mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 03:24:15 +01:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
d62225968b
@ -2430,7 +2430,7 @@ int8 CRunningScript::ProcessCommandsFrom200To299(int32 command)
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{
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CollectParameters(&m_nIp, 2);
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bool value = GetPadState(ScriptParams[0], ScriptParams[1]) != 0;
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if (CGame::playingIntro && ScriptParams[0] && ScriptParams[1] == 12){ /* pad1, start */
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if (CGame::playingIntro && ScriptParams[0] == 0 && ScriptParams[1] == 12){ /* pad1, start */
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if (CPad::GetPad(0)->GetLeftMouseJustDown() ||
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CPad::GetPad(0)->GetPadEnterJustDown() ||
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CPad::GetPad(0)->GetCharJustDown(' '))
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|
@ -150,6 +150,18 @@ FixCar(void)
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((CAutomobile*)veh)->Fix();
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}
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static int engineStatus;
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static void
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SetEngineStatus(void)
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{
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CVehicle *veh = FindPlayerVehicle();
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if(veh == nil)
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return;
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if(!veh->IsCar())
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return;
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((CAutomobile*)veh)->Damage.SetEngineStatus(engineStatus);
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}
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static void
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ToggleComedy(void)
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{
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@ -300,7 +312,8 @@ DebugMenuPopulate(void)
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DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
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DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
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DebugMenuAddVar("Debug", "Engine Status", &engineStatus, nil, 1, 0, 226, nil);
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DebugMenuAddCmd("Debug", "Set Engine Status", SetEngineStatus);
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DebugMenuAddCmd("Debug", "Fix Car", FixCar);
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DebugMenuAddCmd("Debug", "Toggle Comedy Controls", ToggleComedy);
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DebugMenuAddCmd("Debug", "Place Car on Road", PlaceOnRoad);
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|
@ -125,6 +125,24 @@ public:
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void Scale(float scale)
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{
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// GTA treats this as 4x4 floats
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m_matrix.right.x *= scale;
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m_matrix.right.y *= scale;
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m_matrix.right.z *= scale;
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m_matrix.up.x *= scale;
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m_matrix.up.y *= scale;
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m_matrix.up.z *= scale;
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m_matrix.at.x *= scale;
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m_matrix.at.y *= scale;
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m_matrix.at.z *= scale;
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m_matrix.pos.x *= scale;
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m_matrix.pos.y *= scale;
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m_matrix.pos.z *= scale;
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m_matrix.flags = 0;
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}
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void SetRotateXOnly(float angle){
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float c = Cos(angle);
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@ -192,40 +210,10 @@ public:
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void SetRotate(float xAngle, float yAngle, float zAngle) {
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float cX = Cos(xAngle);
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float sX = Sin(xAngle);
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float cY = Cos(yAngle);
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float sY = Sin(yAngle);
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float cZ = Cos(zAngle);
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float sZ = Sin(zAngle);
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void SetRotate(float xAngle, float yAngle, float zAngle);
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void Rotate(float x, float y, float z);
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m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
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m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
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m_matrix.right.z = -cX * sY;
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m_matrix.up.x = -sZ * cX;
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m_matrix.up.y = cZ * cX;
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m_matrix.up.z = sX;
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m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
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m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
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m_matrix.at.z = cX * cY;
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void Reorthogonalise(void){
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CVector &r = GetRight();
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CVector &f = GetForward();
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CVector &u = GetUp();
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u = CrossProduct(r, f);
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u.Normalise();
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r = CrossProduct(f, u);
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r.Normalise();
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f = CrossProduct(u, r);
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}
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void Reorthogonalise(void);
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void CopyOnlyMatrix(CMatrix *other){
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m_matrix = other->m_matrix;
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}
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@ -245,35 +233,13 @@ public:
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}
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};
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inline CMatrix&
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Invert(const CMatrix &src, CMatrix &dst)
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{
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// GTA handles this as a raw 4x4 orthonormal matrix
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// and trashes the RW flags, let's not do that
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// actual copy of librw code:
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RwMatrix *d = &dst.m_matrix;
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const RwMatrix *s = &src.m_matrix;
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d->right.x = s->right.x;
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d->right.y = s->up.x;
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d->right.z = s->at.x;
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d->up.x = s->right.y;
