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@ -35,46 +35,50 @@
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#include "World.h"
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#include "Zones.h"
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#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS 51.0f
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#define DISTANCE_TO_SCAN_FOR_DANGER 11.0f
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#define SAFE_DISTANCE_TO_PED 3.0f
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#define INFINITE_Z 1000000000.0f
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#define DISTANCE_TO_SPAWN_ROADBLOCK_PEDS (51.0f)
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#define DISTANCE_TO_SCAN_FOR_DANGER (11.0f)
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#define SAFE_DISTANCE_TO_PED (3.0f)
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#define INFINITE_Z (1000000000.0f)
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#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
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#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
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#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f
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#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f
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#define OBJECT_WIDTH_TO_WEAVE 0.3f
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#define PED_WIDTH_TO_WEAVE 0.8f
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#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
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#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING (4.0f)
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#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING (8.0f)
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#define WIDTH_COEF_TO_WEAVE_SAFELY (1.2f)
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#define OBJECT_WIDTH_TO_WEAVE (0.3f)
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#define PED_WIDTH_TO_WEAVE (0.8f)
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#define PATH_DIRECTION_NONE 0
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#define PATH_DIRECTION_STRAIGHT 1
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#define PATH_DIRECTION_RIGHT 2
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#define PATH_DIRECTION_LEFT 4
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#define PATH_DIRECTION_NONE (0)
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#define PATH_DIRECTION_STRAIGHT (1)
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#define PATH_DIRECTION_RIGHT (2)
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#define PATH_DIRECTION_LEFT (4)
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#define ATTEMPTS_TO_FIND_NEXT_NODE 15
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#define ATTEMPTS_TO_FIND_NEXT_NODE (15)
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#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP 5.0f
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#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK 10.0f
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#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING 0.13f
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#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN 40.0f
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#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED 0.2f
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#define MIN_SPEED_TO_START_LIMITING_STEER 0.45f
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#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW 5.0f
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#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW 8.0f
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#define DEFAULT_MAX_STEER_ANGLE 0.5f
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#define MIN_LOWERING_SPEED_COEFFICIENT 0.4f
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#define MAX_ANGLE_FOR_SPEED_LIMITING 1.2f
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#define MIN_ANGLE_FOR_SPEED_LIMITING 0.4f
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#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES 0.1f
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#define MIN_ANGLE_TO_APPLY_HANDBRAKE 0.7f
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#define MIN_SPEED_TO_APPLY_HANDBRAKE 0.3f
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#define DISTANCE_TO_SWITCH_FROM_BLOCK_TO_STOP (5.0f)
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#define DISTANCE_TO_SWITCH_FROM_STOP_TO_BLOCK (10.0f)
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#define MAX_SPEED_TO_ACCOUNT_IN_INTERCEPTING (0.13f)
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#define DISTANCE_TO_NEXT_NODE_TO_CONSIDER_SLOWING_DOWN (40.0f)
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#define MAX_ANGLE_TO_STEER_AT_HIGH_SPEED (0.2f)
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#define MIN_SPEED_TO_START_LIMITING_STEER (0.45f)
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#define DISTANCE_TO_NEXT_NODE_TO_SELECT_NEW (5.0f)
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#define DISTANCE_TO_FACING_NEXT_NODE_TO_SELECT_NEW (8.0f)
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#define DEFAULT_MAX_STEER_ANGLE (0.5f)
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#define MIN_LOWERING_SPEED_COEFFICIENT (0.4f)
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#define MAX_ANGLE_FOR_SPEED_LIMITING (1.2f)
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#define MIN_ANGLE_FOR_SPEED_LIMITING (0.4f)
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#define MIN_ANGLE_FOR_SPEED_LIMITING_BETWEEN_NODES (0.1f)
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#define MIN_ANGLE_TO_APPLY_HANDBRAKE (0.7f)
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#define MIN_SPEED_TO_APPLY_HANDBRAKE (0.3f)
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#define PROBABILITY_OF_DEAD_PED_ACCIDENT 0.005f
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#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED 6.0f
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#define PROBABILITY_OF_PASSENGER_IN_VEHICLE 0.125f
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#define PROBABILITY_OF_DEAD_PED_ACCIDENT (0.005f)
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#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED (6.0f)
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#define PROBABILITY_OF_PASSENGER_IN_VEHICLE (0.125f)
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#define FARAWAY_DISTANCE_REMOVAL 120.0f
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#define ONSCREEN_DESPAWN_RANGE (120.0f)
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#define MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN (100.0f)
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#define REQUEST_ONSCREEN_DISTANCE ((ONSCREEN_DESPAWN_RANGE + MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) / 2)
