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@ -12,6 +12,7 @@
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#include "SurfaceTable.h"
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#include "CarCtrl.h"
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#include "DMAudio.h"
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#include "Automobile.h"
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#include "Physical.h"
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void
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@ -176,11 +177,11 @@ CPhysical::RemoveFromMovingList(void)
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void
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CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir)
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{
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m_nCollisionPieceType = piece;
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m_fCollisionImpulse = impulse;
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m_pCollidingEntity = entity;
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entity->RegisterReference(&m_pCollidingEntity);
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m_vecCollisionDirection = dir;
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m_nDamagePieceType = piece;
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m_fDamageImpulse = impulse;
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m_pDamageEntity = entity;
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entity->RegisterReference(&m_pDamageEntity);
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m_vecDamageNormal = dir;
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}
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void
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@ -282,9 +283,9 @@ CPhysical::ProcessControl(void)
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m_nCollisionRecords = 0;
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bHasCollided = false;
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m_nCollisionPieceType = 0;
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m_fCollisionImpulse = 0.0f;
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m_pCollidingEntity = nil;
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m_nDamagePieceType = 0;
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m_fDamageImpulse = 0.0f;
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m_pDamageEntity = nil;
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if(!bIsStuck){
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if(IsObject() ||
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@ -927,18 +928,6 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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return false;
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}
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// ProcessCollision calls
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// CheckCollision
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// CheckCollision_SimpleCar
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// CheckCollision calls
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// ProcessCollisionSectorList
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// CheckCollision_SimpleCar
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// ProcessCollisionSectorList_SimpleCar
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// ProcessShift calls
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// ProcessCollisionSectorList
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// ProcessShiftSectorList
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bool
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CPhysical::ProcessShiftSectorList(CPtrList *lists)
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{
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@ -996,21 +985,22 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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B->GetUp().z < 0.66f &&
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IsTrafficLight(B->GetModelIndex()))
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skipShift = true;
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// TODO: maybe flip some ifs here
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else if(A->IsObject() && B->IsVehicle()){
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CObject *Aobj = (CObject*)A;
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if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
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!Aobj->bHasBeenDamaged &&
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Aobj->bIsStatic){
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if(Aobj->m_pCollidingVehicle == B)
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Aobj->m_pCollidingVehicle = nil;
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}else if(Aobj->m_pCollidingVehicle != B){
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if(Aobj->m_pCollidingEntity == B)
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Aobj->m_pCollidingEntity = nil;
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}else if(Aobj->m_pCollidingEntity != B){
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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size = A->GetMatrix() * size;
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if(size.z < B->GetPosition().z ||
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(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
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skipShift = true;
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Aobj->m_pCollidingVehicle = (CVehicle*)B;
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Aobj->m_pCollidingEntity = B;
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}
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}
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}else if(B->IsObject() && A->IsVehicle()){
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@ -1018,24 +1008,22 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
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!Bobj->bHasBeenDamaged &&
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Bobj->bIsStatic){
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if(Bobj->m_pCollidingVehicle == A)
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Bobj->m_pCollidingVehicle = nil;
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}else if(Bobj->m_pCollidingVehicle != A){
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if(Bobj->m_pCollidingEntity == A)
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Bobj->m_pCollidingEntity = nil;
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}else if(Bobj->m_pCollidingEntity != A){
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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size = B->GetMatrix() * size;
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if(size.z < A->GetPosition().z ||
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(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