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d->up.y = s->up.y;
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d->up.z = s->at.y;
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d->at.x = s->right.z;
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d->at.y = s->up.z;
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d->at.z = s->at.z;
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d->pos.x = -(s->pos.x*s->right.x +
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s->pos.y*s->right.y +
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s->pos.z*s->right.z);
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d->pos.y = -(s->pos.x*s->up.x +
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s->pos.y*s->up.y +
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s->pos.z*s->up.z);
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d->pos.z = -(s->pos.x*s->at.x +
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s->pos.y*s->at.y +
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s->pos.z*s->at.z);
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d->flags = rwMATRIXTYPEORTHONORMAL;
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return dst;
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}
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CMatrix &Invert(const CMatrix &src, CMatrix &dst);
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CVector operator*(const CMatrix &mat, const CVector &vec);
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CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
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CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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inline CMatrix
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Invert(const CMatrix &matrix)
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@ -282,64 +248,6 @@ Invert(const CMatrix &matrix)
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return Invert(matrix, inv);
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}
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inline CVector
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operator*(const CMatrix &mat, const CVector &vec)
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{
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return CVector(
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mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
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mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
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mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
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}
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inline CMatrix
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operator*(const CMatrix &m1, const CMatrix &m2)
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{
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CMatrix out;
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RwMatrix *dst = &out.m_matrix;
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const RwMatrix *src1 = &m1.m_matrix;
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const RwMatrix *src2 = &m2.m_matrix;
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dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
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dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
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dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
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dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
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dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
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dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
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dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
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dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
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dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
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dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
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dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
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dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
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return out;
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}
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inline CVector
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MultiplyInverse(const CMatrix &mat, const CVector &vec)
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{
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CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
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return CVector(
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mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
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mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
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mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
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}
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inline CVector
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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{
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return CVector(
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mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
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mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
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mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
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}
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inline CVector
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Multiply3x3(const CVector &vec, const CMatrix &mat)
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{
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return CVector(
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mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
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mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
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mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
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}
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class CCompressedMatrixNotAligned
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{
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|
@ -4,6 +4,145 @@
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// TODO: move more stuff into here
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void
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CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
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{
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float cX = Cos(xAngle);
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float sX = Sin(xAngle);
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float cY = Cos(yAngle);
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float sY = Sin(yAngle);
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float cZ = Cos(zAngle);
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float sZ = Sin(zAngle);
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m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
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m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
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m_matrix.right.z = -cX * sY;
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m_matrix.up.x = -sZ * cX;
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m_matrix.up.y = cZ * cX;
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m_matrix.up.z = sX;
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m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
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m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