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#define OFFSCREEN_DESPAWN_RANGE (40.0f)
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#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
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int CCarCtrl::NumLawEnforcerCars;
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int CCarCtrl::NumAmbulancesOnDuty;
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@ -177,7 +181,7 @@ CCarCtrl::GenerateOneRandomCar()
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angleLimit = -1.0f;
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bTopDownCamera = true;
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invertAngleLimitTest = true;
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preferredDistance = 55.0f;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE + 15.0f;
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/* BUG: testForCollision not initialized in original game. */
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testForCollision = false;
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}else if (!pPlayerVehicle){
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@ -191,14 +195,14 @@ CCarCtrl::GenerateOneRandomCar()
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}else if (fPlayerVehicleSpeed > 0.4f){ /* 72 km/h */
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@ -213,21 +217,21 @@ CCarCtrl::GenerateOneRandomCar()
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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break;
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case 3:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}else if (fPlayerVehicleSpeed > 0.1f){ /* 18 km/h */
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@ -241,14 +245,14 @@ CCarCtrl::GenerateOneRandomCar()
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/* Spawn a vehicle in a very narrow gap in front of a player */
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angleLimit = 0.85f; /* approx 30 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle relatively far away from player. */
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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break;
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case 2:
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case 3:
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@ -256,7 +260,7 @@ CCarCtrl::GenerateOneRandomCar()
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}else{
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@ -271,14 +275,14 @@ CCarCtrl::GenerateOneRandomCar()
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/* Forward to his current direction (camera direction). */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = true;
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preferredDistance = 110.0f * TheCamera.GenerationDistMultiplier;
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preferredDistance = REQUEST_ONSCREEN_DISTANCE * TheCamera.GenerationDistMultiplier;
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break;
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case 1:
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/* Spawn a vehicle close to player to his side. */
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/* Kinda not within camera angle. */
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angleLimit = 0.707f; /* 45 degrees */
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invertAngleLimitTest = false;
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preferredDistance = 40.0f;
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preferredDistance = OFFSCREEN_DESPAWN_RANGE;
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break;
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}
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}
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@ -586,20 +590,21 @@ CCarCtrl::GenerateOneRandomCar()
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case COPS_BOAT:
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pVehicle->ChangeLawEnforcerState(1);
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pVehicle->SetStatus(STATUS_PHYSICS);
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break;
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default:
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pVehicle->SetStatus(STATUS_SIMPLE);
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bBoatGenerated ? pVehicle->SetStatus(STATUS_PHYSICS) : pVehicle->SetStatus(STATUS_SIMPLE);
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break;
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}
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CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
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if (!pVehicle->GetIsOnScreen()){
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > 40.0f * (pVehicle->bExtendedRange ? 1.5f : 1.0f)) {
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > OFFSCREEN_DESPAWN_RANGE * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f)) {
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/* Too far away cars that are not visible aren't needed. */
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delete pVehicle;
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return;
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}
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}else{
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * FARAWAY_DISTANCE_REMOVAL ||
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(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f) {
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? EXTENDED_RANGE_DESPAWN_MULTIPLIER : 1.0f) * ONSCREEN_DESPAWN_RANGE ||
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(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * MINIMAL_DISTANCE_TO_SPAWN_ONSCREEN) {
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delete pVehicle;
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return;
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}
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@ -840,24 +845,27 @@ int32
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CCarCtrl::ChoosePoliceCarModel(void)
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{
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if (FindPlayerPed()->m_pWanted->AreMiamiViceRequired() &&
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#ifdef FIX_BUGS
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(CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 || LastTimeMiamiViceGenerated == 0) &&
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#else
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CTimer::GetTimeInMilliseconds() > LastTimeMiamiViceGenerated + 120000 &&
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#endif
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CStreaming::HasModelLoaded(MI_VICECHEE)) {
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// TODO(MIAMI): setup correct models!
