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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 11:34:14 +01:00
Few bug fixes in CAutomobile
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8f2abc6750
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@ -938,7 +938,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB);
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WheelState[CARWHEEL_FRONT_LEFT] = m_aWheelState[CARWHEEL_FRONT_LEFT];
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if(Damage.GetWheelStatus(VEHWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
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if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
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m_nWheelsOnGround, fThrust,
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@ -981,7 +981,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB);
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WheelState[CARWHEEL_FRONT_RIGHT] = m_aWheelState[CARWHEEL_FRONT_RIGHT];
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if(Damage.GetWheelStatus(VEHWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
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if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
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m_nWheelsOnGround, fThrust,
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@ -1085,7 +1085,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB);
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WheelState[CARWHEEL_REAR_LEFT] = m_aWheelState[CARWHEEL_REAR_LEFT];
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if(Damage.GetWheelStatus(VEHWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
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if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT],
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m_nWheelsOnGround, fThrust,
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@ -1131,7 +1131,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB);
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WheelState[CARWHEEL_REAR_RIGHT] = m_aWheelState[CARWHEEL_REAR_RIGHT];
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if(Damage.GetWheelStatus(VEHWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
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if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT],
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m_nWheelsOnGround, fThrust,
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@ -1226,7 +1226,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB);
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WheelState[CARWHEEL_FRONT_LEFT] = m_aWheelState[CARWHEEL_FRONT_LEFT];
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if(Damage.GetWheelStatus(VEHWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
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if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
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m_nWheelsOnGround, fThrust,
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@ -1269,7 +1269,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB);
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WheelState[CARWHEEL_FRONT_RIGHT] = m_aWheelState[CARWHEEL_FRONT_RIGHT];
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if(Damage.GetWheelStatus(VEHWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
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if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
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m_nWheelsOnGround, fThrust,
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@ -1720,11 +1720,11 @@ CAutomobile::PreRender(void)
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int i, j, n;
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CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
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if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){
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if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_WINDSCREEN]){
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// Rotate Rhino turret
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CMatrix m;
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CVector p;
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m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET]));
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m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
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p = m.GetPosition();
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m.SetRotateZ(m_fCarGunLR);
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m.Translate(p);
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@ -3188,7 +3188,11 @@ CAutomobile::ProcessControlInputs(uint8 pad)
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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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#ifdef FIX_BUGS
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if(CPad::GetPad(pad)->ArePlayerControlsDisabled()){
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#else
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if(CPad::GetPad(0)->ArePlayerControlsDisabled()){
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#endif
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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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@ -3206,7 +3210,7 @@ void
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CAutomobile::FireTruckControl(void)
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{
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if(this == FindPlayerVehicle()){
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if(!CPad::GetPad(0)->GetWeapon())
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if(!CPad::GetPad(0)->GetCarGunFired())
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return;
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#ifdef FREE_CAM
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if (!CCamera::bFreeCam)
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@ -3835,7 +3839,7 @@ CAutomobile::DoDriveByShootings(void)
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return;
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CWeapon *weapon = pDriver->GetWeapon();
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if(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_nWeaponSlot != 5)
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if(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_nWeaponSlot != WEAPONSLOT_SUBMACHINEGUN)
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return;
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weapon->Update(pDriver->m_audioEntityId, nil);
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@ -4862,10 +4866,10 @@ CAutomobile::BurstTyre(uint8 wheel, bool applyForces)
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return;
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switch(wheel){
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case CAR_PIECE_WHEEL_LF: wheel = VEHWHEEL_FRONT_LEFT; break;
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case CAR_PIECE_WHEEL_LR: wheel = VEHWHEEL_REAR_LEFT; break;
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case CAR_PIECE_WHEEL_RF: wheel = VEHWHEEL_FRONT_RIGHT; break;
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case CAR_PIECE_WHEEL_RR: wheel = VEHWHEEL_REAR_RIGHT; break;
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case CAR_PIECE_WHEEL_LF: wheel = CARWHEEL_FRONT_LEFT; break;
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case CAR_PIECE_WHEEL_RF: wheel = CARWHEEL_FRONT_RIGHT; break;
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case CAR_PIECE_WHEEL_LR: wheel = CARWHEEL_REAR_LEFT; break;
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case CAR_PIECE_WHEEL_RR: wheel = CARWHEEL_REAR_RIGHT; break;
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}
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int status = Damage.GetWheelStatus(wheel);
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@ -5074,7 +5078,7 @@ CAutomobile::BlowUpCarsInPath(void)
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m_aCollisionRecords[i]->GetModelIndex() != MI_RHINO &&
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!m_aCollisionRecords[i]->bRenderScorched){
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if(this == FindPlayerVehicle())
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CEventList::RegisterEvent(EVENT_EXPLOSION, EVENT_ENTITY_VEHICLE, this, FindPlayerPed(), 2000);
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CEventList::RegisterEvent(EVENT_EXPLOSION, EVENT_ENTITY_VEHICLE, m_aCollisionRecords[i], FindPlayerPed(), 2000);
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((CVehicle*)m_aCollisionRecords[i])->BlowUpCar(this);
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}
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}
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@ -5764,7 +5768,7 @@ CAutomobile::PopBoot(void)
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case DOOR_STATUS_OK:
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case DOOR_STATUS_SMASHED:
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Doors[DOOR_BOOT].m_fAngle = Doors[DOOR_BOOT].m_fMinAngle;
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CMatrix mat(RwFrameGetMatrix(m_aCarNodes[DOOR_BOOT]));
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CMatrix mat(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT]));
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CVector pos = mat.GetPosition();
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float axes[3] = { 0.0f, 0.0f, 0.0f };
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axes[Doors[DOOR_BOOT].m_nAxis] = Doors[DOOR_BOOT].m_fAngle;
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@ -7,8 +7,6 @@
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class CObject;
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// These are used for all the wheel arrays
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// DON'T confuse with VEHWHEEL, which are vehicle components
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enum {
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CARWHEEL_FRONT_LEFT,
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CARWHEEL_REAR_LEFT,
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@ -102,14 +102,6 @@ enum eLights
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VEHLIGHT_REAR_RIGHT,
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};
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enum eWheels
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{
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VEHWHEEL_FRONT_LEFT,
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VEHWHEEL_FRONT_RIGHT,
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VEHWHEEL_REAR_LEFT,
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VEHWHEEL_REAR_RIGHT,
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};
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enum
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{
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CAR_PIECE_BONNET = 1,
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