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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 19:14:15 +01:00
SetPosition, part 2
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d23b2c423e
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@ -1448,14 +1448,14 @@ void CGarage::UpdateDoorsHeight()
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{
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RefreshDoorPointers(false);
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if (m_pDoor1) {
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m_pDoor1->GetPosition().z = m_fDoorPos + m_fDoor1Z;
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m_pDoor1->GetMatrix().GetPosition().z = m_fDoorPos + m_fDoor1Z;
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if (m_bRotatedDoor)
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BuildRotatedDoorMatrix(m_pDoor1, m_fDoorPos / m_fDoorHeight);
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m_pDoor1->GetMatrix().UpdateRW();
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m_pDoor1->UpdateRwFrame();
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}
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if (m_pDoor2) {
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m_pDoor2->GetPosition().z = m_fDoorPos + m_fDoor2Z;
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m_pDoor2->GetMatrix().GetPosition().z = m_fDoorPos + m_fDoor2Z;
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if (m_bRotatedDoor)
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BuildRotatedDoorMatrix(m_pDoor2, m_fDoorPos / m_fDoorHeight);
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m_pDoor2->GetMatrix().UpdateRW();
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@ -1482,18 +1482,18 @@ void CGarage::UpdateCrusherAngle()
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void CGarage::UpdateCrusherShake(float X, float Y)
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{
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RefreshDoorPointers(false);
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m_pDoor1->GetPosition().x += X;
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m_pDoor1->GetPosition().y += Y;
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m_pDoor1->GetMatrix().GetPosition().x += X;
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m_pDoor1->GetMatrix().GetPosition().y += Y;
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m_pDoor1->GetMatrix().UpdateRW();
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m_pDoor1->UpdateRwFrame();
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m_pDoor1->GetPosition().x -= X;
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m_pDoor1->GetPosition().y -= Y;
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m_pDoor2->GetPosition().x += X;
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m_pDoor2->GetPosition().y += Y;
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m_pDoor1->GetMatrix().GetPosition().x -= X;
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m_pDoor1->GetMatrix().GetPosition().y -= Y;
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m_pDoor2->GetMatrix().GetPosition().x += X;
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m_pDoor2->GetMatrix().GetPosition().y += Y;
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m_pDoor2->GetMatrix().UpdateRW();
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m_pDoor2->UpdateRwFrame();
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m_pDoor2->GetPosition().x -= X;
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m_pDoor2->GetPosition().y -= Y;
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m_pDoor2->GetMatrix().GetPosition().x -= X;
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m_pDoor2->GetMatrix().GetPosition().y -= Y;
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}
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// This is dumb but there is no way to avoid goto. What was there originally even?
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@ -1854,7 +1854,7 @@ CVehicle* CStoredCar::RestoreCar()
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#else
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CVehicle* pVehicle = new CAutomobile(m_nModelIndex, RANDOM_VEHICLE);
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#endif
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pVehicle->GetPosition() = m_vecPos;
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pVehicle->SetPosition(m_vecPos);
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pVehicle->SetStatus(STATUS_ABANDONED);
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pVehicle->GetForward() = m_vecAngle;
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pVehicle->GetRight() = CVector(m_vecAngle.y, -m_vecAngle.x, 0.0f);
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@ -2089,15 +2089,15 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
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float offsetZ = pos.z - pos.z;
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float distance = CVector(offsetX, offsetY, offsetZ).Magnitude();
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if (distance < RESPRAY_CENTERING_COEFFICIENT) {
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pVehicle->GetPosition().x = GetGarageCenterX();
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pVehicle->GetPosition().y = GetGarageCenterY();
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pVehicle->GetMatrix().GetPosition().x = GetGarageCenterX();
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pVehicle->GetMatrix().GetPosition().y = GetGarageCenterY();
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}
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else {
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pVehicle->GetPosition().x += offsetX * RESPRAY_CENTERING_COEFFICIENT / distance;
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pVehicle->GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
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pVehicle->GetMatrix().GetPosition().x += offsetX * RESPRAY_CENTERING_COEFFICIENT / distance;
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pVehicle->GetMatrix().GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
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}
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if (!IsEntityEntirelyInside3D(pVehicle, 0.1f))
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pVehicle->GetPosition() = pos;