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switch (MiamiViceCycle) {
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case 0:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE1) && CStreaming::HasModelLoaded(MI_VICE2))
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return MI_VICECHEE;
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break;
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case 1:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE3) && CStreaming::HasModelLoaded(MI_VICE4))
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return MI_VICECHEE;
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break;
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case 2:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE5) && CStreaming::HasModelLoaded(MI_VICE6))
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return MI_VICECHEE;
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break;
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case 3:
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if (CStreaming::HasModelLoaded(MI_COP) && CStreaming::HasModelLoaded(MI_COP))
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if (CStreaming::HasModelLoaded(MI_VICE7) && CStreaming::HasModelLoaded(MI_VICE8))
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return MI_VICECHEE;
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break;
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default:
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@ -956,7 +964,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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return;
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}
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float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
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float threshold = 40.0f;
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float threshold = OFFSCREEN_DESPAWN_RANGE;
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if (pVehicle->GetIsOnScreen() ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
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@ -968,12 +976,12 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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pVehicle->bIsLawEnforcer ||
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pVehicle->bIsCarParkVehicle
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){
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threshold = FARAWAY_DISTANCE_REMOVAL * TheCamera.GenerationDistMultiplier;
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threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
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}
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if (TheCamera.GetForward().z < -0.9f)
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threshold = 70.0f;
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if (pVehicle->bExtendedRange)
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threshold *= 1.5f;
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threshold *= EXTENDED_RANGE_DESPAWN_MULTIPLIER;
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if (distanceToPlayer > threshold && !CGarages::IsPointWithinHideOutGarage(pVehicle->GetPosition())){
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if (pVehicle->GetIsOnScreen()){
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|
pVehicle->bFadeOut = true;
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|
@ -1553,12 +1561,13 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
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void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
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|
|
|
{
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|
|
// TODO(MIAMI):
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|
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
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|
if (pVehicle->bPartOfConvoy && pOtherCar->bPartOfConvoy)
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|
return;
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|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
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return;
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
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|
return;