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m_matrix.at.z = cX * cY;
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m_matrix.pos.x = 0.0f;
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m_matrix.pos.y = 0.0f;
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m_matrix.pos.z = 0.0f;
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}
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void
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CMatrix::Rotate(float x, float y, float z)
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{
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// TODO? do this directly without creating another matrix
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CMatrix rot;
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rot.SetRotate(x, y, z);
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*this = rot * *this;
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||||
}
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||||
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void
|
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CMatrix::Reorthogonalise(void)
|
||||
{
|
||||
CVector &r = GetRight();
|
||||
CVector &f = GetForward();
|
||||
CVector &u = GetUp();
|
||||
u = CrossProduct(r, f);
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u.Normalise();
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||||
r = CrossProduct(f, u);
|
||||
r.Normalise();
|
||||
f = CrossProduct(u, r);
|
||||
}
|
||||
|
||||
CMatrix&
|
||||
Invert(const CMatrix &src, CMatrix &dst)
|
||||
{
|
||||
// GTA handles this as a raw 4x4 orthonormal matrix
|
||||
// and trashes the RW flags, let's not do that
|
||||
// actual copy of librw code:
|
||||
RwMatrix *d = &dst.m_matrix;
|
||||
const RwMatrix *s = &src.m_matrix;
|
||||
d->right.x = s->right.x;
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||||
d->right.y = s->up.x;
|
||||
d->right.z = s->at.x;
|
||||
d->up.x = s->right.y;
|
||||
d->up.y = s->up.y;
|
||||
d->up.z = s->at.y;
|
||||
d->at.x = s->right.z;
|
||||
d->at.y = s->up.z;
|
||||
d->at.z = s->at.z;
|
||||
d->pos.x = -(s->pos.x*s->right.x +
|
||||
s->pos.y*s->right.y +
|
||||
s->pos.z*s->right.z);
|
||||
d->pos.y = -(s->pos.x*s->up.x +
|
||||
s->pos.y*s->up.y +
|
||||
s->pos.z*s->up.z);
|
||||
d->pos.z = -(s->pos.x*s->at.x +
|
||||
s->pos.y*s->at.y +
|
||||
s->pos.z*s->at.z);
|
||||
d->flags = rwMATRIXTYPEORTHONORMAL;
|
||||
return dst;
|
||||
}
|
||||
|
||||
CVector
|
||||
operator*(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
return CVector(
|
||||
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
|
||||
}
|
||||
|
||||
CMatrix
|
||||
operator*(const CMatrix &m1, const CMatrix &m2)
|
||||
{
|
||||
CMatrix out;
|
||||
RwMatrix *dst = &out.m_matrix;
|
||||
const RwMatrix *src1 = &m1.m_matrix;
|
||||
const RwMatrix *src2 = &m2.m_matrix;
|
||||
dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
|
||||
dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
|
||||
dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
|
||||
dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
|
||||
dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
|
||||
dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
|
||||
dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
|
||||
dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
|
||||
dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
|
||||
dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
|
||||
dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
|
||||
dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
|
||||
return out;
|
||||
}
|
||||
|
||||
CVector
|
||||
MultiplyInverse(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
|
||||
return CVector(
|
||||
mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
|
||||
mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
|
||||
mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
|
||||
}
|
||||
|
||||
CVector
|
||||
Multiply3x3(const CMatrix &mat, const CVector &vec)
|
||||
{
|
||||
return CVector(
|
||||
mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
|
||||
mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
|
||||
mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
}
|
||||
|
||||
CVector
|
||||
Multiply3x3(const CVector &vec, const CMatrix &mat)
|
||||
{
|
||||
return CVector(
|
||||
mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
|
||||
mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
|
||||
mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
|
||||
{
|
||||
|
@ -79,7 +79,7 @@ RwObjectNameIdAssocation boatIds[] = {
|
||||
{ "boat_moving_hi", 1, VEHICLE_FLAG_COLLAPSE },
|
||||
{ "boat_rudder_hi", 3, VEHICLE_FLAG_COLLAPSE },
|
||||
{ "windscreen", 2, VEHICLE_FLAG_WINDSCREEN | VEHICLE_FLAG_COLLAPSE },
|
||||
{ "ped_frontseat", 0, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
|
||||
{ "ped_frontseat", BOAT_POS_FRONTSEAT, VEHICLE_FLAG_POS | CLUMP_FLAG_NO_HIERID },
|
||||
{ nil, 0, 0 }
|
||||
};
|
||||
|
||||
|
@ -47,9 +47,6 @@ enum {
|
||||
};
|
||||
|
||||
enum {
|
||||
VEHICLE_DUMMY_BOAT_RUDDER = 0,
|
||||
VEHICLE_DUMMY_FRONT_SEATS = 2,
|
||||
VEHICLE_DUMMY_REAR_SEATS = 3,
|
||||
NUM_VEHICLE_POSITIONS = 10
|
||||
};
|
||||
|
||||
|
@ -1456,8 +1456,8 @@ CPed::PedSetDraggedOutCarCB(CAnimBlendAssociation *dragAssoc, void *arg)
|
||||
ped->m_ped_flagI4 = false;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult)
|
||||
CVector
|
||||
CPed::GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult)
|
||||
{
|
||||
CVehicleModelInfo *vehModel;
|
||||
CVector vehDoorPos;
|
||||
@ -1465,7 +1465,7 @@ CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enter
|
||||
float seatOffset;
|
||||
|
||||
vehModel = (CVehicleModelInfo*) CModelInfo::GetModelInfo(veh->m_modelIndex);
|
||||
if (veh->bIsVan && (enterType == CAR_DOOR_LR || enterType == CAR_DOOR_RR)) {
|
||||
if (veh->bIsVan && (component == CAR_DOOR_LR || component == CAR_DOOR_RR)) {
|
||||
seatOffset = 0.0f;
|
||||
vehDoorOffset = offsetToOpenVanDoor;
|
||||
} else {
|
||||
@ -1477,63 +1477,63 @@ CPed::GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enter
|
||||
}
|
||||
}
|
||||
|
||||
switch (enterType) {
|
||||
switch (component) {
|
||||
case CAR_DOOR_RF:
|
||||
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
|
||||
vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
|
||||
else
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
|
||||
vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
|
||||
|
||||
vehDoorPos.x += seatOffset;
|
||||
vehDoorOffset.x = -vehDoorOffset.x;
|
||||
break;
|
||||
|
||||
case CAR_DOOR_RR:
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
|
||||
vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
|
||||
vehDoorPos.x += seatOffset;
|
||||
vehDoorOffset.x = -vehDoorOffset.x;
|
||||
break;
|
||||
|
||||
case CAR_DOOR_LF:
|
||||
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
|
||||
vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
|
||||
else
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
|
||||
vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
|
||||
|
||||
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
|
||||
break;
|
||||
|
||||
case CAR_DOOR_LR:
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_REAR_SEATS];
|
||||
vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
|
||||
vehDoorPos.x = -(vehDoorPos.x + seatOffset);
|
||||
break;
|
||||
|
||||
default:
|
||||
if (vehModel->m_vehicleType == VEHICLE_TYPE_BOAT)
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_BOAT_RUDDER];
|
||||
vehDoorPos = vehModel->m_positions[BOAT_POS_FRONTSEAT];
|
||||
else
|
||||
vehDoorPos = vehModel->m_positions[VEHICLE_DUMMY_FRONT_SEATS];
|
||||
vehDoorPos = vehModel->m_positions[CAR_POS_FRONTSEAT];
|
||||
|
||||
vehDoorOffset = CVector(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
*output = vehDoorPos - vehDoorOffset;
|
||||
return vehDoorPos - vehDoorOffset;
|
||||
}
|
||||
|
||||
// This function was mostly duplicate of GetLocalPositionToOpenCarDoor, so I've used it.
|
||||
void
|
||||
CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
|
||||
CVector
|
||||
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component)
|
||||
{
|
||||
CVector localPos;
|
||||
CVector vehDoorPos;
|
||||
|
||||
GetLocalPositionToOpenCarDoor(&localPos, veh, enterType, 1.0f);
|
||||
localPos = GetLocalPositionToOpenCarDoor(veh, component, 1.0f);
|
||||
vehDoorPos = Multiply3x3(veh->GetMatrix(), localPos) + veh->GetPosition();
|
||||
|
||||
/*
|
||||
// Not used.
