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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Rename m_ped_flagA2 into bWasStanding
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@ -1886,7 +1886,7 @@ CPhysical::ProcessCollision(void)
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// TODO: get rid of copy paste?
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if(CheckCollision()){
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if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
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!ped->m_ped_flagA2 &&
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!ped->bWasStanding &&
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ped->bIsStanding)
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savedMatrix.GetPosition().z = GetPosition().z;
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GetMatrix() = savedMatrix;
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@ -1894,7 +1894,7 @@ CPhysical::ProcessCollision(void)
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return;
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}
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if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
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!ped->m_ped_flagA2 &&
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!ped->bWasStanding &&
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ped->bIsStanding)
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savedMatrix.GetPosition().z = GetPosition().z;
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GetMatrix() = savedMatrix;
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@ -522,7 +522,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_fElasticity = 0.05f;
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bIsStanding = false;
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m_ped_flagA2 = false;
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bWasStanding = false;
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bIsAttacking = false;
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bIsPointingGunAt = false;
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bIsLooking = false;
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@ -9487,14 +9487,14 @@ CPed::ProcessControl(void)
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#ifdef VC_PED_PORTS
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if (bIsInWater) {
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bIsStanding = false;
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m_ped_flagA2 = false;
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bWasStanding = false;
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CPhysical::ProcessControl();
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}
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#endif
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return;
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}
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m_ped_flagA2 = false;
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bWasStanding = false;
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if (bIsStanding) {
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if (!CWorld::bForceProcessControl) {
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if (m_pCurrentPhysSurface && m_pCurrentPhysSurface->bIsInSafePosition) {
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@ -10106,7 +10106,7 @@ CPed::ProcessControl(void)
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}
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if ((bIsInTheAir && !DyingOrDead())
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#ifdef VC_PED_PORTS
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|| (!bIsStanding && !m_ped_flagA2 && m_nPedState == PED_FALL)
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|| (!bIsStanding && !bWasStanding && m_nPedState == PED_FALL)
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#endif
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) {
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if (m_nPedStateTimer <= 1000 && m_nPedStateTimer) {
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@ -12344,7 +12344,7 @@ CPed::PlacePedOnDryLand(void)
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posToCheck.z = 0.8f + foundColZ;
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GetPosition() = posToCheck;
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bIsStanding = true;
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m_ped_flagA2 = true;
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bWasStanding = true;
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return true;
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}
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}
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@ -12362,7 +12362,7 @@ CPed::PlacePedOnDryLand(void)
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posToCheck.z = 0.8f + foundColZ;
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GetPosition() = posToCheck;
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bIsStanding = true;
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m_ped_flagA2 = true;
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bWasStanding = true;
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return true;
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}
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@ -14671,7 +14671,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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#endif
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if (bIsStanding) {
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bIsStanding = false;
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m_ped_flagA2 = true;
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bWasStanding = true;
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}
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bCollisionProcessed = true;
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m_fCollisionSpeed += m_vecMoveSpeed.Magnitude2D() * CTimer::GetTimeStep();
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@ -14684,7 +14684,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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} else {
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CVector pos = GetPosition();
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float potentialGroundZ = GetPosition().z - FEET_OFFSET;
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if (m_ped_flagA2) {
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if (bWasStanding) {
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pos.z += -0.25f;
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potentialGroundZ += gravityEffect;
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}
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@ -14716,7 +14716,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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// 0.52f should be a ped's approx. radius
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float totalRadiusWhenCollided = collidingEnt->GetBoundRadius() + 0.52f - gravityEffect;
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if (m_ped_flagA2) {
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if (bWasStanding) {
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if (collidedWithBoat) {
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potentialCenter.z += 2.0f * gravityEffect;
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totalRadiusWhenCollided += Abs(gravityEffect);
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@ -14728,7 +14728,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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ourLine.p0 = GetPosition();
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ourLine.p1 = GetPosition();
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ourLine.p1.z = GetPosition().z - FEET_OFFSET;
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if (m_ped_flagA2) {
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if (bWasStanding) {
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ourLine.p1.z = ourLine.p1.z + gravityEffect;
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ourLine.p0.z = ourLine.p0.z + -0.25f;
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}
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@ -14736,7 +14736,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
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intersectionPoint, minDist, false, &m_collPoly);
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if (collidedWithBoat && m_ped_flagA2 && !belowTorsoCollided) {
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if (collidedWithBoat && bWasStanding && !belowTorsoCollided) {
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ourLine.p0.z = ourLine.p1.z;
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ourLine.p1.z = ourLine.p1.z + gravityEffect;
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belowTorsoCollided = CCollision::ProcessVerticalLine(ourLine, collidingEnt->GetMatrix(), *hisCol,
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@ -14817,7 +14817,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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}
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#else
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float speedSqr = 0.0f;
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if (!m_ped_flagA2) {
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if (!bWasStanding) {
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if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= sq(0.5f)) {
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
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@ -14862,7 +14862,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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}
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if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) {
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if (m_ped_flagA2) {
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if (bWasStanding) {
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CVector sphereNormal;
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float normalLength;
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for(int sphere = 0; sphere < ourCollidedSpheres; sphere++) {
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@ -303,7 +303,7 @@ public:
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// cf. https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CPed.h from R*
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uint32 bIsStanding : 1;
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uint32 m_ped_flagA2 : 1; // bWasStanding?
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uint32 bWasStanding : 1;
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uint32 bIsAttacking : 1; // doesn't reset after fist fight
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uint32 bIsPointingGunAt : 1;
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uint32 bIsLooking : 1;
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