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pVehicle->SetPosition(pos);
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}
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void CGarages::CloseHideOutGaragesBeforeSave()
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@ -2205,7 +2205,7 @@ void CGarages::SetAllDoorsBackToOriginalHeight()
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default:
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aGarages[i].RefreshDoorPointers(true);
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if (aGarages[i].m_pDoor1) {
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aGarages[i].m_pDoor1->GetPosition().z = aGarages[i].m_fDoor1Z;
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aGarages[i].m_pDoor1->GetMatrix().GetPosition().z = aGarages[i].m_fDoor1Z;
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if (aGarages[i].m_pDoor1->IsObject())
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((CObject*)aGarages[i].m_pDoor1)->m_objectMatrix.GetPosition().z = aGarages[i].m_fDoor1Z;
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if (aGarages[i].m_bRotatedDoor)
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@ -2214,7 +2214,7 @@ void CGarages::SetAllDoorsBackToOriginalHeight()
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aGarages[i].m_pDoor1->UpdateRwFrame();
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}
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if (aGarages[i].m_pDoor2) {
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aGarages[i].m_pDoor2->GetPosition().z = aGarages[i].m_fDoor2Z;
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aGarages[i].m_pDoor2->GetMatrix().GetPosition().z = aGarages[i].m_fDoor2Z;
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if (aGarages[i].m_pDoor2->IsObject())
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((CObject*)aGarages[i].m_pDoor2)->m_objectMatrix.GetPosition().z = aGarages[i].m_fDoor2Z;
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if (aGarages[i].m_bRotatedDoor)
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@ -288,7 +288,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
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case PICKUP_NAUTICAL_MINE_INACTIVE:
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{
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if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, false))
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m_pObject->GetPosition().z = waterLevel + 0.6f;
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m_pObject->GetMatrix().GetPosition().z = waterLevel + 0.6f;
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m_pObject->GetMatrix().UpdateRW();
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m_pObject->UpdateRwFrame();
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@ -310,7 +310,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
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}
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case PICKUP_NAUTICAL_MINE_ARMED:
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if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, false))
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m_pObject->GetPosition().z = waterLevel + 0.6f;
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m_pObject->GetMatrix().GetPosition().z = waterLevel + 0.6f;
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m_pObject->GetMatrix().UpdateRW();
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m_pObject->UpdateRwFrame();
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@ -337,7 +337,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
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}
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case PICKUP_FLOATINGPACKAGE:
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m_pObject->m_vecMoveSpeed.z -= 0.01f * CTimer::GetTimeStep();
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m_pObject->GetPosition() += m_pObject->GetMoveSpeed() * CTimer::GetTimeStep();
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m_pObject->GetMatrix().GetPosition() += m_pObject->GetMoveSpeed() * CTimer::GetTimeStep();
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m_pObject->GetMatrix().UpdateRW();
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m_pObject->UpdateRwFrame();
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@ -346,7 +346,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
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break;
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case PICKUP_FLOATINGPACKAGE_FLOATING:
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if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, 0))
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m_pObject->GetPosition().z = waterLevel;
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m_pObject->GetMatrix().GetPosition().z = waterLevel;
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m_pObject->GetMatrix().UpdateRW();
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m_pObject->UpdateRwFrame();
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@ -3794,7 +3794,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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if(FindPlayerVehicle())
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FindPlayerVehicle()->Teleport(Source);
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else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
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// stay inside sectors
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@ -3941,7 +3941,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
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if(FindPlayerVehicle())
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FindPlayerVehicle()->Teleport(Source);
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else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
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@ -104,7 +104,7 @@ void TankCheat()
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if (tank != nil) {
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CVector pos = ThePaths.m_pathNodes[node].pos;
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pos.z += 4.0f;
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tank->GetPosition() = pos;
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tank->SetPosition(pos);