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|
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
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|
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
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float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
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|
float distance = vecDiff.Magnitude();
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@ -1958,11 +1967,13 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float targetY, CVehicle* pTarget)
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#endif
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|
|
{
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|
if (pVehicle->m_nRouteSeed)
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|
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
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|
int prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
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int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
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CPathNode* pPrevNode = &ThePaths.m_pathNodes[prevNode];
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CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
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CPathNode* pTargetNode;
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|
CPathNode* pTargetNode[2];
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|
int16 numNodes;
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|
float distanceToTargetNode;
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ThePaths.DoPathSearch(0, pCurNode->GetPosition(), curNode,
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@ -1971,11 +1982,12 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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#else
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CVector(targetX, targetY, 0.0f),
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#endif
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|
&pTargetNode, &numNodes, 1, pVehicle, &distanceToTargetNode, 999999.9f, -1);
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|
pTargetNode, &numNodes, 2, pVehicle, &distanceToTargetNode, 999999.9f, -1);
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|
|
int newNextNode;
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|
|
int nextLink;
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|
|
if (numNodes != 1 || pTargetNode == pCurNode){
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|
if (numNodes != 1 && numNodes != 2 || pTargetNode[0] == pCurNode){
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|
|
if (numNodes != 2 || pTargetNode[1] == pCurNode) {
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|
|
float currentAngle = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
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|
nextLink = 0;
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|
|
float lowestAngleChange = 10.0f;
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|
@ -1995,9 +2007,17 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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|
nextLink = i;
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|
}
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|
|
|
}
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|
|
|
}else{
|
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|
|
}
|
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|
else {
|
|
|
|
|
nextLink = 0;
|
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|
|
|
newNextNode = pTargetNode - ThePaths.m_pathNodes;
|
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|
|
|
newNextNode = pTargetNode[1] - ThePaths.m_pathNodes;
|
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|
|
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
|
|
|
|
|
;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
nextLink = 0;
|
|
|
|
|
newNextNode = pTargetNode[0] - ThePaths.m_pathNodes;
|
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|
|
|
for (int i = pCurNode->firstLink; ThePaths.ConnectedNode(i) != newNextNode; i++, nextLink++)
|
|
|
|
|
;
|
|
|
|
|
}
|
|
|
|
@ -2017,11 +2037,11 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
|
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|
|
|
int8 lanesOnNextNode;
|
|
|
|
|
