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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 19:14:15 +01:00
CAutomobile::ProcessControlInputs
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3e1455cc37
commit
0548476ba6
@ -289,6 +289,10 @@ public:
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// mouse
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bool GetLeftMouseJustDown() { return !!(NewMouseControllerState.LMB && !OldMouseControllerState.LMB); }
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bool GetRightMouseJustDown() { return !!(NewMouseControllerState.RMB && !OldMouseControllerState.RMB); }
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bool GetMiddleMouseJustDown() { return !!(NewMouseControllerState.MMB && !OldMouseControllerState.MMB); }
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float GetMouseX() { return NewMouseControllerState.x; }
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float GetMouseY() { return NewMouseControllerState.y; }
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// keyboard
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@ -154,7 +154,7 @@ spawnCar(int id)
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}
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#endif
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void
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static void
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FixCar(void)
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{
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CVehicle *veh = FindPlayerVehicle();
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@ -167,6 +167,15 @@ FixCar(void)
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((CAutomobile*)veh)->Fix();
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}
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static void
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ToggleComedy(void)
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{
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CVehicle *veh = FindPlayerVehicle();
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if(veh == nil)
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return;
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veh->bComedyControls = !veh->bComedyControls;
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}
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void
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DebugMenuPopulate(void)
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{
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@ -212,6 +221,8 @@ DebugMenuPopulate(void)
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DebugMenuAddCmd("Cheats", "Nasty limbs", NastyLimbsCheat);
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DebugMenuAddCmd("Debug", "Fix Car", FixCar);
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DebugMenuAddCmd("Debug", "Toggle Comedy Controls", ToggleComedy);
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DebugMenuAddVarBool8("Debug", "Show Ped Road Groups", (int8*)&gbShowPedRoadGroups, nil);
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DebugMenuAddVarBool8("Debug", "Show Car Road Groups", (int8*)&gbShowCarRoadGroups, nil);
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DebugMenuAddVarBool8("Debug", "Show Collision Polys", (int8*)&gbShowCollisionPolys, nil);
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@ -13,6 +13,8 @@ WRAPPER void CPlayerPed::ReApplyMoveAnims(void) { EAXJMP(0x4F07C0); }
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WRAPPER void CPlayerPed::SetupPlayerPed(int32) { EAXJMP(0x4EFB60); }
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WRAPPER void CPlayerPed::DeactivatePlayerPed(int32) { EAXJMP(0x4EFC00); }
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WRAPPER void CPlayerPed::ReactivatePlayerPed(int32) { EAXJMP(0x4EFC20); }
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WRAPPER void CPlayerPed::KeepAreaAroundPlayerClear(void) { EAXJMP(0x4F3460); }
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void CPlayerPed::ClearWeaponTarget()
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{
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@ -45,6 +45,7 @@ public:
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void ClearWeaponTarget();
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void SetWantedLevel(int32 level);
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void SetWantedLevelNoDrop(int32 level);
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void KeepAreaAroundPlayerClear(void);
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static void SetupPlayerPed(int32);
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static void DeactivatePlayerPed(int32);
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@ -1,6 +1,7 @@
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#include "common.h"
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#include "patcher.h"
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#include "General.h"
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#include "Pad.h"
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#include "ModelIndices.h"
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#include "VisibilityPlugins.h"
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#include "DMAudio.h"
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@ -141,8 +142,134 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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return numCollisions;
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}
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static int16 nLastControlInput;
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static float fMouseCentreRange = 0.35f;
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static float fMouseSteerSens = -0.0035f;
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static float fMouseCentreMult = 0.975f;
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WRAPPER void CAutomobile::ProcessControlInputs(uint8) { EAXJMP(0x53B660); }
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void
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CAutomobile::ProcessControlInputs(uint8 pad)
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{
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float speed = DotProduct(m_vecMoveSpeed, GetForward());
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if(CPad::GetPad(pad)->GetExitVehicle())
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bIsHandbrakeOn = true;
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else
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bIsHandbrakeOn = !!CPad::GetPad(pad)->GetHandBrake();
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// Steer left/right
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if(CCamera::m_bUseMouse3rdPerson && !CVehicle::m_bDisableMouseSteering){
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if(CPad::GetPad(pad)->GetMouseX() != 0.0f){
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m_fSteerRatio += fMouseSteerSens*CPad::GetPad(pad)->GetMouseX();
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nLastControlInput = 2;
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if(Abs(m_fSteerRatio) < fMouseCentreRange)
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m_fSteerRatio *= Pow(fMouseCentreMult, CTimer::GetTimeStep());
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}else if(CPad::GetPad(pad)->GetSteeringLeftRight() || nLastControlInput != 2){
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// mouse hasn't move, steer with pad like below
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m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
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0.2f*CTimer::GetTimeStep();
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nLastControlInput = 0;
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}
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}else{
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m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
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0.2f*CTimer::GetTimeStep();
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nLastControlInput = 0;
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}
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m_fSteerRatio = clamp(m_fSteerRatio, -1.0f, 1.0f);
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// Accelerate/Brake
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float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f;
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if(GetModelIndex() == MI_DODO && acceleration < 0.0f)
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acceleration *= 0.3f;
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if(Abs(speed) < 0.01f){
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// standing still, go into direction we want
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}else{
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#if 1
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// simpler than the code below
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if(speed * acceleration < 0.0f){
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// if opposite directions, have to brake first
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m_fGasPedal = 0.0f;
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m_fBrakePedal = Abs(acceleration);
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}else{
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// accelerating in same direction we were already going
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}
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#else
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if(speed < 0.0f){
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// moving backwards currently
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if(acceleration < 0.0f){
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// still go backwards
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}else{
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// want to go forwards, so brake
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m_fGasPedal = 0.0f;
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m_fBrakePedal = acceleration;
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}
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}else{
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// moving forwards currently
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if(acceleration < 0.0f){
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// want to go backwards, so brake
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m_fGasPedal = 0.0f;
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m_fBrakePedal = -acceleration;
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}else{
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// still go forwards
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}
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}
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#endif
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}
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// Actually turn wheels
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static float fValue; // why static?