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tank->SetOrientation(0.0f, 0.0f, DEGTORAD(200.0f));
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tank->SetStatus(STATUS_ABANDONED);
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@ -524,7 +524,7 @@ void CRadar::DrawBlips()
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} else {
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#ifdef TRIANGULAR_BLIPS
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CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
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CVector &blipPos = blipEntity->GetPosition();
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const CVector &blipPos = blipEntity->GetPosition();
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uint8 mode = BLIP_MODE_TRIANGULAR_UP;
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if (blipPos.z - pos.z <= 2.0f) {
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if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
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@ -630,7 +630,7 @@ void CRadar::DrawBlips()
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#ifdef TRIANGULAR_BLIPS
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{
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CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
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CVector &blipPos = blipEntity->GetPosition();
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const CVector &blipPos = blipEntity->GetPosition();
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uint8 mode = BLIP_MODE_TRIANGULAR_UP;
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if (blipPos.z - pos.z <= 2.0f) {
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if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
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@ -522,7 +522,7 @@ CCullZone::CalcDistToCullZoneSquared(float x, float y)
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bool
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CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel)
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{
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CVector &pos = entity->GetPosition();
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const CVector &pos = entity->GetPosition();
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CSimpleModelInfo *minfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(entity->GetModelIndex());
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float distToZone = CalcDistToCullZone(pos.x, pos.y);
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@ -116,11 +116,11 @@ SpawnCar(int id)
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DebugMenuEntrySetAddress(carCol2, &v->m_currentColour2);
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if(CModelInfo::IsBoatModel(id))
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v->GetPosition() = TheCamera.GetPosition() + TheCamera.GetForward()*15.0f;
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v->SetPosition(TheCamera.GetPosition() + TheCamera.GetForward()*15.0f);
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else
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v->GetPosition() = ThePaths.m_pathNodes[node].pos;
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v->SetPosition(ThePaths.m_pathNodes[node].pos);
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v->GetPosition().z += 4.0f;
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v->GetMatrix().GetPosition().z += 4.0f;
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v->SetOrientation(0.0f, 0.0f, 3.49f);
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v->SetStatus(STATUS_ABANDONED);
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v->m_nDoorLock = CARLOCK_UNLOCKED;
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@ -137,7 +137,7 @@ CParticleObject::AddObject(uint16 type, CVector const &pos, CVector const &targe
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pobj->m_nState = POBJECTSTATE_UPDATE_CLOSE;
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pobj->m_Type = (eParticleObjectType)type;
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pobj->GetPosition() = pos;
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pobj->SetPosition(pos);
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pobj->m_vecTarget = target;
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pobj->m_nNumEffectCycles = 1;
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@ -1174,7 +1174,7 @@ CParticleObject::LoadParticle(uint8 *buffer, uint32 length)
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dst->m_nState = POBJECTSTATE_UPDATE_CLOSE;
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dst->m_Type = src->m_Type;
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dst->m_ParticleType = src->m_ParticleType;
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dst->GetPosition() = src->GetPosition();
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dst->SetPosition(src->GetPosition());
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dst->m_vecTarget = src->m_vecTarget;
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dst->m_nFrameCounter = src->m_nFrameCounter;
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dst->m_bRemove = src->m_bRemove;
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@ -647,7 +647,7 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
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}
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object->bGlassBroken = true;
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object->GetPosition().z = -100.0f;
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object->GetMatrix().GetPosition().z = -100.0f;
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}
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void
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@ -1213,7 +1213,7 @@ CAutomobile::Teleport(CVector pos)
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{
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CWorld::Remove(this);
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GetPosition() = pos;
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SetPosition(pos);
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SetOrientation(0.0f, 0.0f, 0.0f);
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -513,7 +513,7 @@ CBoat::ProcessControl(void)
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// is this some inlined CPlaceable method?
