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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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few bike things
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@ -17,10 +17,11 @@
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#include "CarCtrl.h"
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#include "DMAudio.h"
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#include "Automobile.h"
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#include "Bike.h"
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#include "Pickups.h"
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#include "Physical.h"
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//--MIAMI: file done except one bike thing
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//--MIAMI: file done
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CPhysical::CPhysical(void)
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{
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@ -2173,7 +2174,11 @@ CPhysical::ProcessCollision(void)
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car->m_aSuspensionSpringRatio[2] = 1.0f;
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car->m_aSuspensionSpringRatio[3] = 1.0f;
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}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
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assert(0 && "TODO(MIAMI)");
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CBike *bike = (CBike*)this;
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bike->m_aSuspensionSpringRatio[0] = 1.0f;
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bike->m_aSuspensionSpringRatio[1] = 1.0f;
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bike->m_aSuspensionSpringRatio[2] = 1.0f;
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bike->m_aSuspensionSpringRatio[3] = 1.0f;
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}
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}
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}
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@ -7,6 +7,7 @@
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#include "Ped.h"
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#include "Vehicle.h"
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#include "Heli.h"
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#include "Bike.h"
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#include "Object.h"
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#include "PathFind.h"
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#include "Collision.h"
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@ -21,7 +22,7 @@
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#include "Occlusion.h"
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#include "Renderer.h"
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//--MIAMI: file almost done, just one bike flag left
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//--MIAMI: file done
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bool gbShowCollisionPolys;
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bool gbShowCollisionLines;
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@ -356,8 +357,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
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if(mi->GetModelType() != MITYPE_SIMPLE && mi->GetModelType() != MITYPE_WEAPON){
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if(FindPlayerVehicle() == ent &&
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON &&
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//TODO(MIAMI): that bike flag
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(!FindPlayerVehicle()->IsBike() || true)){
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!(FindPlayerVehicle()->IsBike() && ((CBike*)FindPlayerVehicle())->m_bike_flag80)){
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// Player's vehicle in first person mode
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CVehicle *veh = (CVehicle*)ent;
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int model = veh->GetModelIndex();
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@ -1,5 +1,7 @@
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#pragma once
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#include "Skidmarks.h"
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enum eBikeNodes {
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BIKE_NODE_NONE,
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BIKE_CHASSIS,
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@ -60,7 +62,14 @@ public:
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uint32 field_47C;
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uint8 m_bike_unused2;
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uint8 unused[3]; // looks like padding..but for what?
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uint8 m_bike_flags;
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uint8 m_bike_flag01 : 1;
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uint8 m_bike_flag02 : 1;
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uint8 m_bike_flag04 : 1;
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uint8 m_bike_flag08 : 1;
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uint8 m_bike_flag10 : 1;
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uint8 m_bike_flag20 : 1;
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uint8 m_bike_flag40 : 1;
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uint8 m_bike_flag80 : 1;
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int16 m_doingBurnout;
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float m_fTireTemperature;
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float someAngle;
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