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(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
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skipShift = true;
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Bobj->m_pCollidingVehicle = (CVehicle*)A;
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}
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}
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}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
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skipShift = true;
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else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
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skipShift = true;
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else if(A->IsPed() && ((CPed*)A)->m_pCollidingVehicle == B ||
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B->IsPed() && ((CPed*)B)->m_pCollidingVehicle == A ||
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else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B ||
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B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A ||
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A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
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B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
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skipShift = true;
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@ -1154,16 +1142,16 @@ collision:
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if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
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continue;
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if(impulseA > A->m_fCollisionImpulse)
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if(impulseA > A->m_fDamageImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
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if(impulseB > B->m_fCollisionImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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if(impulseB > B->m_fDamageImpulse)
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B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
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float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
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cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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}
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}else if(A->bHasContacted){
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CVector savedMoveFriction = A->m_vecMoveFriction;
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@ -1176,16 +1164,16 @@ collision:
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if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
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continue;
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if(impulseA > A->m_fCollisionImpulse)
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if(impulseA > A->m_fDamageImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
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if(impulseB > B->m_fCollisionImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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if(impulseB > B->m_fDamageImpulse)
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B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
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float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
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cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
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A->bHasContacted = true;
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@ -1209,16 +1197,16 @@ collision:
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if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
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continue;
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if(impulseA > A->m_fCollisionImpulse)
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if(impulseA > A->m_fDamageImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
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if(impulseB > B->m_fCollisionImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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if(impulseB > B->m_fDamageImpulse)
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B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
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float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
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cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
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A->bHasContacted = true;
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@ -1236,16 +1224,16 @@ collision:
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if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
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continue;
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if(impulseA > A->m_fCollisionImpulse)
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if(impulseA > A->m_fDamageImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
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if(impulseB > B->m_fCollisionImpulse)
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A->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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if(impulseB > B->m_fDamageImpulse)
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B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
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float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
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float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
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cDMAudio::ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
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if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
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A->bHasContacted = true;
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@ -1263,12 +1251,602 @@ collision:
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return true;
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}
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bool
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CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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{
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static CColPoint aColPoints[32];
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float radius;
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CVector center;
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CPtrList *list;
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CPhysical *A, *B;
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CObject *Aobj, *Bobj;
