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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 11:34:14 +01:00
Fixes
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@ -442,6 +442,11 @@ CCarCtrl::GenerateOneRandomCar()
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pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
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pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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#ifdef FIX_BUGS
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CCarPathLink* pCurrentLink;
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CCarPathLink* pNextLink;
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@ -452,10 +457,6 @@ CCarCtrl::GenerateOneRandomCar()
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float directionNextLinkX;
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float directionNextLinkY;
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if (positionBetweenNodes < 0.5f) {
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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@ -486,11 +487,6 @@ CCarCtrl::GenerateOneRandomCar()
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pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(uint32)((positionBetweenNodes - 0.5f) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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positionOnCurrentLinkIncludingLane = CVector(
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@ -1907,7 +1903,6 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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}
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if (pVehicle->AutoPilot.m_bStayInFastLane)
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pVehicle->AutoPilot.m_nNextLane = 0;
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#ifdef FIX_BUGS
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CVector positionOnCurrentLinkIncludingLane(
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pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH)
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#ifdef FIX_BUGS
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@ -1922,16 +1917,6 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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#endif
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,pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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#else
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CVector positionOnCurrentLinkIncludingLane(
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pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH),
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pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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CVector positionOnNextLinkIncludingLane(
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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#endif
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float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
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@ -4,9 +4,7 @@
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#include "main.h"
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#include "Bike.h"
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#ifdef FIX_BUGS
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#include "Boat.h"
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#endif
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#include "DMAudio.h"
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#include "General.h"
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#include "Font.h"
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@ -148,8 +148,8 @@ class CGarage
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return Abs(TheCamera.GetPosition().x - GetGarageCenterX()) > SWITCH_GARAGE_DISTANCE_CLOSE ||
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Abs(TheCamera.GetPosition().y - GetGarageCenterY()) > SWITCH_GARAGE_DISTANCE_CLOSE;
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#else
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return Abs(TheCamera.GetPosition().x - m_fX1) > SWITCH_GARAGE_DISTANCE_CLOSE ||
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Abs(TheCamera.GetPosition().y - m_fY1) > SWITCH_GARAGE_DISTANCE_CLOSE;
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return Abs(TheCamera.GetPosition().x - m_fInfX) > SWITCH_GARAGE_DISTANCE_CLOSE ||
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Abs(TheCamera.GetPosition().y - m_fInfY) > SWITCH_GARAGE_DISTANCE_CLOSE;
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#endif
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}
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void TidyUpGarageClose();
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@ -57,9 +57,7 @@ public:
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static void RestoreInfoForMatrix(CMatrix&, CCarStateEachFrame*);
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static void RestoreInfoForCar(CAutomobile*, CCarStateEachFrame*, bool);
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static void ProcessControlCars(void);
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#if (defined(GTA_PS2) || defined(FIX_BUGS))
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static bool ShouldThisPadBeLeftAlone(uint8 pad);
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#endif
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static void GiveUsACar(int32, CVector, float, CAutomobile**, uint8, uint8);
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static void StartChaseScene(float);
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static void CleanUpChaseScene(void);
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@ -3621,6 +3621,8 @@ CCamera::LoadPathSplines(int file)
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m_arrPathArray[i].m_arr_PathData[j] = atof(token);
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i++;
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j = 0;
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if (i == MAX_NUM_OF_SPLINETYPES)
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reading = false;
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memset(token, 0, 32);
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n = 0;
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}
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@ -1164,8 +1164,8 @@ CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &v
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const int32 nEndX = Min(GetSectorIndexX(vecStartPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(GetSectorIndexY(vecStartPos.y), NUMSECTORS_Y - 1);
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#else
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const int32 nEndX = Min(GetSectorIndexX(vecSectorPos.x), NUMSECTORS_X);
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const int32 nEndY = Min(GetSectorIndexY(vecSectorPos.y), NUMSECTORS_Y);
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const int32 nEndX = Min(GetSectorIndexX(vecStartPos.x), NUMSECTORS_X);
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const int32 nEndY = Min(GetSectorIndexY(vecStartPos.y), NUMSECTORS_Y);
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#endif
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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@ -1457,7 +1457,8 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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#ifndef FIX_BUGS
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CVector dist = point->point - (*source);
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CVector smokePos = point->point - Max(0.1f * dist.Magnitude(), 0.2f) / dist.Magnitude();
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float distMagnitude = dist.Magnitude();
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CVector smokePos = point->point - Max(distMagnitude / 10.0f, 0.2f) * dist / distMagnitude;
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#else
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CVector smokePos = point->point;
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#endif // !FIX_BUGS
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@ -1486,9 +1487,9 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal * 0.05f);
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#ifndef FIX_BUGS
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CVector dist = point.point - (*fireSource);
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CVector dist = point->point - (*source);
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CVector offset = dist - Max(0.2f * dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector smokePos = *fireSource + offset;
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CVector smokePos = *source + offset;
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#else
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CVector smokePos = point->point;
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#endif
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