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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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transmission done
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@ -4,6 +4,8 @@
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#include "HandlingMgr.h"
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#include "HandlingMgr.h"
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#include "Transmission.h"
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#include "Transmission.h"
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//--MIAMI: done
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void
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void
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cTransmission::InitGearRatios(void)
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cTransmission::InitGearRatios(void)
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{
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{
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@ -80,59 +82,51 @@ cTransmission::CalculateDriveAcceleration(const float &gasPedal, uint8 &gear, fl
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if(fVelocity > pGearRatio->fShiftUpVelocity){
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if(fVelocity > pGearRatio->fShiftUpVelocity){
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if(gear != 0 || gasPedal > 0.0f){
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if(gear != 0 || gasPedal > 0.0f){
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gear++;
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gear++;
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time = 0.0f;
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return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
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return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
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}
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}
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}else if(fVelocity < pGearRatio->fShiftDownVelocity && gear != 0){
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}else if(fVelocity < pGearRatio->fShiftDownVelocity && gear != 0){
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if(gear != 1 || gasPedal < 0.0f){
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if(gear != 1 || gasPedal < 0.0f){
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gear--;
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gear--;
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time = 0.0f;
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return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
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return CalculateDriveAcceleration(gasPedal, gear, time, fVelocity, false);
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}
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}
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}
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}
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if(time > 0.0f){
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float speedMul, accelMul;
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// changing gears currently, can't accelerate
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fAcceleration = 0.0f;
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if(gear < 1){
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time -= CTimer::GetTimeStepInSeconds();
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// going reverse
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accelMul = (Flags & HANDLING_2G_BOOST) ? 2.0f : 1.0f;
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speedMul = -1.0f;
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}else if(nNumberOfGears == 1){
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accelMul = 1.0f;
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speedMul = 1.0f;
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}else{
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}else{
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float speedMul, accelMul;
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// BUG or not? this is 1.0 normally but 0.0 in the highest gear
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float f = 1.0f - (gear-1)/(nNumberOfGears-1);
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if(gear < 1){
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speedMul = 3.0f*sq(f) + 1.0f;
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// going reverse
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// This is pretty ugly, could be written more clearly
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accelMul = (Flags & HANDLING_2G_BOOST) ? 2.0f : 1.0f;
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if(Flags & HANDLING_2G_BOOST){
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speedMul = -1.0f;
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if(gear == 1)
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}else if(nNumberOfGears == 1){
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accelMul = (Flags & HANDLING_1G_BOOST) ? 2.0f : 1.6f;
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accelMul = 1.0f;
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else if(gear == 2)
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speedMul = 1.0f;
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accelMul = 1.3f;
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}else{
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else
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// BUG or not? this is 1.0 normally but 0.0 in the highest gear
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float f = 1.0f - (gear-1)/(nNumberOfGears-1);
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speedMul = 3.0f*sq(f) + 1.0f;
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// This is pretty ugly, could be written more clearly
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if(Flags & HANDLING_2G_BOOST){
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if(gear == 1)
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accelMul = (Flags & HANDLING_1G_BOOST) ? 3.0f : 2.0f;
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else if(gear == 2)
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accelMul = 1.3f;
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else
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accelMul = 1.0f;
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}else if(Flags & HANDLING_1G_BOOST && gear == 1){
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accelMul = 3.0f;
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}else
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accelMul = 1.0f;
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accelMul = 1.0f;
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}
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}else if(Flags & HANDLING_1G_BOOST && gear == 1){
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accelMul = 2.0f;
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if(cheat)
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}else
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fCheat = 1.2f;
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accelMul = 1.0f;
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else
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fCheat = 1.0f;
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float targetVelocity = Gears[gear].fMaxVelocity*speedMul*fCheat;
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float accel = fEngineAcceleration*accelMul * (targetVelocity - fVelocity)/Abs(targetVelocity);
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if(Abs(fVelocity) < Abs(Gears[gear].fMaxVelocity*fCheat))
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fAcceleration = gasPedal * accel * CTimer::GetTimeStep();
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else
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fAcceleration = 0.0f;
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}
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}
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if(cheat)
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fCheat = 1.2f;
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else
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fCheat = 1.0f;
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float targetVelocity = Gears[gear].fMaxVelocity*speedMul*fCheat;
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float accel = fEngineAcceleration*accelMul * (targetVelocity - fVelocity)/Abs(targetVelocity);
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if(Abs(fVelocity) < Abs(Gears[gear].fMaxVelocity*fCheat))
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fAcceleration = gasPedal * accel * CTimer::GetTimeStep();
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else
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fAcceleration = 0.0f;
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return fAcceleration;
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return fAcceleration;
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}
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}
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