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CPed *Aped, *Bped;
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int numCollisions;
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int numResponses;
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int i, j;
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bool skipCollision, altcollision;
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float impulseA = -1.0f;
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float impulseB = -1.0f;
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A = (CPhysical*)this;
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Aobj = (CObject*)A;
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Aped = (CPed*)A;
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radius = A->GetBoundRadius();
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A->GetBoundCentre(center);
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for(j = 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
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list = &lists[j];
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CPtrNode *listnode;
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for(listnode = list->first; listnode; listnode = listnode->next){
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B = (CPhysical*)listnode->item;
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Bobj = (CObject*)B;
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Bped = (CPed*)B;
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bool isTouching = true;
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if(B == A ||
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B->m_scanCode == CWorld::GetCurrentScanCode() ||
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!B->bUsesCollision ||
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!(isTouching = B->GetIsTouching(center, radius))){
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if(!isTouching){
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if(A->IsObject() && Aobj->m_pCollidingEntity == B)
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Aobj->m_pCollidingEntity = nil;
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else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
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Bobj->m_pCollidingEntity = nil;
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else if(A->IsPed() && Aped->m_pCollidingEntity == B)
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Aped->m_pCollidingEntity = nil;
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else if(B->IsPed() && Bped->m_pCollidingEntity == A)
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Bped->m_pCollidingEntity = nil;
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}
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continue;
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}
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A->m_phy_flagA80 = false;
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skipCollision = false;
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altcollision = false;
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if(B->IsBuilding())
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skipCollision = false;
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else if(IsTrafficLight(A->GetModelIndex()) &&
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(B->IsVehicle() || B->IsPed()) &&
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A->GetUp().z < 0.66f){
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skipCollision = true;
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A->m_phy_flagA80 = true;
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Aobj->m_pCollidingEntity = B;
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}else if((A->IsVehicle() || A->IsPed()) &&
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B->GetUp().z < 0.66f &&
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IsTrafficLight(B->GetModelIndex())){
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skipCollision = true;
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A->m_phy_flagA80 = true;
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Bobj->m_pCollidingEntity = A;
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}else if(A->IsObject() && B->IsVehicle()){
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if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES)
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skipCollision = true;
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else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
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Aobj->bHasBeenDamaged ||
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!Aobj->bIsStatic){
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if(Aobj->m_pCollidingEntity == B)
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skipCollision = true;
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else{
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|
|
CMatrix inv;
|
|
|
|
|
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
|
|
|
|
size = A->GetMatrix() * size;
|
|
|
|
|
if(size.z < B->GetPosition().z ||
|
|
|
|
|
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
Aobj->m_pCollidingEntity = B;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}else if(B->IsObject() && A->IsVehicle()){
|
|
|
|
|
if(B->GetModelIndex() == MI_CAR_BUMPER || B->GetModelIndex() == MI_FILES)
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
|
|
|
|
|
Bobj->bHasBeenDamaged ||
|
|
|
|
|
!Bobj->bIsStatic){
|
|
|
|
|
if(Bobj->m_pCollidingEntity == A)
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
else{
|
|
|
|
|
CMatrix inv;
|
|
|
|
|
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
|
|
|
|
size = B->GetMatrix() * size;
|
|
|
|
|
if(size.z < A->GetPosition().z ||
|
|
|
|
|
(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()){
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
}else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
A->m_phy_flagA80 = true;
|
|
|
|
|
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
if(!Aped->m_ped_flagH1)
|
|
|
|
|
A->m_phy_flagA80 = true;
|
|
|
|
|
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
A->m_phy_flagA80 = true;
|
|
|
|
|
}else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
|
|
|
|
|
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
|
|
|
|
|
skipCollision = true;
|
|
|
|
|
A->m_phy_flagA80 = true;
|
|
|
|
|
}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
|
|
|
|
|
altcollision = true;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if(!A->bUsesCollision || skipCollision){
|
|
|
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
|
|
|
A->ProcessEntityCollision(B, aColPoints);
|
|
|
|
|
}else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){
|
|
|
|
|
|
|
|
|
|
// This is the case where B doesn't move
|
|
|
|
|
|
|
|
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
|
|
|
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
|
|
|
|
if(numCollisions <= 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
CVector moveSpeed = { 0.0f, 0.0f, 0.0f };
|
|
|
|
|
CVector turnSpeed = { 0.0f, 0.0f, 0.0f };
