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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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CPlane fixes
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@ -86,7 +86,7 @@ CPlane::CPlane(int32 id, uint8 CreatedBy)
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m_level = LEVEL_GENERIC;
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#ifdef FIX_BUGS
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m_isFarAway = true;
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m_isFarAway = false;
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#endif
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}
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@ -154,7 +154,7 @@ CPlane::ProcessControl(void)
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int f = ++nFrameGen & 3;
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CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir,
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nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f),
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colors[nFrameGen], rotSpeed, 0, f, 0);
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colors[nFrameGen&7], rotSpeed, 0, f, 0);
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}
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}
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if(frm >= 40 && frm <= 80 && frm & 1){
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@ -197,17 +197,18 @@ CPlane::ProcessControl(void)
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colors[6] = CRGBA(0, 0, 0, 255);
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colors[7] = CRGBA(252, 66, 66, 255);
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CVector dir;
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for(i = 0; i < 40; i++){
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dir.x = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
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dir.y = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f);
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dir.z = CGeneral::GetRandomNumberInRange(0.0f, 2.0f);
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int rotSpeed = CGeneral::GetRandomNumberInRange(30.0f, 20.0f);
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if(CGeneral::GetRandomNumber() & 1)
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rotSpeed = -rotSpeed;
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int f = ++nFrameGen & 3;
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CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f),
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CVector(CGeneral::GetRandomNumberInRange(-2.0f, 2.0f),
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CGeneral::GetRandomNumberInRange(-2.0f, 2.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 2.0f)),
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CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir,
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nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f),
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colors[nFrameGen], rotSpeed, 0, f, 0);
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colors[nFrameGen&7], rotSpeed, 0, f, 0);
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}
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}
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if(frm >= 40 && frm <= 60 && frm & 1){
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@ -226,7 +227,7 @@ CPlane::ProcessControl(void)
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}
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if(frm == 30)
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bRenderScorched = true;
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if(frm == 61){
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if(frm == 62){
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TheCamera.SetFadeColour(200, 200, 200);
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TheCamera.Fade(0.0f, FADE_OUT);
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TheCamera.ProcessFade();
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@ -363,7 +364,7 @@ CPlane::ProcessControl(void)
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CVector posFront2 = (1.0f - f)*pPathNodes[curPathNodeFront2].p + f*pPathNodes[nextPathNodeFront2].p;
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// Now set matrix
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GetMatrix().GetPosition() = (posRear + posFront) / 2.0f;
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GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f);
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GetMatrix().GetPosition().z += 4.3f;
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CVector fwd = posFront - posRear;
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fwd.Normalise();
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@ -388,7 +389,7 @@ CPlane::ProcessControl(void)
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m_fSpeed = PlanePathSpeed[m_nPlaneId]/60.0f;
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_isFarAway = !((posFront - TheCamera.GetPosition()).Magnitude2D() < sq(300.0f));
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m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f));
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}else{
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float planePathPosition;
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float totalLengthOfFlightPath;
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@ -484,7 +485,7 @@ CPlane::ProcessControl(void)
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f = (pathPositionFront - pathNodes[curPathNodeFront].t)/dist;
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CVector posFront = (1.0f - f)*pathNodes[curPathNodeFront].p + f*pathNodes[nextPathNodeFront].p;
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// And for another point 60 units in front of the plane, used to calculate roll
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// And for another point 30 units in front of the plane, used to calculate roll
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float pathPositionFront2 = pathPositionFront + 30.0f;
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if(pathPositionFront2 > totalLengthOfFlightPath)
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pathPositionFront2 -= totalLengthOfFlightPath;
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@ -515,7 +516,7 @@ CPlane::ProcessControl(void)
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CVector posFront2 = (1.0f - f)*pathNodes[curPathNodeFront2].p + f*pathNodes[nextPathNodeFront2].p;
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// Now set matrix
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GetMatrix().GetPosition() = (posRear + posFront) / 2.0f;
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GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f);
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GetMatrix().GetPosition().z += 1.0f;
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CVector fwd = posFront - posRear;
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fwd.Normalise();
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@ -535,7 +536,7 @@ CPlane::ProcessControl(void)
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m_fSpeed = planePathSpeed/60.0f;
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_isFarAway = !((posFront - TheCamera.GetPosition()).Magnitude2D() < sq(300.0f));
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m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f));
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}
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}
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