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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 11:04:15 +01:00
small CWorld fixes
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2f05c64470
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c9a7fd9435
@ -785,10 +785,10 @@ CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float
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*nEntitiesFound = 0;
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*nEntitiesFound = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartX = Max(GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nStartY = Max(GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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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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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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@ -1056,10 +1056,10 @@ CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bC
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*nCollidingEntities = 0;
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*nCollidingEntities = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartX = Max(GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nStartY = Max(GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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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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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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@ -1135,10 +1135,10 @@ CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &v
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{
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{
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AdvanceCurrentScanCode();
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AdvanceCurrentScanCode();
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*nIntersecting = 0;
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*nIntersecting = 0;
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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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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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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@ -1216,10 +1216,10 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &boundingBox, co
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{
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{
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AdvanceCurrentScanCode();
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AdvanceCurrentScanCode();
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*nEntitiesFound = 0;
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*nEntitiesFound = 0;
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const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
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const int32 nStartX = Max(GetSectorIndexX(fStartX), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
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const int32 nStartY = Max(GetSectorIndexY(fStartY), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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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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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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@ -1296,10 +1296,10 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CV
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{
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{
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AdvanceCurrentScanCode();
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AdvanceCurrentScanCode();
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*nIntersecting = 0;
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*nIntersecting = 0;
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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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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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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@ -1414,10 +1414,10 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
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float fStartY = y1 - 10.0f;
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float fStartY = y1 - 10.0f;
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float fEndX = x2 + 10.0f;
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float fEndX = x2 + 10.0f;
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float fEndY = y2 + 10.0f;
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float fEndY = y2 + 10.0f;
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const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
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const int32 nStartX = Max(GetSectorIndexX(fStartX), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
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const int32 nStartY = Max(GetSectorIndexY(fStartY), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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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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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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@ -1854,9 +1854,9 @@ CWorld::Process(void)
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if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
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if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
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RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
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RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
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RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
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RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
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0.02f * (csObj->IsObject()
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csObj->IsObject()
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? CTimer::GetTimeStepNonClipped()
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? CTimer::GetTimeStepNonClippedInSeconds()
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: CTimer::GetTimeStep()));
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: CTimer::GetTimeStepInSeconds());
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}
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}
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csObj->ProcessControl();
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csObj->ProcessControl();
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csObj->ProcessCollision();
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csObj->ProcessCollision();
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@ -1876,9 +1876,9 @@ CWorld::Process(void)
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#endif
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#endif
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RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
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RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
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RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
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RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
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0.02f * (movingEnt->IsObject()
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movingEnt->IsObject()
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? CTimer::GetTimeStepNonClipped()
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? CTimer::GetTimeStepNonClippedInSeconds()
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: CTimer::GetTimeStep()));
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: CTimer::GetTimeStepInSeconds());
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}
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}
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}
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}
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for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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@ -2020,10 +2020,10 @@ CWorld::TriggerExplosion(const CVector &position, float fRadius, float fPower, C
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{
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{
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CVector2D vecStartPos(position.x - fRadius, position.y - fRadius);
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CVector2D vecStartPos(position.x - fRadius, position.y - fRadius);
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CVector2D vecEndPos(position.x + fRadius, position.y + fRadius);
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CVector2D vecEndPos(position.x + fRadius, position.y + fRadius);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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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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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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