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Merge pull request #887 from waliedyassen/master-automobile-fixes
Few bug fixes in CAutomobile for re3
This commit is contained in:
commit
703750a1ff
@ -768,7 +768,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB);
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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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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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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
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contactSpeeds[CARWHEEL_FRONT_LEFT], contactPoints[CARWHEEL_FRONT_LEFT],
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m_nWheelsOnGround, fThrust,
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m_nWheelsOnGround, fThrust,
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@ -802,7 +802,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB);
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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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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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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
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contactSpeeds[CARWHEEL_FRONT_RIGHT], contactPoints[CARWHEEL_FRONT_RIGHT],
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m_nWheelsOnGround, fThrust,
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m_nWheelsOnGround, fThrust,
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@ -883,7 +883,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB);
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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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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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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT],
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contactSpeeds[CARWHEEL_REAR_LEFT], contactPoints[CARWHEEL_REAR_LEFT],
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m_nWheelsOnGround, fThrust,
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m_nWheelsOnGround, fThrust,
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@ -917,7 +917,7 @@ CAutomobile::ProcessControl(void)
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adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB);
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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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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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ProcessWheel(wheelFwd, wheelRight,
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contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT],
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contactSpeeds[CARWHEEL_REAR_RIGHT], contactPoints[CARWHEEL_REAR_RIGHT],
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m_nWheelsOnGround, fThrust,
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m_nWheelsOnGround, fThrust,
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@ -3946,10 +3946,10 @@ void
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CAutomobile::BurstTyre(uint8 wheel)
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CAutomobile::BurstTyre(uint8 wheel)
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{
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{
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switch(wheel){
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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_LF: wheel = CARWHEEL_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 = CARWHEEL_FRONT_RIGHT; break;
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case CAR_PIECE_WHEEL_RF: wheel = VEHWHEEL_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 = VEHWHEEL_REAR_RIGHT; break;
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case CAR_PIECE_WHEEL_RR: wheel = CARWHEEL_REAR_RIGHT; break;
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}
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}
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int status = Damage.GetWheelStatus(wheel);
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int status = Damage.GetWheelStatus(wheel);
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@ -30,8 +30,6 @@ enum eCarNodes
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NUM_CAR_NODES,
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NUM_CAR_NODES,
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};
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};
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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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enum {
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CARWHEEL_FRONT_LEFT,
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CARWHEEL_FRONT_LEFT,
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CARWHEEL_REAR_LEFT,
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CARWHEEL_REAR_LEFT,
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@ -57,14 +57,6 @@ enum eLights
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VEHLIGHT_REAR_RIGHT,
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VEHLIGHT_REAR_RIGHT,
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};
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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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enum
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{
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{
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CAR_PIECE_BONNET = 1,
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CAR_PIECE_BONNET = 1,
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