPosition() - TheCamera.Cams[TheCamera.ActiveCam].Source;
					m_bCommandActive = false;
					TheCamera.Cams[TheCamera.ActiveCam].Mode = CCam::MODE_FIGHT_CAM_RUNABOUT;
					m_vecCurrentPosition = pActors[m_nActor]->GetPosition();
					pActors[m_nActor]->SetObjective(OBJECTIVE_NONE);
					if (pActors[m_nActor]->bInVehicle)
						pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
				}
			}
			if (CPad::GetPad(1)->GetCircleJustDown()) {
				pActors[m_nActor] = nil;
				m_nActor = -1;
				m_bCommandActive = false;
			}
		}
		break;
	case MOVIE_GET_IN_CAR:
		if (m_bActorSelected)
			SelectVehicle();
		else {
			SelectActor();
			if (m_nActor != -1)
				m_bCommandActive = true;
		}
		if (m_bVehicleSelected) {
			pActors[m_nActor]->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, pVehicles[m_nVehicle]);
			Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GET_IN_CAR;
			Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
			Movie[m_nNumMovieCommands++].m_nVehicleId = m_nVehicle;
			m_nVehicle = -1;
			m_bCommandActive = false;
		}
		if (CPad::GetPad(1)->GetCircleJustDown()) {
			pVehicles[m_nVehicle] = nil;
			m_nVehicle = -1;
			pActors[m_nActor] = nil;
			m_nActor = -1;
			m_bCommandActive = false;
		}
		break;
	case MOVIE_GET_OUT_CAR:
		SelectActor();
		if (m_bActorSelected) {
			if (pActors[m_nActor]->bInVehicle) {
				pActors[m_nActor]->SetObjective(OBJECTIVE_LEAVE_VEHICLE);
				Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_GET_OUT_CAR;
				Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
			}
			m_nActor = -1;
			m_bCommandActive = false;
		}
		if (CPad::GetPad(1)->GetCircleJustDown()) {
			pVehicles[m_nVehicle] = nil;
			m_nVehicle = -1;
			pActors[m_nActor] = nil;
			m_nActor = -1;
			m_bCommandActive = false;
		}
		break;
	case MOVIE_KILL:
		if (!m_bActorSelected) {
			SelectActor();
			m_bCommandActive = true;
		}
		else if (!m_bActor2Selected) {
			SelectActor2();
			if (m_bActorSelected && m_bActor2Selected && m_nActor != -1 && m_nActor2 != -1 && m_nActor != m_nActor2) {
				pActors[m_nActor]->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, pActors[m_nActor2]);
				Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_KILL;
				Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
				Movie[m_nNumMovieCommands++].m_nActor2Id = m_nActor2;
				m_bCommandActive = false;
			}
		}
		if (CPad::GetPad(1)->GetCircleJustDown()) {
			pActors[m_nActor] = nil;
			m_nActor = -1;
			pActors[m_nActor2] = nil;
			m_nActor2 = -1;
			m_bCommandActive = false;
		}
		break;
	case MOVIE_FLEE:
		if (!m_bActorSelected) {
			SelectActor();
			m_bCommandActive = true;
		}
		else if (!m_bActor2Selected) {
			SelectActor2();
			if (m_bActorSelected && m_bActor2Selected && m_nActor != -1 && m_nActor2 != -1 && m_nActor != m_nActor2) {
				pActors[m_nActor]->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, pActors[m_nActor2]);
				Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_FLEE;
				Movie[m_nNumMovieCommands].m_nActorId = m_nActor;
				Movie[m_nNumMovieCommands++].m_nActor2Id = m_nActor2;
				m_bCommandActive = false;
			}
		}
		if (CPad::GetPad(1)->GetCircleJustDown()) {
			pActors[m_nActor] = nil;
			m_nActor = -1;
			pActors[m_nActor2] = nil;
			m_nActor2 = -1;
			m_bCommandActive = false;
		}
		break;
	case MOVIE_WAIT:
		SelectActor();
		if (m_bActorSelected) {
			pActors[m_nActor]->SetObjective(OBJECTIVE_IDLE);
			Movie[m_nCurrentMovieCommand].m_nCommandId = MOVIE_WAIT;
			Movie[m_nCurrentMovieCommand++].m_nActorId = m_nActor;
		}
		if (CPad::GetPad(1)->GetCircleJustDown()) {
			pActors[m_nActor] = nil;
			m_nActor = -1;
			m_bCommandActive = false;
		}
		break;
	case MOVIE_POSITION_CAMERA:
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_POSITION_CAMERA;
			Movie[m_nNumMovieCommands].m_vecPosition = TheCamera.Cams[TheCamera.ActiveCam].Source;
			Movie[m_nNumMovieCommands++].m_vecCamera = m_vecCamHeading;
