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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 19:14:15 +01:00
Rename m_phy_flagA80 to bSkipLineCol
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81094f2cd7
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@ -54,7 +54,7 @@ CPhysical::CPhysical(void)
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bInfiniteMass = false;
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bIsInWater = false;
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bHitByTrain = false;
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m_phy_flagA80 = false;
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bSkipLineCol = false;
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m_fDistanceTravelled = 0.0f;
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m_treadable[PATH_CAR] = nil;
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@ -1401,7 +1401,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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continue;
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}
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A->m_phy_flagA80 = false;
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A->bSkipLineCol = false;
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skipCollision = false;
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altcollision = false;
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@ -1411,13 +1411,13 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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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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A->bSkipLineCol = 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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A->bSkipLineCol = 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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@ -1460,18 +1460,18 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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skipCollision = true;
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}else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
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skipCollision = true;
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A->m_phy_flagA80 = true;
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A->bSkipLineCol = true;
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}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
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skipCollision = true;
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if(!Aped->bKnockedUpIntoAir)
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A->m_phy_flagA80 = true;
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A->bSkipLineCol = true;
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}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
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skipCollision = true;
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A->m_phy_flagA80 = true;
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A->bSkipLineCol = true;
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}else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
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B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
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skipCollision = true;
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A->m_phy_flagA80 = true;
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A->bSkipLineCol = true;
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}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
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altcollision = true;
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@ -1804,7 +1804,7 @@ CPhysical::ProcessCollision(void)
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m_fDistanceTravelled = 0.0f;
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m_bIsVehicleBeingShifted = false;
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m_phy_flagA80 = false;
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bSkipLineCol = false;
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if(!bUsesCollision){
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bIsStuck = false;
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@ -1917,7 +1917,7 @@ CPhysical::ProcessCollision(void)
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ApplyTurnSpeed();
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GetMatrix().Reorthogonalise();
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m_bIsVehicleBeingShifted = false;
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m_phy_flagA80 = false;
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bSkipLineCol = false;
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if(!m_vecMoveSpeed.IsZero() ||
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!m_vecTurnSpeed.IsZero() ||
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bHitByTrain ||
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@ -1931,7 +1931,7 @@ CPhysical::ProcessCollision(void)
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}
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bHitByTrain = false;
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m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
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m_phy_flagA80 = false;
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bSkipLineCol = false;
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bIsStuck = false;
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bIsInSafePosition = true;
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@ -58,7 +58,7 @@ public:
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uint8 m_phy_flagA10 : 1; // unused
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uint8 m_phy_flagA20 : 1; // unused
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uint8 bHitByTrain : 1;
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uint8 m_phy_flagA80 : 1;
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uint8 bSkipLineCol : 1;
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uint8 m_nSurfaceTouched;
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int8 m_nZoneLevel;
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@ -14660,7 +14660,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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collidedWithBoat = true;
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// ofc we're not vehicle
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if (!m_bIsVehicleBeingShifted && !m_phy_flagA80
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if (!m_bIsVehicleBeingShifted && !bSkipLineCol
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#ifdef VC_PED_PORTS
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&& !collidingEnt->IsPed()
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#endif
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@ -563,7 +563,7 @@ CAutomobile::ProcessControl(void)
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bHasHitWall = false;
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m_fDistanceTravelled = 0.0f;
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m_bIsVehicleBeingShifted = false;
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m_phy_flagA80 = false;
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bSkipLineCol = false;
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ApplyMoveSpeed();
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ApplyTurnSpeed();
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for(i = 0; CheckCollision() && i < 5; i++){
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@ -2160,7 +2160,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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// m_aSuspensionSpringRatio are now set to the point where the tyre touches ground.
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// In ProcessControl these will be re-normalized to ignore the tyre radius.
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if(m_bIsVehicleBeingShifted || m_phy_flagA80 ||
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if(m_bIsVehicleBeingShifted || bSkipLineCol ||
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GetModelIndex() == MI_DODO && (ent->IsPed() || ent->IsVehicle())){
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// don't do line collision
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for(i = 0; i < 4; i++)
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