|
|
|
|
|
numResponses = 0;
|
|
|
|
|
if(A->bHasContacted){
|
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
|
|
|
if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
numResponses++;
|
|
|
|
|
|
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
|
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
float imp = impulseA;
|
|
|
|
|
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
|
|
|
|
|
fabs(A->m_vecMoveSpeed.x) < 0.05f &&
|
|
|
|
|
fabs(A->m_vecMoveSpeed.y) < 0.05f)
|
|
|
|
|
imp *= 0.1f;
|
|
|
|
|
|
|
|
|
|
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
|
|
|
|
|
float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
|
|
|
|
|
|
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
|
}
|
|
|
|
|
}else{
|
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
|
|
|
if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
numResponses++;
|
|
|
|
|
|
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
|
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
float imp = impulseA;
|
|
|
|
|
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
|
|
|
|
|
fabs(A->m_vecMoveSpeed.x) < 0.05f &&
|
|
|
|
|
fabs(A->m_vecMoveSpeed.y) < 0.05f)
|
|
|
|
|
imp *= 0.1f;
|
|
|
|
|
|
|
|
|
|
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
|
|
|
|
|
float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();
|
|
|
|
|
|
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
|
|
|
|
|
|
float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
|
|
|
|
|
|
|
|
|
|
if(A->GetModelIndex() == MI_RCBANDIT)
|
|
|
|
|
adhesion *= 0.2f;
|
|
|
|
|
else if(IsBoatModel(A->GetModelIndex())){
|
|
|
|
|
if(aColPoints[i].normal.z > 0.6f){
|
|
|
|
|
if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE)
|
|
|
|
|
adhesion *= 3.0f;
|
|
|
|
|
}else
|
|
|
|
|
adhesion = 0.0f;
|
|
|
|
|
}else if(A->IsVehicle()){
|
|
|
|
|
if(A->m_status == STATUS_WRECKED)
|
|
|
|
|
adhesion *= 3.0f;
|
|
|
|
|
else if(A->GetUp().z > 0.3f)
|
|
|
|
|
adhesion = 0.0f;
|
|
|
|
|
else
|
|
|
|
|
adhesion *= max(5.0f, 0.03f*impulseA + 1.0f);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(A->ApplyFriction(adhesion, aColPoints[i]))
|
|
|
|
|
A->bHasContacted = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(numResponses){
|
|
|
|
|
m_vecMoveSpeed += moveSpeed / numResponses;
|
|
|
|
|
m_vecTurnSpeed += turnSpeed / numResponses;
|
|
|
|
|
if(!CWorld::bNoMoreCollisionTorque &&
|
|
|
|
|
A->m_status == STATUS_PLAYER && A->IsVehicle() &&
|
|
|
|
|
fabs(A->m_vecMoveSpeed.x) > 0.2f &&
|
|
|
|
|
fabs(A->m_vecMoveSpeed.y) > 0.2f){
|
|
|
|
|
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
|
|
|
|
|
A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
|
|
|
|
|
A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
}else{
|
|
|
|
|
|
|
|
|
|
// B can move
|
|
|
|
|
|
|
|
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
|
|
|
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
|
|
|
|
if(numCollisions <= 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
float maxImpulseA = 0.0f;
|
|
|
|
|
float maxImpulseB = 0.0f;
|
|
|
|
|
if(A->bHasContacted && B->bHasContacted){
|
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
|
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
|
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
|
|
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
|
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
|
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
|
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
|
|
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
|
}
|
|
|
|
|
}else if(A->bHasContacted){
|
|
|
|
|
CVector savedMoveFriction = A->m_vecMoveFriction;
|
|
|
|
|
CVector savedTurnFriction = A->m_vecTurnFriction;
|
|
|
|
|
A->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
|
|
|
A->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
|
|
|
A->bHasContacted = false;
|
|
|
|
|
|
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
|
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
|
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
|
|
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
|
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
|
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
|
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
|
|
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
|
|
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
|
|
|
A->bHasContacted = true;
|
|
|
|
|
B->bHasContacted = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(!A->bHasContacted){
|
|
|
|
|
A->bHasContacted = true;
|
|
|
|
|
A->m_vecMoveFriction = savedMoveFriction;
|
|
|
|
|
A->m_vecTurnFriction = savedTurnFriction;
|
|
|
|
|
}
|
|
|
|
|
}else if(B->bHasContacted){
|
|
|
|
|
CVector savedMoveFriction = B->m_vecMoveFriction;
|
|
|
|
|
CVector savedTurnFriction = B->m_vecTurnFriction;
|
|
|
|
|
B->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
|
|
|
B->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
|
|
|
|
B->bHasContacted = false;
|
|
|
|
|
|
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
|
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
|
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
|
|
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
|
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
|
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
|
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
|
|
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
|
|
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
|
|
|
A->bHasContacted = true;
|
|
|
|
|
B->bHasContacted = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(!B->bHasContacted){
|
|
|
|
|
B->bHasContacted = true;
|
|
|
|
|
B->m_vecMoveFriction = savedMoveFriction;
|
|
|
|
|
B->m_vecTurnFriction = savedTurnFriction;
|
|
|
|
|
}
|
|
|
|
|
}else{
|
|
|
|
|
for(i = 0; i < numCollisions; i++){
|
|
|
|
|
if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
|
|
|
|
if(impulseB > maxImpulseB) maxImpulseB = impulseB;
|
|
|
|
|
|
|
|
|
|
if(impulseA > A->m_fDamageImpulse)
|
|
|
|
|
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
if(impulseB > B->m_fDamageImpulse)
|
|
|
|
|
B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);
|
|
|
|
|
|
|
|
|
|
float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
|
|
|
|
|
float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();
|
|
|
|
|
|
|
|
|
|
DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
|
|
|
|
|
|
|
|
|
|
if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
|
|
|
|
|
A->bHasContacted = true;
|
|
|
|
|
B->bHasContacted = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(B->IsPed() && A->IsVehicle() &&
|
|
|
|
|
(!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > 0.0025f))
|
|
|
|
|
Bped->KillPedWithCar((CVehicle*)A, maxImpulseB);
|
|
|
|
|
else if(B->GetModelIndex() == MI_TRAIN && A->IsPed() &&
|
|
|
|
|
(!Aped->IsPlayer() || A->bHasHitWall))
|
|
|
|
|
Aped->KillPedWithCar((CVehicle*)B, maxImpulseA*2.0f);
|
|
|
|
|
else if(B->IsObject() && B->bUsesCollision && A->IsVehicle()){
|
|
|
|
|
if(Bobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
|
|
|
|
|
Bobj->ObjectDamage(maxImpulseB);
|
|
|
|
|
}else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
|
|
|
|
|
// BUG? not impulseA?
