Merge remote-tracking branch 'upstream/miami' into miami

This commit is contained in:
Nikolay Korolev 2020-11-13 13:20:07 +03:00
commit a3f24d1bbf

View File

@ -2110,7 +2110,7 @@ CBike::VehicleDamage(void)
float total = fwd*Abs(DotProduct(m_vecDamageNormal, GetForward())) + float total = fwd*Abs(DotProduct(m_vecDamageNormal, GetForward())) +
0.45f*Abs(DotProduct(m_vecDamageNormal, GetRight())) + 0.45f*Abs(DotProduct(m_vecDamageNormal, GetRight())) +
up*Max(DotProduct(m_vecDamageNormal, GetUp()), 0.0f); up*Max(DotProduct(m_vecDamageNormal, GetUp()), 0.0f);
float damage = (total - 1.5f*Max(DotProduct(m_vecDamageNormal, GetUp()), 0.0f))*colSpeed; float damage = (total - 1.5f*Min(DotProduct(m_vecDamageNormal, GetUp()), 0.0f))*colSpeed;
if(pDriver->IsPlayer() && CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer()) if(pDriver->IsPlayer() && CCullZones::CamStairsForPlayer() && CCullZones::FindZoneWithStairsAttributeForPlayer())
damage = 0.0f; damage = 0.0f;
@ -2658,13 +2658,13 @@ CBike::KnockOffRider(eWeaponType weapon, uint8 direction, CPed *ped, bool bGetBa
case WEAPONTYPE_DROWNING:{ case WEAPONTYPE_DROWNING:{
RwRGBA color; RwRGBA color;
anim = ANIM_FALL_FALL; anim = ANIM_FALL_FALL;
ped->m_vecMoveSpeed *= 0.2f; ped->m_vecMoveSpeed = m_vecMoveSpeed*0.2f;
ped->m_vecMoveSpeed.z = 0.0f; ped->m_vecMoveSpeed.z = 0.0f;
ped->m_pCollidingEntity = this; ped->m_pCollidingEntity = this;
color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed_Obj())*0.45f*255; color.red = (0.5f * CTimeCycle::GetDirectionalRed() + CTimeCycle::GetAmbientRed_Obj())*0.45f*255;
color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen_Obj())*0.45f*255; color.green = (0.5f * CTimeCycle::GetDirectionalGreen() + CTimeCycle::GetAmbientGreen_Obj())*0.45f*255;
color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue_Obj())*0.45f*255; color.blue = (0.5f * CTimeCycle::GetDirectionalBlue() + CTimeCycle::GetAmbientBlue_Obj())*0.45f*255;
color.alpha = CGeneral::GetRandomNumberInRange(0, 48) + 48; color.alpha = CGeneral::GetRandomNumberInRange(48, 96);
DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f); DMAudio.PlayOneShot(m_audioEntityId, SOUND_SPLASH, 0.0f);
CVector splashPos = ped->GetPosition() + 2.2f*ped->m_vecMoveSpeed; CVector splashPos = ped->GetPosition() + 2.2f*ped->m_vecMoveSpeed;
float waterZ = 0.0f; float waterZ = 0.0f;