mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 11:34:14 +01:00
small stuff
This commit is contained in:
parent
c1367ebdca
commit
bb948904b6
@ -223,7 +223,6 @@ CColStore::EnsureCollisionIsInMemory(const CVector2D &pos)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//--MIAMI: done
|
|
||||||
bool
|
bool
|
||||||
CColStore::HasCollisionLoaded(const CVector2D &pos)
|
CColStore::HasCollisionLoaded(const CVector2D &pos)
|
||||||
{
|
{
|
||||||
|
@ -6,6 +6,8 @@
|
|||||||
#include "Collision.h"
|
#include "Collision.h"
|
||||||
#include "SurfaceTable.h"
|
#include "SurfaceTable.h"
|
||||||
|
|
||||||
|
//--MIAMI: file done
|
||||||
|
|
||||||
float CSurfaceTable::ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
|
float CSurfaceTable::ms_aAdhesiveLimitTable[NUMADHESIVEGROUPS][NUMADHESIVEGROUPS];
|
||||||
|
|
||||||
void
|
void
|
||||||
@ -148,3 +150,9 @@ CSurfaceTable::GetAdhesiveLimit(CColPoint &colpoint)
|
|||||||
{
|
{
|
||||||
return ms_aAdhesiveLimitTable[GetAdhesionGroup(colpoint.surfaceB)][GetAdhesionGroup(colpoint.surfaceA)];
|
return ms_aAdhesiveLimitTable[GetAdhesionGroup(colpoint.surfaceB)][GetAdhesionGroup(colpoint.surfaceA)];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool
|
||||||
|
CSurfaceTable::IsSoftLanding(uint8 surf)
|
||||||
|
{
|
||||||
|
return surf == SURFACE_GRASS || surf == SURFACE_SAND || surf == SURFACE_SAND_BEACH;
|
||||||
|
}
|
||||||
|
@ -96,4 +96,5 @@ public:
|
|||||||
static int GetAdhesionGroup(uint8 surfaceType);
|
static int GetAdhesionGroup(uint8 surfaceType);
|
||||||
static float GetWetMultiplier(uint8 surfaceType);
|
static float GetWetMultiplier(uint8 surfaceType);
|
||||||
static float GetAdhesiveLimit(CColPoint &colpoint);
|
static float GetAdhesiveLimit(CColPoint &colpoint);
|
||||||
|
static bool IsSoftLanding(uint8 surf);
|
||||||
};
|
};
|
||||||
|
@ -33,7 +33,7 @@
|
|||||||
#include "WindModifiers.h"
|
#include "WindModifiers.h"
|
||||||
#include "Occlusion.h"
|
#include "Occlusion.h"
|
||||||
|
|
||||||
//--MIAMI: file almost done (see TODO)
|
//--MIAMI: file done
|
||||||
|
|
||||||
int gBuildings;
|
int gBuildings;
|
||||||
|
|
||||||
|
@ -715,7 +715,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
|
|||||||
}
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
|
CShadows::StoreCarLightShadow(CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
|
||||||
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||||
float fMaxViewAngle)
|
float fMaxViewAngle)
|
||||||
{
|
{
|
||||||
|
@ -159,7 +159,7 @@ public:
|
|||||||
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
|
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
|
||||||
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
|
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
|
||||||
static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
|
static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
|
||||||
static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
|
static void StoreCarLightShadow (CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
|
||||||
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||||
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||||
static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||||
|
@ -1448,16 +1448,13 @@ CBike::PreRender(void)
|
|||||||
fwd.Normalise();
|
fwd.Normalise();
|
||||||
float f = headLightPos.y + 6.0f;
|
float f = headLightPos.y + 6.0f;
|
||||||
pos += CVector(f*fwd.x, f*fwd.y, 2.0f);
|
pos += CVector(f*fwd.x, f*fwd.y, 2.0f);
|
||||||
|
CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowExplosionTex, &pos,
|
||||||
// TODO(MIAMI):
|
7.0f*fwd.x, 7.0f*fwd.y, 3.5f*fwd.y, -3.5f*fwd.x, 45, 45, 45, 7.0f);
|
||||||
// CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowExplosionTex, &pos,
|
|
||||||
// 7.0f*fwd.x, 7.0f*fwd.y, 3.5f*fwd.y, -3.5f*fwd.x, 45, 45, 45, 7.0f);
|
|
||||||
|
|
||||||
f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f);
|
f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f);
|
||||||
pos += CVector(f*fwd.x, f*fwd.y, 0.0f);
|
pos += CVector(f*fwd.x, f*fwd.y, 0.0f);
|
||||||
// TODO(MIAMI):
|
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
|
||||||
// CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
|
3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
|
||||||
// 3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if(this == FindPlayerVehicle() && !alarmOff){
|
if(this == FindPlayerVehicle() && !alarmOff){
|
||||||
|
Loading…
Reference in New Issue
Block a user