			m_bCommandActive = false;
		}
		if (CPad::GetPad(1)->GetCircleJustDown()) {
			m_bCommandActive = false;
		}
		break;
	case MOVIE_SET_CAMERA_TARGET:
		if (!m_bActorSelected) {
			SelectActor();
			m_bCommandActive = true;
		}
		else {
			TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity = pActors[m_nActor];
			if (CPad::GetPad(1)->GetTriangleJustDown()) {
				Movie[m_nNumMovieCommands].m_nCommandId = MOVIE_SET_CAMERA_TARGET;
				Movie[m_nNumMovieCommands++].m_nActorId = m_nActor;
				m_bCommandActive = false;
			}
		}
		break;
	case MOVIE_SELECT_CAMERA_MODE:
		m_bCommandActive = false;
		break;
	case MOVIE_SAVE_MOVIE:
		SaveMovie();
		break;
	case MOVIE_LOAD_MOVIE:
		LoadMovie();
		break;
	case MOVIE_PLAY_MOVIE:
		InitPlayback();
		LoadMovie();
		m_bRecording = false;
		break;
	case MOVIE_END:
		m_bRecording = false;
		break;
	default:
		assert(0);
	}
}

void CSceneEdit::PlayBack(void)
{
	m_nCurrentCommand = Movie[m_nCurrentMovieCommand].m_nCommandId;
	if (m_nCurrentMovieCommand >= m_nNumMovieCommands) {
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			m_nCurrentCommand = MOVIE_DO_NOTHING;
			m_bRecording = true;
			ReInitialise();
		}
		return;
	}
	switch (m_nCurrentCommand) {
	case MOVIE_DO_NOTHING:
	case MOVIE_MOVE_ACTOR:
	case MOVIE_SELECT_ACTOR:
	case MOVIE_DELETE_ACTOR:
	case MOVIE_MOVE_VEHICLE:
	case MOVIE_SELECT_VEHICLE:
	case MOVIE_DELETE_VEHICLE:
		break;
	case MOVIE_NEW_ACTOR:
	{
		m_nPedmodelId = Movie[m_nCurrentMovieCommand].m_nModelIndex;
		m_vecCurrentPosition = Movie[m_nCurrentMovieCommand].m_vecPosition;
		if (!CStreaming::HasModelLoaded(m_nPedmodelId)) {
			CStreaming::RequestModel(m_nPedmodelId, 0);
#ifdef FIX_BUGS
			CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
#endif
			break;
		}
		CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId);
		pPed->CharCreatedBy = MISSION_CHAR;
		CWorld::Add(pPed);
		pPed->GetPosition() = m_vecCurrentPosition;
		pPed->SetOrientation(0.0f, 0.0f, 0.0f);
		for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
			if (pActors[i] == nil) {
				m_nActor = i;
				pActors[i] = pPed;
				break;
			}
		}
		m_nNumActors++;
		m_nCurrentMovieCommand++;
		break;
	}
	case MOVIE_NEW_VEHICLE:
	{
		m_nVehiclemodelId = Movie[m_nCurrentMovieCommand].m_nModelIndex;
		m_vecCurrentPosition = Movie[m_nCurrentMovieCommand].m_vecPosition;
		if (!CStreaming::HasModelLoaded(m_nVehiclemodelId)) {
			CStreaming::RequestModel(m_nVehiclemodelId, 0);
#ifdef FIX_BUGS
			CStreaming::LoadAllRequestedModels(false); // otherwise gets stuck :(
#endif
			break;
		}
		CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
		pVehicle->m_status = STATUS_PHYSICS;
		pVehicle->GetPosition() = m_vecCurrentPosition;
		pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
		CWorld::Add(pVehicle);
		for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
			if (pVehicles[i] == nil) {
				m_nVehicle = i;
				pVehicles[i] = pVehicle;
				break;
			}
		}
		m_nNumVehicles++;
		m_nCurrentMovieCommand++;
		break;
	}
	case MOVIE_GIVE_WEAPON:
		m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
		m_nWeaponType = Movie[m_nCurrentMovieCommand].m_nModelIndex;
		pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
		pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
		pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType);
		m_nCurrentMovieCommand++;
		break;
	case MOVIE_GOTO:
	case MOVIE_GOTO_WAIT:
		m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
		m_vecGotoPosition = Movie[m_nCurrentMovieCommand].m_vecPosition;
		if (pActors[m_nActor]->bInVehicle) {
			if (pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS &&
				pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission != MISSION_GOTOCOORDS_STRAIGHT) {
				if ((pActors[m_nActor]->m_pMyVehicle->GetPosition() - m_vecGotoPosition).Magnitude() < 5.0f) {
					if (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pActors[m_nActor]->m_pMyVehicle, m_vecGotoPosition, false))
						pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
					else
						pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
					pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
					pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
					pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
					pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
					if (m_nCurrentCommand != MOVIE_GOTO_WAIT)
						++m_nCurrentMovieCommand;
				}
				else
					++m_nCurrentMovieCommand;
			}
		}
		else {
			if (pActors[m_nActor]->m_objective != OBJECTIVE_GOTO_AREA_ON_FOOT) {
				pActors[m_nActor]->SetObjective(OBJECTIVE_GOTO_AREA_ON_FOOT, m_vecGotoPosition);
				++m_nCurrentMovieCommand;
			}
		}
		break;
	case MOVIE_GET_IN_CAR:
		m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
		if (!pActors[m_nActor]->bInVehicle){
			m_nVehicle = Movie[m_nCurrentMovieCommand].m_nVehicleId;
			pActors[m_nActor]->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, pVehicles[m_nVehicle]);
		}
		else
			++m_nCurrentMovieCommand;
		break;
	case MOVIE_GET_OUT_CAR:
		m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
		if (pActors[m_nActor]->bInVehicle)
			pActors[m_nActor]->SetObjective(OBJECTIVE_LEAVE_VEHICLE);
		else
			++m_nCurrentMovieCommand;
		break;
	case MOVIE_KILL:
		m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
		m_nActor2 = Movie[m_nCurrentMovieCommand].m_nActor2Id;
		pActors[m_nActor]->SetObjective(OBJECTIVE_KILL_CHAR_ON_FOOT, pActors[m_nActor2]);
		if (pActors[m_nActor2]->GetPedState() == PED_DEAD)
			++m_nCurrentMovieCommand;
		break;
	case MOVIE_FLEE:
		m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
		m_nActor2 = Movie[m_nCurrentMovieCommand].m_nActor2Id;
		pActors[m_nActor]->SetObjective(OBJECTIVE_FLEE_CHAR_ON_FOOT_ALWAYS, pActors[m_nActor2]);
		++m_nCurrentMovieCommand;
		break;
	case MOVIE_WAIT:
		m_nActor = Movie[m_nCurrentMovieCommand].m_nActorId;
		pActors[m_nActor]->SetObjective(OBJECTIVE_IDLE);
		++m_nCurrentMovieCommand;
		break;
	case MOVIE_POSITION_CAMERA:
		TheCamera.Cams[TheCamera.ActiveCam].Source = Movie[m_nCurrentMovieCommand].m_vecPosition;
		m_vecCamHeading = Movie[m_nCurrentMovieCommand].m_vecCamera;
		TheCamera.Cams[TheCamera.ActiveCam].Front = m_vecCamHeading;
		++m_nCurrentMovieCommand;
		break;
	case MOVIE_SET_CAMERA_TARGET:
		m_bCameraFollowActor = true;
		TheCamera.Cams[TheCamera.ActiveCam].CamTargetEntity = pActors[Movie[m_nNumMovieCommands].m_nActorId];
		TheCamera.pTargetEntity = pActors[Movie[m_nNumMovieCommands].m_nActorId];
		TheCamera.m_bLookingAtPlayer = false;
		++m_nCurrentMovieCommand;
		break;
	case MOVIE_SELECT_CAMERA_MODE:
		m_bCommandActive = false; // this is wrong
		break;
	}
}

void CSceneEdit::ClearForNewCommand(void)
{
	m_nActor = -1;
	m_nActor2 = -1;
	m_nVehicle = -1;
	m_bActorSelected = false;
	m_bActor2Selected = false;
	m_bVehicleSelected = false;
	m_bDrawGotoArrow = false;
}
void CSceneEdit::SelectActor(void)
{
	m_bActorSelected = false;
	if (m_nActor != -1) {
		if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
			CPed* pPed;
			do {
				if (--m_nActor < 0)
					m_nActor = NUM_ACTORS_IN_MOVIE - 1;
				pPed = pActors[m_nActor];
			} while (pPed == nil);
			TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
		}
		else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) {
			CPed* pPed;
			do {
				if (++m_nActor == NUM_ACTORS_IN_MOVIE)
					m_nActor = 0;
				pPed = pActors[m_nActor];
			} while (pPed == nil);
			TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
		}
		m_vecCurrentPosition = pActors[m_nActor]->GetPosition();
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			m_bActorSelected = true;
			m_bCommandActive = false;
		}
		else if (CPad::GetPad(1)->GetCircleJustDown()) {
			m_nActor = -1;
		}
	}
	else if (m_nNumActors != 0) {
		for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