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if(m_fSteerRatio < 0.0f)
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fValue = -sq(m_fSteerRatio);
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else
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fValue = sq(m_fSteerRatio);
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m_fSteerAngle = DEGTORAD(m_handling->fSteeringLock) * fValue;
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if(bComedyControls){
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int rnd = CGeneral::GetRandomNumber() % 10;
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switch(m_comedyControlState){
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case 0:
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if(rnd < 2)
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m_comedyControlState = 1;
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else if(rnd < 4)
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m_comedyControlState = 2;
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break;
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case 1:
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m_fSteerAngle += 0.05f;
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if(rnd < 2)
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m_comedyControlState = 0;
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break;
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case 2:
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m_fSteerAngle -= 0.05f;
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if(rnd < 2)
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m_comedyControlState = 0;
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break;
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}
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}else
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m_comedyControlState = 0;
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// Brake if player isn't in control
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// BUG: game always uses pad 0 here
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if(CPad::GetPad(pad)->DisablePlayerControls){
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m_fBrakePedal = 1.0f;
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bIsHandbrakeOn = true;
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m_fGasPedal = 0.0f;
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FindPlayerPed()->KeepAreaAroundPlayerClear();
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// slow down car immediately
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speed = m_vecMoveSpeed.Magnitude();
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if(speed > 0.28f)
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m_vecMoveSpeed *= 0.28f/speed;
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}
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}
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void
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CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
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@ -1091,7 +1218,7 @@ public:
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int32 ProcessEntityCollision_(CEntity *ent, CColPoint *colpoints){ return CAutomobile::ProcessEntityCollision(ent, colpoints); }
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void ProcessControlInputs_(uint8 x) { CAutomobile::ProcessControlInputs(x); }
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void ProcessControlInputs_(uint8 pad) { CAutomobile::ProcessControlInputs(pad); }
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void GetComponentWorldPosition_(int32 component, CVector &pos) { CAutomobile::GetComponentWorldPosition(component, pos); }
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bool IsComponentPresent_(int32 component) { return CAutomobile::IsComponentPresent(component); }
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void SetComponentRotation_(int32 component, CVector rotation) { CAutomobile::SetComponentRotation(component, rotation); }
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@ -1115,6 +1242,7 @@ STARTPATCHES
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InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
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InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
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InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
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InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
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InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
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InjectHook(0x52E660, &CAutomobile_::IsComponentPresent_, PATCH_JUMP);
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InjectHook(0x52E680, &CAutomobile_::SetComponentRotation_, PATCH_JUMP);
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@ -58,7 +58,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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m_nBombTimer = 0;
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m_pWhoSetMeOnFire = nil;
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field_1FB = 0;
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m_veh_flagB10 = false;
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bComedyControls = false;
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m_veh_flagB40 = false;
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m_veh_flagB80 = false;
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m_veh_flagC1 = false;
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@ -93,7 +93,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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m_pCurGroundEntity = nil;
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field_22A = 0;
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field_22B = 0;
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field_22F = 0;
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m_comedyControlState = 0;
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m_aCollPolys[0].valid = false;
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m_aCollPolys[1].valid = false;
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m_autoPilot.m_nCarMission = MISSION_NONE;
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@ -144,7 +144,7 @@ public:
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CFire *m_pCarFire;
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float m_fSteerAngle;
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float m_fGasPedal;
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float m_fBreakPedal;
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float m_fBrakePedal;
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uint8 VehicleCreatedBy;
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicle.h from R*
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@ -161,7 +161,7 @@ public:
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uint8 bIsBus: 1; // Is this vehicle a bus
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uint8 bIsBig: 1; // Is this vehicle a bus
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uint8 bLowVehicle: 1; // Need this for sporty type cars to use low getting-in/out anims
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uint8 m_veh_flagB10 : 1;
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uint8 bComedyControls : 1; // Will make the car hard to control (hopefully in a funny way)
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uint8 m_veh_flagB20 : 1;
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uint8 m_veh_flagB40 : 1;
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uint8 m_veh_flagB80 : 1;
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@ -207,7 +207,7 @@ public:
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uint8 m_nCarHornTimer;
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int8 field_22D;
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bool m_bSirenOrAlarm;
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int8 field_22F;
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int8 m_comedyControlState;
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CStoredCollPoly m_aCollPolys[2]; // poly which is under front/rear part of car
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float m_fSteerRatio;
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eVehicleType m_vehType;
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