|
||||
CVector localVehDoorOffset;
|
||||
|
||||
if (veh->bIsVan && (enterType == VEHICLE_ENTER_REAR_LEFT || enterType == VEHICLE_ENTER_REAR_RIGHT)) {
|
||||
if (veh->bIsVan && (component == VEHICLE_ENTER_REAR_LEFT || component == VEHICLE_ENTER_REAR_RIGHT)) {
|
||||
localVehDoorOffset = offsetToOpenVanDoor;
|
||||
} else {
|
||||
if (veh->bIsLow) {
|
||||
@ -1545,19 +1545,18 @@ CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType)
|
||||
|
||||
vehDoorPosWithoutOffset = Multiply3x3(veh->GetMatrix(), localPos + localVehDoorOffset) + veh->GetPosition();
|
||||
*/
|
||||
*output = vehDoorPos;
|
||||
return vehDoorPos;
|
||||
}
|
||||
|
||||
void
|
||||
CPed::GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset)
|
||||
CVector
|
||||
CPed::GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset)
|
||||
{
|
||||
CVector doorPos;
|
||||
CMatrix vehMat(veh->GetMatrix());
|
||||
|
||||
GetLocalPositionToOpenCarDoor(output, veh, enterType, offset);
|
||||
doorPos = Multiply3x3(vehMat, *output);
|
||||
doorPos = Multiply3x3(vehMat, GetLocalPositionToOpenCarDoor(veh, component, offset));
|
||||
|
||||
*output = veh->GetPosition() + doorPos;
|
||||
return veh->GetPosition() + doorPos;
|
||||
}
|
||||
|
||||
void
|
||||
@ -1678,7 +1677,7 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
if (phase == LINE_UP_TO_CAR_2) {
|
||||
neededPos = GetPosition();
|
||||
} else {
|
||||
GetPositionToOpenCarDoor(&neededPos, veh, m_vehEnterType, seatPosMult);
|
||||
neededPos = GetPositionToOpenCarDoor(veh, m_vehEnterType, seatPosMult);
|
||||
}
|
||||
|
||||
CVector autoZPos = neededPos;
|
||||
@ -1776,11 +1775,9 @@ CPed::LineUpPedWithCar(PedLineUpPhase phase)
|
||||
// It will be all 0 after rotate.
|
||||
GetPosition() = neededPos;
|
||||
} else {
|
||||
CVector output;
|
||||
CMatrix vehDoorMat(veh->GetMatrix());
|
||||
|
||||
GetLocalPositionToOpenCarDoor(&output, veh, m_vehEnterType, 0.0f);
|
||||
vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, output);
|
||||
vehDoorMat.GetPosition() += Multiply3x3(vehDoorMat, GetLocalPositionToOpenCarDoor(veh, m_vehEnterType, 0.0f));
|
||||
GetMatrix() = vehDoorMat;
|
||||
}
|
||||
|
||||
@ -4822,8 +4819,8 @@ STARTPATCHES
|
||||
InjectHook(0x4CF000, &CPed::PedSetDraggedOutCarCB, PATCH_JUMP);
|
||||
InjectHook(0x4C5D80, &CPed::RestartNonPartialAnims, PATCH_JUMP);
|
||||
InjectHook(0x4E4730, &CPed::GetLocalPositionToOpenCarDoor, PATCH_JUMP);
|
||||
InjectHook(0x4E4660, (void (*)(CVector*, CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
|
||||
InjectHook(0x4E1A30, (void (*)(CVector*, CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
|
||||
InjectHook(0x4E4660, (CVector (*)(CVehicle*, uint32, float)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
|
||||
InjectHook(0x4E1A30, (CVector (*)(CVehicle*, uint32)) CPed::GetPositionToOpenCarDoor, PATCH_JUMP);
|
||||
InjectHook(0x4DF940, &CPed::LineUpPedWithCar, PATCH_JUMP);
|
||||
InjectHook(0x4CC6C0, &CPed::PlayFootSteps, PATCH_JUMP);
|
||||
InjectHook(0x4C5350, &CPed::BuildPedLists, PATCH_JUMP);
|
||||
|
@ -558,9 +558,9 @@ public:
|
||||
void SetFall(int, AnimationId, uint8);
|
||||
|
||||
// Static methods
|
||||
static void GetLocalPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float offset);
|
||||
static void GetPositionToOpenCarDoor(CVector *output, CVehicle *veh, uint32 enterType, float seatPosMult);
|
||||
static void GetPositionToOpenCarDoor(CVector* output, CVehicle* veh, uint32 enterType);
|
||||
static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
|
||||
static CVector GetPositionToOpenCarDoor(CVehicle *veh, uint32 component, float seatPosMult);
|
||||
static CVector GetPositionToOpenCarDoor(CVehicle* veh, uint32 component);
|
||||
|
||||
// Callbacks
|
||||
static RwObject *SetPedAtomicVisibilityCB(RwObject *object, void *data);
|
||||
|
@ -20,6 +20,7 @@
|
||||
#include "Floater.h"
|
||||
#include "World.h"
|
||||
#include "SurfaceTable.h"
|
||||
#include "Weather.h"
|
||||
#include "HandlingMgr.h"
|
||||
#include "Record.h"
|
||||
#include "Remote.h"
|
||||
@ -167,7 +168,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
|
||||
|
||||
m_fCarGunLR = 0.0f;
|
||||
m_fCarGunUD = 0.05f;
|
||||
m_fWindScreenRotation = 0.0f;
|
||||
m_fPropellerRotation = 0.0f;
|
||||
m_weaponDoorTimerLeft = 0.0f;
|
||||
m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
|
||||
|
||||
@ -206,7 +207,7 @@ CAutomobile::ProcessControl(void)
|
||||
int i;
|
||||
CColModel *colModel;
|
||||
|
||||
if(bUseSpecialColModel)
|
||||
if(bUsingSpecialColModel)
|
||||
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
|
||||
else
|
||||
colModel = GetColModel();
|
||||
@ -1202,8 +1203,216 @@ CAutomobile::Teleport(CVector pos)
|
||||
}
|
||||
|
||||
WRAPPER void CAutomobile::PreRender(void) { EAXJMP(0x535B40); }
|
||||
WRAPPER void CAutomobile::Render(void) { EAXJMP(0x539EA0); }
|
||||
|
||||
void
|
||||
CAutomobile::Render(void)
|
||||
{
|
||||
int i;
|
||||
CMatrix mat;
|
||||
CVector pos;
|
||||
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
|
||||
|
||||
if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){
|
||||
// Rhino has no bonnet...what are we doing here?