if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
|
|
|
|
|
pVehicle->AutoPilot.m_nNextDirection = 1;
|
|
|
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
|
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
pVehicle->AutoPilot.m_nNextDirection = -1;
|
|
|
|
|
lanesOnNextNode = pNextLink->numRightLanes;
|
|
|
|
|
lanesOnNextNode = pNextLink->numLeftLanes;
|
|
|
|
|
}
|
|
|
|
|
float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
|
|
|
|
|
float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
|
|
|
|
@ -2076,6 +2096,8 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
|
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|
|
|
|
|
|
|
|
bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
|
|
|
|
|
{
|
|
|
|
|
if (pVehicle->m_nRouteSeed)
|
|
|
|
|
CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
|
|
|
|
|
int curNode = pVehicle->AutoPilot.m_nNextRouteNode;
|
|
|
|
|
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNode];
|
|
|
|
|
if (pVehicle->AutoPilot.m_nPathFindNodesCount == 0){
|
|
|
|
@ -2168,6 +2190,7 @@ void CCarCtrl::Init(void)
|
|
|
|
|
LastTimeAmbulanceCreated = 0;
|
|
|
|
|
#ifdef FIX_BUGS
|
|
|
|
|
LastTimeLawEnforcerCreated = 0;
|
|
|
|
|
LastTimeMiamiViceGenerated = 0;
|
|
|
|
|
#endif
|
|
|
|
|
bCarsGeneratedAroundCamera = false;
|
|
|
|
|
CountDownToCarsAtStart = 2;
|
|
|
|
@ -2197,6 +2220,7 @@ void CCarCtrl::ReInit(void)
|
|
|
|
|
LastTimeFireTruckCreated = 0;
|
|
|
|
|
LastTimeAmbulanceCreated = 0;
|
|
|
|
|
LastTimeLawEnforcerCreated = 0;
|
|
|
|
|
LastTimeMiamiViceGenerated = 0;
|
|
|
|
|
#endif
|
|
|
|
|
CountDownToCarsAtStart = 2;
|
|
|
|
|
CarDensityMultiplier = 1.0f;
|
|
|
|
@ -2313,7 +2337,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
|
|
|
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
|
|
|
break;
|
|
|
|
|
case TEMPACT_HANDBRAKETURNLEFT:
|
|
|
|
|
swerve = -1.0f; // It seems like this should be swerve = 1.0f (fixed in VC)
|
|
|
|
|
swerve = 1.0f;
|
|
|
|
|
accel = 0.0f;
|
|
|
|
|
brake = 0.0f;
|
|
|
|
|
handbrake = true;
|
|
|
|
@ -2321,7 +2345,7 @@ void CCarCtrl::SteerAICarWithPhysics(CVehicle* pVehicle)
|
|
|
|
|
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
|
|
|
|
break;
|
|
|
|
|
case TEMPACT_HANDBRAKETURNRIGHT:
|
|
|
|
|
swerve = 1.0f; // It seems like this should be swerve = -1.0f (fixed in VC)
|
|
|
|
|
swerve = -1.0f;
|
|
|
|
|
accel = 0.0f;
|
|
|
|
|
brake = 0.0f;
|
|
|
|
|
handbrake = true;
|
|
|
|
@ -2432,6 +2456,9 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
|
|
|
|
|
SteerAICarWithPhysicsTryingToBlockTarget_Stop(pVehicle, FindPlayerCoors().x, FindPlayerCoors().y,
|
|
|
|
|
FindPlayerSpeed().x, FindPlayerSpeed().y, pSwerve, pAccel, pBrake, pHandbrake);
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_WAITFORDELETION:
|
|
|
|
|
case MISSION_HELI_LAND:
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_GOTOCOORDS_STRAIGHT:
|
|
|
|
|
case MISSION_GOTO_COORDS_STRAIGHT_ACCURATE:
|
|
|
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
|
|
|
|
@ -2445,6 +2472,12 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
|
|
|
|
|
*pHandbrake = true;
|
|
|
|
|
*pBrake = 0.5f;
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_GOTOCOORDS_ASTHECROWSWIMS:
|
|
|
|
|
SteerAIBoatWithPhysicsHeadingForTarget(pVehicle,
|
|
|
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
|
|
|
|
|
pSwerve, pAccel, pBrake);
|
|
|
|
|
*pHandbrake = false;
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_RAMCAR_CLOSE:
|
|
|
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, pVehicle->AutoPilot.m_pTargetCar,
|
|
|
|
|
pVehicle->AutoPilot.m_pTargetCar->GetPosition().x, pVehicle->AutoPilot.m_pTargetCar->GetPosition().y,
|
|
|
|
@ -2466,26 +2499,93 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
|
|
|
|
|
pVehicle->AutoPilot.m_pTargetCar->GetMoveSpeed().y,
|
|
|
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_HELI_FLYTOCOORS:
|
|
|
|
|
//SteerAIHeliTowardsTargetCoors((CAutomobile*)pVehicle);
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_ATTACKPLAYER:
|
|
|
|
|
SteerAIBoatWithPhysicsAttackingPlayer(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_PLANE_FLYTOCOORS:
|
|
|
|
|
//SteerAIPlaneTowardsTargetCoors((CAutomobile*)pVehicle);
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1:
|
|
|
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil,
|
|
|
|
|
pVehicle->AutoPilot.m_vecDestinationCoors.x, pVehicle->AutoPilot.m_vecDestinationCoors.y,
|
|
|
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2:
|
|
|
|
|
SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, FindPlayerCoors().x, FindPlayerCoors().y,
|
|
|
|
|
pSwerve, pAccel, pBrake, pHandbrake);
|
|
|
|
|
return;
|
|
|
|
|
case MISSION_BLOCKPLAYER_FORWARDANDBACK:
|
|
|
|
|
//SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
|
|
|
|
|
return;
|
|
|
|
|
default:
|
|
|
|
|
assert(0);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CCarCtrl::SteerAIBoatWithPhysics(CBoat* pBoat)
|
|
|
|
|
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
|
|
|
|
|
{
|
|
|
|
|
if (pBoat->AutoPilot.m_nCarMission == MISSION_GOTOCOORDS_ASTHECROWSWIMS){
|
|
|
|
|
SteerAIBoatWithPhysicsHeadingForTarget(pBoat,
|
|
|
|
|
pBoat->AutoPilot.m_vecDestinationCoors.x, pBoat->AutoPilot.m_vecDestinationCoors.y,
|
|
|
|
|
&pBoat->m_fSteeringLeftRight, &pBoat->m_fAccelerate, &pBoat->m_fBrake);
|
|
|
|
|
}else if (pBoat->AutoPilot.m_nCarMission == MISSION_NONE){
|
|
|
|
|
pBoat->m_fSteeringLeftRight = 0.0f;
|
|
|
|
|
pBoat->m_fAccelerate = 0.0f;
|
|
|
|
|
pBoat->m_fBrake = 0.0f;
|
|
|
|
|
CVector2D forward = pVehicle->GetForward();
|
|
|
|
|
forward.Normalise();
|
|
|
|
|
float angleToTarget = CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y);
|
|
|
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
|
|
|
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
|
|
|
|
|
steerAngle = clamp(steerAngle, -DEFAULT_MAX_STEER_ANGLE, DEFAULT_MAX_STEER_ANGLE);
|
|
|
|
|
#ifdef FIX_BUGS
|
|
|
|
|
float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
|
|
|
|
|
#else
|
|
|
|
|
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
|
|
|
#endif
|
|
|
|
|
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
|
|
|
|
|
float speedDiff = speedTarget - currentSpeed;
|
|
|
|
|
if (speedDiff <= 0.0f) {
|
|
|
|
|
speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f;
|
|
|
|
|
steerAngle *= -1;
|
|
|
|
|
}
|
|
|
|
|
pBoat->m_fSteerAngle = pBoat->m_fSteeringLeftRight;
|
|
|
|
|
pBoat->m_fGasPedal = pBoat->m_fAccelerate;
|
|
|
|
|
pBoat->m_fBrakePedal = pBoat->m_fBrake;
|
|
|
|
|
pBoat->bIsHandbrakeOn = false;
|
|
|
|
|
else if (speedDiff / currentSpeed > 0.25f) {
|
|
|
|
|
*pAccel = 1.0f;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
*pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f;
|
|
|
|
|
}
|
|
|
|
|
*pBrake = 0.0f;
|
|
|
|
|
*pSwerve = steerAngle;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CCarCtrl::SteerAIBoatWithPhysicsAttackingPlayer(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
|
|
|
|
|
{
|
|
|
|
|
float distanceToPlayer = (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude();
|
|
|
|
|
float projection = Min(distanceToPlayer * 0.05f, 2.0f);
|
|
|
|
|
CVector2D forward = pVehicle->GetForward();
|
|
|
|
|
forward.Normalise();
|
|
|
|
|
CVector2D vecToProjection = FindPlayerCoors() + FindPlayerSpeed() * projection * GAME_SPEED_TO_CARAI_SPEED;
|
|
|
|
|
float angleToTarget = CGeneral::GetATanOfXY(vecToProjection.x - pVehicle->GetPosition().x, vecToProjection.y - pVehicle->GetPosition().y);
|
|
|
|
|
float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
|
|
|
|
|
float steerAngle = LimitRadianAngle(angleToTarget - angleForward);
|
|
|
|
|
#ifdef FIX_BUGS
|
|
|
|
|
float speedTarget = pVehicle->AutoPilot.GetCruiseSpeed();
|
|
|
|
|
#else
|
|
|
|
|
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed;
|
|
|
|
|
#endif
|
|
|
|
|
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
|
|
|
|
|
float speedDiff = speedTarget - currentSpeed;
|
|
|
|
|
if (speedDiff <= 0.0f) {
|
|
|
|
|
speedDiff < -5.0f ? *pAccel = -0.2f : *pAccel = -0.1f;
|
|
|
|
|
}
|
|
|
|
|
else if (speedDiff / currentSpeed > 0.25f) {
|
|
|
|
|
*pAccel = 1.0f;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
*pAccel = 1.0f - (0.25f - speedDiff / currentSpeed) * 4.0f;
|
|
|
|
|
}
|
|
|
|
|
*pBrake = 0.0f;
|
|
|
|
|
*pSwerve = steerAngle;
|
|
|
|
|
*pHandbrake = false;
|
|
|
|
|
if (pVehicle->GetModelIndex() == MI_PREDATOR && distanceToPlayer < 40.0f && steerAngle < 0.15f)
|
|
|
|
|
pVehicle->FireFixedMachineGuns();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float CCarCtrl::FindMaxSteerAngle(CVehicle* pVehicle)
|
|
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@ -2672,6 +2772,7 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget(CVehicle* pVehicle, floa
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pVehicle->AutoPilot.m_nCarMission = (pVehicle->AutoPilot.m_nCarMission == MISSION_BLOCKCAR_CLOSE) ?