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CVector pos = GetPosition();
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GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
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GetPosition() = pos;
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GetMatrix().GetPosition() = pos;
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}
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}
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@ -673,7 +673,7 @@ CBoat::BlowUpCar(CEntity *culprit)
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dist.Normalise();
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if(GetUp().z > 0.0f)
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dist += GetUp();
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obj->GetPosition() += GetUp();
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obj->GetMatrix().GetPosition() += GetUp();
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CWorld::Add(obj);
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@ -764,7 +764,7 @@ void
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CBoat::Teleport(CVector v)
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{
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CWorld::Remove(this);
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GetPosition() = v;
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SetPosition(v);
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SetOrientation(0.0f, 0.0f, 0.0f);
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SetMoveSpeed(0.0f, 0.0f, 0.0f);
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SetTurnSpeed(0.0f, 0.0f, 0.0f);
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@ -59,7 +59,7 @@ void CCarGenerator::DoInternalProcessing()
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if (pos.z <= -100.0f)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel();
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pBoat->GetPosition() = pos;
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pBoat->SetPosition(pos);
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pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
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pBoat->SetStatus(STATUS_ABANDONED);
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pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
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@ -93,7 +93,7 @@ void CCarGenerator::DoInternalProcessing()
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pCar->bIsStatic = false;
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pCar->bEngineOn = false;
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pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
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pCar->GetPosition() = pos;
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pCar->SetPosition(pos);
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pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
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pCar->SetStatus(STATUS_ABANDONED);
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pCar->bLightsOn = false;
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@ -340,7 +340,7 @@ void CCrane::Update(void)
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case GOING_TOWARDS_TARGET_ONLY_HEIGHT:
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case ROTATING_TARGET:
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if (m_pVehiclePickedUp) {
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m_pVehiclePickedUp->GetPosition() = CVector(m_vecHookCurPos.x, m_vecHookCurPos.y, m_vecHookCurPos.z - m_pVehiclePickedUp->GetColModel()->boundingBox.max.z);
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m_pVehiclePickedUp->SetPosition(m_vecHookCurPos.x, m_vecHookCurPos.y, m_vecHookCurPos.z - m_pVehiclePickedUp->GetColModel()->boundingBox.max.z);
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m_pVehiclePickedUp->SetMoveSpeed(0.0f, 0.0f, 0.0f);
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CVector up(vecHook.x - m_vecHookCurPos.x, vecHook.y - m_vecHookCurPos.y, 20.0f);
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up.Normalise();
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@ -585,7 +585,7 @@ void CCrane::SetHookMatrix()
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{
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if (m_pHook == nil)
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return;
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m_pHook->GetPosition() = m_vecHookCurPos;
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m_pHook->SetPosition(m_vecHookCurPos);
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CVector up(m_vecHookInitPos.x - m_vecHookCurPos.x, m_vecHookInitPos.y - m_vecHookCurPos.y, 20.0f);
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up.Normalise();
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m_pHook->GetRight() = CrossProduct(CVector(0.0f, 1.0f, 0.0f), up);
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@ -144,11 +144,11 @@ CHeli::ProcessControl(void)
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if(GetPosition().z > 31.55f)
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break;
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m_pathState = 7;
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GetPosition().z = 31.55f;
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GetMatrix().GetPosition().z = 31.55f;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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break;
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case 7:
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GetPosition().z = 31.55f;
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GetMatrix().GetPosition().z = 31.55f;
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target = GetPosition();
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break;
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@ -214,8 +214,8 @@ CHeli::ProcessControl(void)
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vTargetDist = target - GetPosition();
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m_fTargetZ = target.z;
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if(m_pathState == 6){
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GetPosition().x = GetPosition().x*0.99f + target.x*0.01f;
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GetPosition().y = GetPosition().y*0.99f + target.y*0.01f;
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GetMatrix().GetPosition().x = GetMatrix().GetPosition().x*0.99f + target.x*0.01f;
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GetMatrix().GetPosition().y = GetMatrix().GetPosition().y*0.99f + target.y*0.01f;
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}
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}else{
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vTargetDist = FindPlayerCoors() - GetPosition();
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@ -367,8 +367,8 @@ CHeli::ProcessControl(void)
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m_vecMoveSpeed.x += speedDir.x*speedInc;
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m_vecMoveSpeed.y += speedDir.y*speedInc;
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}
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GetPosition().x += m_vecMoveSpeed.x*CTimer::GetTimeStep();
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GetPosition().y += m_vecMoveSpeed.y*CTimer::GetTimeStep();
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GetMatrix().GetPosition().x += m_vecMoveSpeed.x*CTimer::GetTimeStep();
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GetMatrix().GetPosition().y += m_vecMoveSpeed.y*CTimer::GetTimeStep();
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// Find z target
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if(m_heliStatus == HELI_STATUS_FLY_AWAY)
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@ -389,7 +389,7 @@ CHeli::ProcessControl(void)
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m_vecMoveSpeed.z -= speedIncZ;
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else
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m_vecMoveSpeed.z += speedIncZ*1.5f;
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GetPosition().z += m_vecMoveSpeed.z*CTimer::GetTimeStep();
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GetMatrix().GetPosition().z += m_vecMoveSpeed.z*CTimer::GetTimeStep();
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// Find angular speed
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float targetAngularSpeed;
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