|
|
|
|
|
if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
|
|
|
|
|
Aobj->ObjectDamage(maxImpulseB);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(B->m_status == STATUS_SIMPLE){
|
|
|
|
|
B->m_status = STATUS_PHYSICS;
|
|
|
|
|
if(B->IsVehicle())
|
|
|
|
|
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool
|
|
|
|
|
CPhysical::CheckCollision(void)
|
|
|
|
|
{
|
|
|
|
|
CEntryInfoNode *node;
|
|
|
|
|
|
|
|
|
|
bCollisionProcessed = false;
|
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
|
for(node = m_entryInfoList.first; node; node = node->next)
|
|
|
|
|
if(ProcessCollisionSectorList(node->sector->m_lists))
|
|
|
|
|
return true;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool
|
|
|
|
|
CPhysical::CheckCollision_SimpleCar(void)
|
|
|
|
|
{
|
|
|
|
|
CEntryInfoNode *node;
|
|
|
|
|
|
|
|
|
|
bCollisionProcessed = false;
|
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
|
for(node = m_entryInfoList.first; node; node = node->next)
|
|
|
|
|
if(ProcessCollisionSectorList_SimpleCar(node->sector->m_lists))
|
|
|
|
|
return true;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
CPhysical::ProcessShift(void)
|
|
|
|
|
{
|
|
|
|
|
m_fDistanceTravelled = 0.0f;
|
|
|
|
|
if(m_status == STATUS_SIMPLE){
|
|
|
|
|
bIsStuck = false;
|
|
|
|
|
bIsInSafePosition = true;
|
|
|
|
|
RemoveAndAdd();
|
|
|
|
|
}else{
|
|
|
|
|
CMatrix matrix(GetMatrix());
|
|
|
|
|
ApplyMoveSpeed();
|
|
|
|
|
ApplyTurnSpeed();
|
|
|
|
|
GetMatrix().Reorthogonalise();
|
|
|
|
|
|
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
|
|
|
|
|
|
if(IsVehicle())
|
|
|
|
|
field_EF = true;
|
|
|
|
|
|
|
|
|
|
CEntryInfoNode *node;
|
|
|
|
|
bool hasshifted = false; // whatever that means...
|
|
|
|
|
for(node = m_entryInfoList.first; node; node = node->next)
|
|
|
|
|
hasshifted |= ProcessShiftSectorList(node->sector->m_lists);
|
|
|
|
|
field_EF = false;
|
|
|
|
|
if(hasshifted){
|
|
|
|
|
CWorld::AdvanceCurrentScanCode();
|
|
|
|
|
for(node = m_entryInfoList.first; node; node = node->next)
|
|
|
|
|
if(ProcessCollisionSectorList(node->sector->m_lists)){
|
|
|
|
|
GetMatrix() = matrix;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
bIsStuck = false;
|
|
|
|
|
bIsInSafePosition = true;
|
|
|
|
|
m_fDistanceTravelled = (GetPosition() - *matrix.GetPosition()).Magnitude();
|
|
|
|
|
RemoveAndAdd();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// x is the number of units (m) we would like to step
|
|
|
|
|
#define NUMSTEPS(x) ceil(sqrt(distSq) * (1.0f/(x)))
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
CPhysical::ProcessCollision(void)
|
|
|
|
|
{
|
|
|
|
|
int i;
|
|
|
|
|
CPed *ped = (CPed*)this;
|
|
|
|
|
|
|
|
|
|
m_fDistanceTravelled = 0.0f;
|
|
|
|
|
field_EF = 0;