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MISSION_BLOCKCAR_HANDBRAKESTOP : MISSION_BLOCKPLAYER_HANDBRAKESTOP;
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}
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void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle, float targetX, float targetY, float targetSpeedX, float targetSpeedY, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
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{
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*pSwerve = 0.0f;
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@ -2713,26 +2814,6 @@ void CCarCtrl::SteerAICarWithPhysicsTryingToBlockTarget_Stop(CVehicle* pVehicle,
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}
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}
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void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CBoat* pBoat, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
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{
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CVector2D forward(pBoat->GetForward());
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forward.Normalise();
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CVector2D distanceToTarget = CVector2D(targetX, targetY) - pBoat->GetPosition();
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float angleToTarget = CGeneral::GetATanOfXY(distanceToTarget.x, distanceToTarget.y);
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float angleForward = CGeneral::GetATanOfXY(forward.x, forward.y);
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float angleDiff = LimitRadianAngle(angleToTarget - angleForward);
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angleDiff = Min(DEFAULT_MAX_STEER_ANGLE, Max(-DEFAULT_MAX_STEER_ANGLE, angleDiff));
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float currentSpeed = pBoat->GetMoveSpeed().Magnitude2D(); // +0.0f for some reason
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float speedDiff = pBoat->AutoPilot.m_nCruiseSpeed - currentSpeed * 60.0f;
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if (speedDiff > 0.0f){
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float accRemaining = speedDiff / pBoat->AutoPilot.m_nCruiseSpeed;
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*pAccel = (accRemaining > 0.25f) ? 1.0f : 1.0f - (0.25f - accRemaining) * 4.0f;
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}else
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*pAccel = (speedDiff < -5.0f) ? -0.2f : -0.1f;
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*pBrake = 0.0f;
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*pSwerve = angleDiff;
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}
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void
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CCarCtrl::RegisterVehicleOfInterest(CVehicle* pVehicle)
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{
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@ -2852,8 +2933,12 @@ bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle* pVehicle, CVector vecTar
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return false;
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}
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//TODO
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void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
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{
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if (pVehicle->m_nRouteSeed)
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CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
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int nextLink;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
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for (nextLink = 0; nextLink < 12; nextLink++)
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@ -2881,6 +2966,8 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
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return;
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if (CGame::IsInInterior())
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return;
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if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
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NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
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return;
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@ -2936,10 +3023,12 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
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if (ThePaths.NewGenerateCarCreationCoors(pPlayerPos.x, pPlayerPos.y, 0.707f, 0.707f,
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120.0f, -1.0f, true, &spawnPos, &curNode, &nextNode, &posBetweenNodes, false)){
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int16 colliding[2];
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if (!ThePaths.GetNode(curNode)->bWaterPath) {
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CWorld::FindObjectsKindaColliding(spawnPos, 10.0f, true, colliding, 2, nil, false, true, true, false, false);
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if (colliding[0] == 0)
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created = true;
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}
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}
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attempts += 1;
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}
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if (attempts >= 5)
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@ -2997,18 +3086,24 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
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if (remove){
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switch (pVehicle->VehicleCreatedBy){
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case RANDOM_VEHICLE:
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if (pVehicle->bIsLawEnforcer)
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--NumLawEnforcerCars;
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--NumRandomCars;
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if (pVehicle->bIsLawEnforcer) {
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if (--NumLawEnforcerCars < 0)
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NumLawEnforcerCars = 0;
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}
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if (--NumRandomCars < 0)
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NumRandomCars = 0;
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return;
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case MISSION_VEHICLE:
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--NumMissionCars;
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if (--NumMissionCars < 0)
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NumMissionCars = 0;
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return;
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case PARKED_VEHICLE:
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--NumParkedCars;
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if (--NumParkedCars < 0)
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NumParkedCars = 0;
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return;
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case PERMANENT_VEHICLE:
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--NumPermanentCars;;
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if (--NumPermanentCars < 0)
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NumPermanentCars = 0;
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return;
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}
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}
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@ -3026,7 +3121,7 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
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++NumParkedCars;
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return;
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case PERMANENT_VEHICLE:
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++NumPermanentCars;;
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++NumPermanentCars;
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return;
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}
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}
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@ -3034,7 +3129,11 @@ void CCarCtrl::UpdateCarCount(CVehicle* pVehicle, bool remove)
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bool CCarCtrl::ThisRoadObjectCouldMove(int16 mi)
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{
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#ifdef GTA_BRIDGE
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return mi == MI_BRIDGELIFT || mi == MI_BRIDGEROADSEGMENT;
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#else
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return false;
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#endif
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}
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bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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