Classes
Here we explain some classes used by GTA2.
Essential classes
- Fix16 - Fixed points, which replaces floating points.
- Ang16 - Also fixed points but with lesser precision.
Other classes
miss2_0x11C- The dorsal spine of missions design and some map features.Gangs- The code behind GTA2 gangs.Frontend- Main menuPlayer- Handling inputs, weapon list, storing and loading save player data etcPed- Most of Ped AIChar_B4- The class behind the Ped sprite: walking & running behaviour happens there.map_0x370- Functions dealing with the map: get blocks, get highest non-air block at XY, get road arrow directions, find pavement/railways at XY, update Z from gradient slope etc.MapRenderer- Graphical rendering of the map: blocks & tilesPedGroup- Group of peds which have a leader. Instant gangs, groups created from script and police/ambulance crews are examples.Police_7B8- Police Manager: it's on the top of police classes hierarchy.PoliceCrew_38- Seems to be police crew.PoliceRoadblock_A4- Police roadblocksAmbulance_20- Ambulance crews (Ambulance_110is the pool)Firefighter_28- FiretrucksSprite- Sprites: 2D objects in the gamePublicTransport- Trains & Buses.TileAnim- Tile animationsWeapon_30- Weapon mechanicsWeapon_8- Weapon relatedObject_2C- Object (like cones, balls, tokens, powerups etc)Object_5C- Seems to be Object ManagerParticle_4C- Seems to be the particle mechanics (such as flames from flamethrower, bullets etc)Particle_8- Particle Manager: contains functions that emit particles (like water cannon, flamethrower, water particles etc).
Unnamed classes
Classes not renamed yet, so their names are provisory.
Known
We didn't give them a name yet but we kinda know what they do:
gtx_0x106C- Kind of texture manager. Deals with sprite indices, palettes and tiles.sharp_pare_0x15D8- Something related with textures. Often worked withgtx_0x106C.sharp_bose_0x54- Maybe related with time elapsed or frame countingjolly_poitras_0x2BC0- Deals with Frontend player scores table and loading player slots from save data.BurgerKing_67F8B0- Keyboard/gamepad input handling (for live and replay modes)Hamburger_500- Related with car paths.KFC_1E0- Seems to be a emergency crew (for police and paramedics)sleepy_stonebraker_0x6C- Something related with the credits roll.magical_germain_0x8EC- Something to do with text sprites and their connection with characters.lucid_hamilton- Contains many infos about the game: map name, scr name, sty name, current statistcs (vehicles hijacked etc), gamemode type & max number of players etc.infallible_turing- Sound object (such as the ones created from script).Shooey_14- Cop crime report. That cop radio sound we hear when we commit crimes.thirsty_lamarr- The class behind the numbers on player Hud (lives, multipliers & score). They slide up/down as you increase/decrease the number.eager_benz- Player score class.Orca_2FD4- Some kind of path finder for peds or cars.PurpleDoom- Some Sprite Handler: Something to do with collisions checks and sprite rendering order.Rozza_28- Seems to be related with the sounds of pickups (like tokens), some specific actor voices liked "Machine-Gun" and car clash sounds.Wolfy_30- Explosions. We don't know if it's only the sprites or also includes shockwaves physics.xenodochial_morse- Something to do with credits rolling.Montana_2EE4- Related with sprite rendering.Marz_3- Ped patrol point.Phi_74- Object properties (like mass, friction, if it has shadows etc)youthful_einstein- Multiplayer class. It includes mostly tag game mechanics.
Unknown
We know very little or nothing about what they do:
sad_mirzakhani- Very sad we know nothing about it.distracted_einstein_0xC- Unlike the youthful one, we don't know nothing about this Einstein (besides being distracted).Varrok_7F8- Maybe related with gun / projectile collision.zealous_borg- Maybe related with crimessilly_saha_0x2C- Silly
Not a class: files
winmain.cpp- Win Main & functions on the top of call hierarchy.error.cpp- Fatal Error handler
Museum
See other not-longer-used names here.