|
|
|
|
|
m_phy_flagA80 = false;
|
|
|
|
|
|
|
|
|
|
if(!bUsesCollision){
|
|
|
|
|
bIsStuck = false;
|
|
|
|
|
bIsInSafePosition = true;
|
|
|
|
|
RemoveAndAdd();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(m_status == STATUS_SIMPLE){
|
|
|
|
|
if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
|
|
|
|
|
m_status = STATUS_PHYSICS;
|
|
|
|
|
if(IsVehicle())
|
|
|
|
|
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
|
|
|
|
|
}
|
|
|
|
|
bIsStuck = false;
|
|
|
|
|
bIsInSafePosition = true;
|
|
|
|
|
RemoveAndAdd();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Save current state
|
|
|
|
|
CMatrix savedMatrix(GetMatrix());
|
|
|
|
|
float savedTimeStep = CTimer::GetTimeStep();
|
|
|
|
|
|
|
|
|
|
int8 n = 1; // The number of steps we divide the time step into
|
|
|
|
|
float step = 0.0f; // divided time step
|
|
|
|
|
float distSq = GetDistanceSq();
|
|
|
|
|
|
|
|
|
|
if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){
|
|
|
|
|
if(ped->IsPlayer())
|
|
|
|
|
n = min(NUMSTEPS(0.2f), 2.0);
|
|
|
|
|
else
|
|
|
|
|
n = NUMSTEPS(0.3f);
|
|
|
|
|
step = savedTimeStep / n;
|
|
|
|
|
}else if(IsVehicle() && distSq >= sq(0.4f)){
|
|
|
|
|
if(m_status == STATUS_PLAYER)
|
|
|
|
|
n = NUMSTEPS(0.2f);
|
|
|
|
|
else
|
|
|
|
|
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
|
|
|
|
|
step = savedTimeStep / n;
|
|
|
|
|
}else if(IsObject()){
|
|
|
|
|
int responsecase = ((CObject*)this)->m_bSpecialCollisionResponseCases;
|
|
|
|
|
if(responsecase == 1){
|
|
|
|
|
CVector speedUp = { 0.0f, 0.0f, 0.0f };
|
|
|
|
|
CVector speedDown = { 0.0f, 0.0f, 0.0f };
|
|
|
|
|
speedUp.z = GetBoundRadius();
|
|
|
|
|
speedDown.z = -speedUp.z;
|
|
|
|
|
speedUp = Multiply3x3(GetMatrix(), speedUp);
|
|
|
|
|
speedDown = Multiply3x3(GetMatrix(), speedDown);
|
|
|
|
|
speedUp = GetSpeed(speedUp);
|
|
|
|
|
speedDown = GetSpeed(speedDown);
|
|
|
|
|
distSq = max(speedUp.MagnitudeSqr(), speedDown.MagnitudeSqr()) * sq(CTimer::GetTimeStep());
|
|
|
|
|
if(distSq >= sq(0.3f)){
|
|
|
|
|
n = NUMSTEPS(0.3f);
|
|
|
|
|
step = savedTimeStep / n;
|
|
|
|
|
}
|
|
|
|
|
}else if(responsecase == 5){
|
|
|
|
|
if(distSq >= 0.009f){
|
|
|
|
|
n = NUMSTEPS(0.09f);
|
|
|
|
|
step = savedTimeStep / n;
|
|
|
|
|
}
|
|
|
|
|
}else if(responsecase == 2 || responsecase == 4){
|
|
|
|
|
if(distSq >= sq(0.15f)){
|
|
|
|
|
n = NUMSTEPS(0.15f);
|
|
|
|
|
step = savedTimeStep / n;
|
|
|
|
|
}
|
|
|
|
|
}else{
|
|
|
|
|
if(distSq >= sq(0.3f)){
|
|
|
|
|
n = NUMSTEPS(0.3f);
|
|
|
|
|
step = savedTimeStep / n;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(i = 1; i < n; i++){
|
|
|
|
|
CTimer::SetTimeStep(i * step);
|
|
|
|
|
ApplyMoveSpeed();
|
|
|
|
|
ApplyTurnSpeed();
|
|
|
|
|
// TODO: get rid of copy paste?