			if (pActors[i] != nil) {
				m_nActor = i;
				break;
			}
		}
		TheCamera.Cams[TheCamera.ActiveCam].Source = pActors[m_nActor]->GetPosition() - m_vecCamHeading;
		if (m_nNumActors == 1) {
			m_bActorSelected = true;
			m_bCommandActive = false;
		}
	}
	else {
		m_bCommandActive = false;
	}
}

void CSceneEdit::SelectActor2(void)
{
	m_bActor2Selected = false;
	if (m_nNumActors <= 1) {
		m_bCommandActive = false;
		return;
	}
	if (m_nActor2 != -1) {
		if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
			CPed* pPed;
			do {
				if (--m_nActor2 < 0)
					m_nActor2 = NUM_ACTORS_IN_MOVIE - 1;
				pPed = pActors[m_nActor2];
			} while (pPed == nil || pPed == pActors[m_nActor]);
			TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
		}
		else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) {
			CPed* pPed;
			do {
				if (++m_nActor2 == NUM_ACTORS_IN_MOVIE)
					m_nActor2 = 0;
				pPed = pActors[m_nActor2];
			} while (pPed == nil || pPed == pActors[m_nActor]);
			TheCamera.Cams[TheCamera.ActiveCam].Source = pPed->GetPosition() - m_vecCamHeading;
		}
		m_vecCurrentPosition = pActors[m_nActor2]->GetPosition();
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			m_bActor2Selected = true;
			m_bCommandActive = false;
		}
		else if (CPad::GetPad(1)->GetCircleJustDown()) {
			m_nActor2 = -1;
		}
	}
	else {
		for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
			if (pActors[i] != nil && pActors[m_nActor] != pActors[i] ) {
				m_nActor2 = i;
				break;
			}
		}
		TheCamera.Cams[TheCamera.ActiveCam].Source = pActors[m_nActor2]->GetPosition() - m_vecCamHeading;
	}
}

void CSceneEdit::SelectVehicle(void)
{
	m_bVehicleSelected = false;
	if (m_nVehicle != -1) {
		if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
			CVehicle* pVehicle;
			do {
				if (--m_nVehicle < 0)
					m_nVehicle = NUM_VEHICLES_IN_MOVIE - 1;
				pVehicle = pVehicles[m_nVehicle];
			} while (pVehicle == nil);
		}
		else if (CPad::GetPad(1)->GetRightShoulder1JustDown()) {
			CVehicle* pVehicle;
			do {
				if (++m_nVehicle == NUM_VEHICLES_IN_MOVIE)
					m_nVehicle = 0;
				pVehicle = pVehicles[m_nVehicle];
			} while (pVehicle == nil);
		}
		m_vecCurrentPosition = pVehicles[m_nVehicle]->GetPosition();
		TheCamera.Cams[TheCamera.ActiveCam].Source = pVehicles[m_nVehicle]->GetPosition() - m_vecCamHeading;
		if (CPad::GetPad(1)->GetTriangleJustDown()) {
			m_bVehicleSelected = true;
			m_bCommandActive = false;
		}
		else if (CPad::GetPad(1)->GetCircleJustDown()) {
			m_nVehicle = -1;
		}
	}
	else if (m_nNumVehicles != 0) {
		for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
			if (pVehicles[i] != nil) {
				m_nVehicle = i;
				break;
			}
		}
	}
}

bool CSceneEdit::SelectWeapon(void)
{
	if (m_nWeaponType == WEAPONTYPE_UNARMED) {
		m_nWeaponType = WEAPONTYPE_COLT45;
		return false;
	}
	if (CPad::GetPad(1)->GetLeftShoulder1JustDown()) {
		if (++m_nWeaponType >= WEAPONTYPE_DETONATOR)
			m_nWeaponType = WEAPONTYPE_BASEBALLBAT;
		pActors[m_nActor]->ClearWeapons();
		pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
		pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
		pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType);
	}
	else if (CPad::GetPad(1)->GetRightShoulder1JustDown()){
		if (--m_nWeaponType <= WEAPONTYPE_UNARMED)
			m_nWeaponType = WEAPONTYPE_GRENADE;
		pActors[m_nActor]->ClearWeapons();
		pActors[m_nActor]->GiveWeapon((eWeaponType)m_nWeaponType, 1000);
		pActors[m_nActor]->AddWeaponModel(CWeaponInfo::GetWeaponInfo(pActors[m_nActor]->GetWeapon()->m_eWeaponType)->m_nModelId);
		pActors[m_nActor]->SetCurrentWeapon(m_nWeaponType);
	}
	if (CPad::GetPad(1)->GetTriangleJustDown()) {
		m_bCommandActive = false;
		return true;
	}
	if (CPad::GetPad(1)->GetCircleJustDown()) {
		pActors[m_nActor]->ClearWeapons();
		m_nWeaponType = WEAPONTYPE_UNARMED;
		m_bCommandActive = false;
		return false;
	}
	return false;
}