|
||||
CMatrix m;
|
||||
CVector p;
|
||||
m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET]));
|
||||
p = m.GetPosition();
|
||||
m.SetRotateZ(m_fCarGunLR);
|
||||
m.Translate(p);
|
||||
m.UpdateRW();
|
||||
}
|
||||
|
||||
CVector contactPoints[4]; // relative to model
|
||||
CVector contactSpeeds[4]; // speed at contact points
|
||||
CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f));
|
||||
CVector rearWheelFwd = GetForward();
|
||||
for(i = 0; i < 4; i++){
|
||||
contactPoints[i] = m_aWheelColPoints[i].point - GetPosition();
|
||||
contactSpeeds[i] = GetSpeed(contactPoints[i]);
|
||||
if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
|
||||
m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale);
|
||||
else
|
||||
m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale);
|
||||
m_aWheelRotation[i] += m_aWheelSpeed[i];
|
||||
}
|
||||
|
||||
// Rear right wheel
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT];
|
||||
if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
|
||||
mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT]));
|
||||
else
|
||||
mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]));
|
||||
|
||||
// Rear left wheel
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT];
|
||||
if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
|
||||
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT]));
|
||||
else
|
||||
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]));
|
||||
|
||||
// Mid right wheel
|
||||
if(m_aCarNodes[CAR_WHEEL_RM]){
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT];
|
||||
if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
|
||||
mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT]));
|
||||
else
|
||||
mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM]));
|
||||
}
|
||||
|
||||
// Mid left wheel
|
||||
if(m_aCarNodes[CAR_WHEEL_LM]){
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT];
|
||||
if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
|
||||
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT]));
|
||||
else
|
||||
mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM]));
|
||||
}
|
||||
|
||||
if(GetModelIndex() == MI_DODO){
|
||||
// Front wheel
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
|
||||
if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
|
||||
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT]));
|
||||
else
|
||||
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
|
||||
|
||||
// Rotate propeller
|
||||
if(m_aCarNodes[CAR_WINDSCREEN]){
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
|
||||
pos = mat.GetPosition();
|
||||
mat.SetRotateY(m_fPropellerRotation);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
|
||||
m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f;
|
||||
if(m_fPropellerRotation > TWOPI)
|
||||
m_fPropellerRotation -= TWOPI;
|
||||
}
|
||||
|
||||
// Rudder
|
||||
if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT]));
|
||||
pos = mat.GetPosition();
|
||||
mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle);
|
||||
mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
}
|
||||
|
||||
ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT);
|
||||
ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
|
||||
}else if(GetModelIndex() == MI_RHINO){
|
||||
// Front right wheel
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
|
||||
// no damaged wheels or steering
|
||||
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
|
||||
|
||||
// Front left wheel
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT];
|
||||
// no damaged wheels or steering
|
||||
mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]));
|
||||
}else{
|
||||
// Front right wheel
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
|
||||
if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
|
||||
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT]));
|
||||
else
|
||||
mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
|
||||
|
||||
// Front left wheel
|
||||
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
|
||||
pos.x = mat.GetPosition().x;
|
||||
pos.y = mat.GetPosition().y;
|
||||
pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT];
|
||||
if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
|
||||
mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(-m_aWheelRotation[CARWHEEL_FRONT_LEFT]));
|
||||
else
|
||||
mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle);
|
||||
mat.Scale(mi->m_wheelScale);
|
||||
mat.Translate(pos);
|
||||
mat.UpdateRW();
|
||||
if(CVehicle::bWheelsOnlyCheat)
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]));
|
||||
|
||||
ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT);
|
||||
ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
|
||||
ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT);
|
||||
ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT);
|
||||
ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET);
|
||||
ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT);
|
||||
|
||||
mi->SetVehicleColour(m_currentColour1, m_currentColour2);
|
||||
}
|
||||
|
||||
|
||||
if(!CVehicle::bWheelsOnlyCheat)
|
||||
CEntity::Render();
|
||||
}
|
||||
|
||||
int32
|
||||
CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
|
||||
@ -1214,7 +1423,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
|
||||
if(m_status != STATUS_SIMPLE)
|
||||
bVehicleColProcessed = true;
|
||||
|
||||
if(bUseSpecialColModel)
|
||||
if(bUsingSpecialColModel)
|
||||
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
|
||||
else
|
||||
colModel = GetColModel();
|
||||
@ -1596,7 +1805,7 @@ CAutomobile::HydraulicControl(void)
|
||||
if(m_status != STATUS_PLAYER){
|
||||
// reset hydraulics for non-player cars
|
||||
|
||||
if(!bUseSpecialColModel)
|
||||
if(!bUsingSpecialColModel)
|
||||
return;
|
||||
if(specialColModel != nil) // this is always true
|
||||
for(i = 0; i < 4; i++)
|
||||
@ -1616,7 +1825,7 @@ CAutomobile::HydraulicControl(void)
|
||||
|
||||
if(playerInfo->m_pVehicleEx == this)
|
||||
playerInfo->m_pVehicleEx = nil;
|
||||
bUseSpecialColModel = false;
|
||||
bUsingSpecialColModel = false;
|
||||
m_hydraulicState = 0;
|
||||
return;
|
||||
}
|
||||
@ -1630,14 +1839,14 @@ CAutomobile::HydraulicControl(void)
|
||||
float extendedLowerLimit = normalLowerLimit - 0.2f;
|
||||
float extendedSpringLength = extendedUpperLimit - extendedLowerLimit;
|
||||
|
||||
if(!bUseSpecialColModel){
|
||||
if(!bUsingSpecialColModel){
|
||||
// Init special col model
|
||||
|
||||
if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this)
|
||||
playerInfo->m_pVehicleEx->bUseSpecialColModel = false;
|
||||
playerInfo->m_pVehicleEx->bUsingSpecialColModel = false;
|
||||
playerInfo->m_pVehicleEx = this;
|
||||
playerInfo->m_ColModel = *normalColModel;
|
||||
bUseSpecialColModel = true;
|
||||
bUsingSpecialColModel = true;
|
||||
specialColModel = &playerInfo->m_ColModel;
|
||||
|
||||
if(m_fVelocityChangeForAudio > 0.1f)
|
||||
@ -2466,6 +2675,110 @@ CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount)
|
||||
CGeneral::GetRandomNumberInRange(0.0f, 4.0f));
|
||||
}
|
||||
|
||||
void
|
||||
CAutomobile::AddDamagedVehicleParticles(void)
|
||||
{
|
||||
if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson())
|
||||
return;
|
||||
|
||||
uint8 engineStatus = Damage.GetEngineStatus();
|
||||
if(engineStatus < ENGINE_STATUS_STEAM1)
|
||||
return;
|
||||
|
||||
float fwdSpeed = DotProduct(m_vecMoveSpeed, GetForward()) * 180.0f;
|
||||
CVector direction = 0.5f*m_vecMoveSpeed;
|
||||
CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS];
|
||||
|
||||
switch(Damage.GetDoorStatus(DOOR_BONNET)){
|
||||
case DOOR_STATUS_OK:
|
||||
case DOOR_STATUS_SMASHED:
|
||||
// Bonnet is still there, smoke comes out at the edge
|
||||
damagePos += vecDAMAGE_ENGINE_POS_SMALL;
|
||||
break;
|
||||
case DOOR_STATUS_SWINGING:
|
||||
case DOOR_STATUS_MISSING:
|
||||
// Bonnet is gone, smoke comes out at the engine
|
||||
damagePos += vecDAMAGE_ENGINE_POS_BIG;
|
||||
break;
|
||||
}
|
||||
|
||||
if(GetModelIndex() == MI_BFINJECT)
|
||||
damagePos = CVector(0.3f, -1.5f, -0.1f);
|
||||
|
||||
damagePos = GetMatrix()*damagePos;
|
||||
damagePos.z += 0.15f;
|
||||
|
||||
if(engineStatus < ENGINE_STATUS_STEAM2){
|
||||
if(fwdSpeed < 90.0f){
|
||||
direction.z += 0.05f;
|
||||
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.1f);
|
||||
}
|
||||
}else if(engineStatus < ENGINE_STATUS_SMOKE){
|
||||
if(fwdSpeed < 90.0f)
|
||||
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f);
|
||||
}else if(engineStatus < ENGINE_STATUS_ON_FIRE){
|
||||
if(fwdSpeed < 90.0f){
|
||||
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction, nil, 0.0f);
|
||||
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.3f*direction, nil, 0.0f);
|
||||
}
|
||||
}else if(m_fHealth > 250.0f){
|
||||
if(fwdSpeed < 90.0f)
|
||||
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.2f*direction, nil, 0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed)
|
||||
{
|
||||
int i;
|
||||
CVector dir;
|
||||
static RwRGBA grassCol = { 8, 24, 8, 255 };
|
||||
static RwRGBA dirtCol = { 64, 64, 64, 255 };
|
||||
static RwRGBA dirttrackCol = { 64, 32, 16, 255 };
|
||||
static RwRGBA waterCol = { 48, 48, 64, 0 };
|
||||
|
||||
if(!belowEffectSpeed)
|
||||
return;
|
||||
|
||||
switch(colpoint->surfaceB){
|
||||
case SURFACE_GRASS:
|
||||
dir.x = -0.05f*m_vecMoveSpeed.x;
|
||||
dir.y = -0.05f*m_vecMoveSpeed.y;
|
||||
for(i = 0; i < 4; i++){
|
||||
dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f);
|
||||
CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil,
|
||||
CGeneral::GetRandomNumberInRange(0.02f, 0.1f), grassCol);
|
||||
}
|
||||
break;
|
||||
case SURFACE_DIRT:
|
||||
dir.x = -0.05f*m_vecMoveSpeed.x;
|
||||
dir.y = -0.05f*m_vecMoveSpeed.y;
|
||||
for(i = 0; i < 4; i++){
|
||||
dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f);
|
||||
CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil,
|
||||
CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirtCol);
|
||||
}
|
||||
break;
|
||||
case SURFACE_DIRTTRACK:
|
||||
dir.x = -0.05f*m_vecMoveSpeed.x;
|
||||
dir.y = -0.05f*m_vecMoveSpeed.y;
|
||||
for(i = 0; i < 4; i++){
|
||||
dir.z = CGeneral::GetRandomNumberInRange(0.03f, 0.06f);
|
||||
CParticle::AddParticle(PARTICLE_WHEEL_DIRT, colpoint->point, dir, nil,
|
||||
CGeneral::GetRandomNumberInRange(0.02f, 0.06f), dirttrackCol);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
// Is this even visible?