|
|
|
|
|
if(CheckCollision()){
|
|
|
|
|
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
|
|
|
|
|
!ped->m_ped_flagA2 &&
|
|
|
|
|
ped->m_ped_flagA1)
|
|
|
|
|
savedMatrix.GetPosition()->z = GetPosition().z;
|
|
|
|
|
GetMatrix() = savedMatrix;
|
|
|
|
|
CTimer::SetTimeStep(savedTimeStep);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
|
|
|
|
|
!ped->m_ped_flagA2 &&
|
|
|
|
|
ped->m_ped_flagA1)
|
|
|
|
|
savedMatrix.GetPosition()->z = GetPosition().z;
|
|
|
|
|
GetMatrix() = savedMatrix;
|
|
|
|
|
CTimer::SetTimeStep(savedTimeStep);
|
|
|
|
|
if(IsVehicle()){
|
|
|
|
|
CVehicle *veh = (CVehicle*)this;
|
|
|
|
|
if(veh->m_vehType == VEHICLE_TYPE_CAR){
|
|
|
|
|
CAutomobile *car = (CAutomobile*)this;
|
|
|
|
|
car->m_afWheelSuspDist[0] = 1.0f;
|
|
|
|
|
car->m_afWheelSuspDist[1] = 1.0f;
|
|
|
|
|
car->m_afWheelSuspDist[2] = 1.0f;
|
|
|
|
|
car->m_afWheelSuspDist[3] = 1.0f;
|
|
|
|
|
}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
|
|
|
|
|
assert(0 && "TODO - but unused");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ApplyMoveSpeed();
|
|
|
|
|
ApplyTurnSpeed();
|
|
|
|
|
GetMatrix().Reorthogonalise();
|
|
|
|
|
field_EF = 0;
|
|
|
|
|
m_phy_flagA80 = false;
|
|
|
|
|
if(!m_vecMoveSpeed.IsZero() ||
|
|
|
|
|
!m_vecTurnSpeed.IsZero() ||
|
|
|
|
|
m_phy_flagA40 ||
|
|
|
|
|
m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
|
|
|
|
|
if(IsVehicle())
|
|
|
|
|
((CVehicle*)this)->m_veh_flagD4 = true;
|
|
|
|
|
if(CheckCollision()){
|
|
|
|
|
GetMatrix() = savedMatrix;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
m_phy_flagA40 = false;
|
|
|
|
|
m_fDistanceTravelled = (GetPosition() - *savedMatrix.GetPosition()).Magnitude();
|
|
|
|
|
m_phy_flagA80 = false;
|
|
|
|
|
|
|
|
|
|
bIsStuck = false;
|
|
|
|
|
bIsInSafePosition = true;
|
|
|
|
|
RemoveAndAdd();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
STARTPATCHES
|
|
|
|
|
InjectHook(0x4951F0, &CPhysical::Add_, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x4954B0, &CPhysical::Remove_, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x495540, &CPhysical::RemoveAndAdd, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x495F10, &CPhysical::ProcessControl_, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x496F10, &CPhysical::ProcessShift_, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x4961A0, &CPhysical::ProcessCollision_, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x49F790, &CPhysical::ProcessEntityCollision_, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x4958F0, &CPhysical::AddToMovingList, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x495940, &CPhysical::RemoveFromMovingList, PATCH_JUMP);
|
|
|
|
@ -1296,4 +1874,7 @@ STARTPATCHES
|
|
|
|
|
|
|
|
|
|
InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x49E790, &CPhysical::ProcessCollisionSectorList_SimpleCar, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x49B620, &CPhysical::ProcessCollisionSectorList, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x496E50, &CPhysical::CheckCollision, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x496EB0, &CPhysical::CheckCollision_SimpleCar, PATCH_JUMP);
|
|
|
|
|
ENDPATCHES
|
|
|
|
|