|
||||
if(CWeather::WetRoads > 0.01f && CTimer::GetFrameCounter() & 1)
|
||||
CParticle::AddParticle(PARTICLE_WATERSPRAY,
|
||||
colpoint->point + CVector(0.0f, 0.0f, 0.25f+0.25f),
|
||||
CVector(0.0f, 0.0f, 1.0f), nil,
|
||||
CGeneral::GetRandomNumberInRange(0.1f, 0.5f), waterCol);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
|
||||
{
|
||||
@ -2824,7 +3137,64 @@ CAutomobile::BurstTyre(uint8 wheel)
|
||||
}
|
||||
}
|
||||
|
||||
WRAPPER bool CAutomobile::IsRoomForPedToLeaveCar(uint32, CVector *) { EAXJMP(0x53C5B0); }
|
||||
bool
|
||||
CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset)
|
||||
{
|
||||
CColPoint colpoint;
|
||||
CEntity *ent;
|
||||
colpoint.point = CVector(0.0f, 0.0f, 0.0f);
|
||||
CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
|
||||
|
||||
CVector seatPos;
|
||||
switch(component){
|
||||
case CAR_DOOR_RF:
|
||||
seatPos = mi->m_positions[IsBoat() ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
|
||||
break;
|
||||
case CAR_DOOR_LF:
|
||||
seatPos = mi->m_positions[IsBoat() ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
|
||||
seatPos.x = -seatPos.x;
|
||||
break;
|
||||
case CAR_DOOR_RR:
|
||||
seatPos = mi->m_positions[CAR_POS_BACKSEAT];
|
||||
break;
|
||||
case CAR_DOOR_LR:
|
||||
seatPos = mi->m_positions[CAR_POS_BACKSEAT];
|
||||
seatPos.x = -seatPos.x;
|
||||
break;
|
||||
}
|
||||
seatPos = GetMatrix() * seatPos;
|
||||
|
||||
CVector doorPos = CPed::GetPositionToOpenCarDoor(this, component);
|
||||
if(doorOffset){
|
||||
CVector off = *doorOffset;
|
||||
if(component == CAR_DOOR_RF || component == CAR_DOOR_RR)
|
||||
off.x = -off.x;
|
||||
doorPos += Multiply3x3(GetMatrix(), off);
|
||||
}
|
||||
|
||||
if(GetUp().z < 0.0f){
|
||||
seatPos.z += 0.5f;
|
||||
doorPos.z += 0.5f;
|
||||
}
|
||||
|
||||
CVector dist = doorPos - seatPos;
|
||||
float length = dist.Magnitude();
|
||||
CVector pedPos = seatPos + dist*((length+0.6f)/length);
|
||||
|
||||
if(!CWorld::GetIsLineOfSightClear(seatPos, pedPos, true, false, false, true, false, false))
|
||||
return false;
|
||||
if(CWorld::TestSphereAgainstWorld(doorPos, 0.6f, this, true, true, false, true, false, false))
|
||||
return false;
|
||||
if(CWorld::ProcessVerticalLine(doorPos, 1000.0f, colpoint, ent, true, false, false, true, false, false, nil))
|
||||
if(colpoint.point.z > doorPos.z && colpoint.point.z < doorPos.z + 0.6f)
|
||||
return false;
|
||||
float upperZ = colpoint.point.z;
|
||||
if(!CWorld::ProcessVerticalLine(doorPos, -1000.0f, colpoint, ent, true, false, false, true, false, false, nil))
|
||||
return false;
|
||||
if(upperZ != 0.0f && upperZ < colpoint.point.z)
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
float
|
||||
CAutomobile::GetHeightAboveRoad(void)
|
||||
@ -3438,6 +3808,7 @@ STARTPATCHES
|
||||
InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
|
||||
InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP);
|
||||
InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
|
||||
InjectHook(0x539EA0, &CAutomobile_::Render_, PATCH_JUMP);
|
||||
InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
|
||||
InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
|
||||
InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
|
||||
@ -3452,10 +3823,13 @@ STARTPATCHES
|
||||
InjectHook(0x53BC60, &CAutomobile_::BlowUpCar_, PATCH_JUMP);
|
||||
InjectHook(0x53BF70, &CAutomobile_::SetUpWheelColModel_, PATCH_JUMP);
|
||||
InjectHook(0x53C0E0, &CAutomobile_::BurstTyre_, PATCH_JUMP);
|
||||
InjectHook(0x53C5B0, &CAutomobile_::IsRoomForPedToLeaveCar_, PATCH_JUMP);
|
||||
InjectHook(0x437690, &CAutomobile_::GetHeightAboveRoad_, PATCH_JUMP);
|
||||
InjectHook(0x53C450, &CAutomobile_::PlayCarHorn_, PATCH_JUMP);
|
||||
InjectHook(0x53E090, &CAutomobile::PlaceOnRoadProperly, PATCH_JUMP);
|
||||
InjectHook(0x52F030, &CAutomobile::dmgDrawCarCollidingParticles, PATCH_JUMP);
|
||||
InjectHook(0x535450, &CAutomobile::AddDamagedVehicleParticles, PATCH_JUMP);
|
||||
InjectHook(0x5357D0, &CAutomobile::AddWheelDirtAndWater, PATCH_JUMP);
|
||||
InjectHook(0x5353A0, &CAutomobile::ResetSuspension, PATCH_JUMP);
|
||||
InjectHook(0x52D210, &CAutomobile::SetupSuspensionLines, PATCH_JUMP);
|
||||
InjectHook(0x53E000, &CAutomobile::BlowUpCarsInPath, PATCH_JUMP);
|
||||
|
@ -71,7 +71,7 @@ public:
|
||||
float m_weaponDoorTimerRight;
|
||||
float m_fCarGunLR;
|
||||
float m_fCarGunUD;
|
||||
float m_fWindScreenRotation;
|
||||
float m_fPropellerRotation;
|
||||
uint8 stuff4[4];
|
||||
uint8 m_nWheelsOnGround;
|
||||
uint8 m_nDriveWheelsOnGround;
|
||||
@ -108,7 +108,7 @@ public:
|
||||
void BlowUpCar(CEntity *ent);
|
||||
bool SetUpWheelColModel(CColModel *colModel);
|
||||
void BurstTyre(uint8 tyre);
|
||||
bool IsRoomForPedToLeaveCar(uint32, CVector *);
|
||||
bool IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset);
|
||||
float GetHeightAboveRoad(void);
|
||||
void PlayCarHorn(void);
|
||||
|
||||
@ -122,6 +122,8 @@ public:
|
||||
int32 RcbanditCheck1CarWheels(CPtrList &list);
|
||||
void PlaceOnRoadProperly(void);
|
||||
void dmgDrawCarCollidingParticles(const CVector &pos, float amount);
|
||||
void AddDamagedVehicleParticles(void);
|
||||
void AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed);
|
||||
void PlayHornIfNecessary(void);
|
||||
void ResetSuspension(void);
|
||||
void SetupSuspensionLines(void);
|
||||
|
@ -6,6 +6,9 @@
|
||||
|
||||
enum eEngineStatus
|
||||
{
|
||||
ENGINE_STATUS_STEAM1 = 100,
|
||||
ENGINE_STATUS_STEAM2 = 150,
|
||||
ENGINE_STATUS_SMOKE = 200,
|
||||
ENGINE_STATUS_ON_FIRE = 225
|
||||
};
|
||||
|
||||
|
@ -70,7 +70,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
|
||||
bHasBeenOwnedByPlayer = false;
|
||||
m_veh_flagC20 = false;
|
||||
bCanBeDamaged = true;
|
||||
bUseSpecialColModel = false;
|
||||
bUsingSpecialColModel = false;
|
||||
m_veh_flagD1 = false;
|
||||
m_veh_flagD2 = false;
|
||||
m_nGunFiringTime = 0;
|
||||
|
@ -59,6 +59,11 @@ enum
|
||||
CAR_POS_EXHAUST = 9,
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
BOAT_POS_FRONTSEAT
|
||||
};
|
||||
|
||||
enum eDoors
|
||||
{
|
||||
DOOR_BONNET = 0,
|
||||
@ -186,7 +191,7 @@ public:
|
||||
uint8 m_veh_flagC10 : 1;
|
||||
uint8 m_veh_flagC20 : 1;
|
||||
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
|
||||
uint8 bUseSpecialColModel : 1;
|
||||
uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
|
||||
|
||||
uint8 m_veh_flagD1 : 1;
|
||||
uint8 m_veh_flagD2 : 1;
|
||||
@ -253,7 +258,7 @@ public:
|
||||
virtual void BlowUpCar(CEntity *ent) {}
|
||||
virtual bool SetUpWheelColModel(CColModel *colModel) { return false; }
|
||||
virtual void BurstTyre(uint8 tyre) {}
|
||||
virtual bool IsRoomForPedToLeaveCar(uint32, CVector *) { return false;}
|
||||
virtual bool IsRoomForPedToLeaveCar(uint32 component, CVector *forcedDoorPos) { return false;}
|
||||
virtual float GetHeightAboveRoad(void);
|
||||
virtual void PlayCarHorn(void) {}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user