mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 11:04:15 +01:00
more cleanup
This commit is contained in:
parent
b77d044729
commit
e6d2b49121
@ -111,7 +111,11 @@ CCam::Process(void)
|
||||
Fwd.x = CamTargetEntity->GetForward().x;
|
||||
Fwd.y = CamTargetEntity->GetForward().y;
|
||||
Fwd.Normalise();
|
||||
// Game normalizes again here manually. useless, so skipped
|
||||
float FwdLength = Fwd.Magnitude2D();
|
||||
if(FwdLength != 0.0f){
|
||||
Fwd.x /= FwdLength;
|
||||
Fwd.y /= FwdLength;
|
||||
}
|
||||
|
||||
float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x;
|
||||
float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y;
|
||||
@ -272,7 +276,7 @@ CCam::Process(void)
|
||||
CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter;
|
||||
float DistOnGround = TargetToCam.Magnitude2D();
|
||||
m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y);
|
||||
m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround);
|
||||
m_fTrueAlpha = CGeneral::GetATanOfXY(DistOnGround, TargetToCam.z);
|
||||
if(TheCamera.m_uiTransitionState == 0)
|
||||
KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV);
|
||||
|
||||
@ -2585,7 +2589,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
|
||||
while(Beta >= PI) Beta -= 2*PI;
|
||||
while(Beta < -PI) Beta += 2*PI;
|
||||
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
|
||||
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
|
||||
#ifdef GTA3_1_1_PATCH
|
||||
HeadPos.x = 0.0f;
|
||||
@ -2876,7 +2880,7 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
|
||||
while(Beta >= PI) Beta -= 2*PI;
|
||||
while(Beta < -PI) Beta += 2*PI;
|
||||
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
|
||||
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
|
||||
TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
|
||||
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
|
||||
@ -2920,13 +2924,8 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
|
||||
void
|
||||
CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float)
|
||||
{
|
||||
if(CamTargetEntity->m_rwObject == nil)
|
||||
return;
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
if(!CamTargetEntity->IsPed())
|
||||
return;
|
||||
#endif
|
||||
|
||||
static bool FailedTestTwelveFramesAgo = false;
|
||||
RwV3d HeadPos;
|
||||
@ -2936,9 +2935,9 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
|
||||
static float TargetFOV = 0.0f;
|
||||
|
||||
if(ResetStatics){
|
||||
Beta = TargetOrientation;
|
||||
Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
|
||||
Alpha = 0.0f;
|
||||
m_fInitialPlayerOrientation = TargetOrientation;
|
||||
m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
|
||||
FailedTestTwelveFramesAgo = false;
|
||||
// static DPadVertical unused
|
||||
// static DPadHorizontal unused
|
||||
@ -2979,7 +2978,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
|
||||
while(Beta >= PI) Beta -= 2*PI;
|
||||
while(Beta < -PI) Beta += 2*PI;
|
||||
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
|
||||
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
|
||||
TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
|
||||
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
|
||||
@ -3627,12 +3626,12 @@ CCam::Process_WheelCam(const CVector&, float, float, float)
|
||||
}
|
||||
|
||||
CVector NewUp(0.0f, 0.0f, 1.0f);
|
||||
CVector Left = CrossProduct(Front, NewUp);
|
||||
Left.Normalise();
|
||||
NewUp = CrossProduct(Left, Front);
|
||||
CVector Right = CrossProduct(Front, NewUp);
|
||||
Right.Normalise();
|
||||
NewUp = CrossProduct(Right, Front);
|
||||
|
||||
float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
|
||||
Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left;
|
||||
Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Right;
|
||||
}
|
||||
|
||||
void
|
||||
@ -3753,7 +3752,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
|
||||
TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
|
||||
|
||||
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
|
||||
if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
||||
else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
||||
|
||||
if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W'))
|
||||
Speed += 0.1f;
|
||||
@ -3846,7 +3845,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
|
||||
TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
|
||||
|
||||
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
|
||||
if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
||||
else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
||||
|
||||
if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
|
||||
Speed += 0.1f;
|
||||
@ -3925,7 +3924,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
|
||||
CSceneEdit::m_vecCamHeading = TargetCoors - Source;
|
||||
|
||||
if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
|
||||
if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
||||
else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
|
||||
|
||||
if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
|
||||
Speed += 0.1f;
|
||||
@ -4056,11 +4055,11 @@ bool
|
||||
CCam::ProcessArrestCamOne(void)
|
||||
{
|
||||
FOV = 45.0f;
|
||||
if(ResetStatics)
|
||||
if(!ResetStatics)
|
||||
return true;
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
if(!CamTargetEntity->IsPed())
|
||||
if(!CamTargetEntity->IsPed() || ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop == nil)
|
||||
return true;
|
||||
#endif
|
||||
|
||||
@ -4597,7 +4596,7 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient
|
||||
while(Beta >= PI) Beta -= 2.0f*PI;
|
||||
while(Beta < -PI) Beta += 2.0f*PI;
|
||||
if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
|
||||
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
|
||||
|
||||
|
||||
float BetaDiff = TargetOrientation+PI - Beta;
|
||||
|
@ -659,8 +659,8 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, short *nextObject,
|
||||
short lastObject, CEntity **objects)
|
||||
CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects,
|
||||
int16 lastObject, CEntity **objects)
|
||||
{
|
||||
float radiusSqr = radius * radius;
|
||||
float objDistSqr;
|
||||
@ -676,16 +676,16 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, floa
|
||||
else
|
||||
objDistSqr = diff.MagnitudeSqr();
|
||||
|
||||
if(objDistSqr < radiusSqr && *nextObject < lastObject) {
|
||||
if(objects) { objects[*nextObject] = object; }
|
||||
(*nextObject)++;
|
||||
if(objDistSqr < radiusSqr && *numObjects < lastObject) {
|
||||
if(objects) { objects[*numObjects] = object; }
|
||||
(*numObjects)++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
|
||||
CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject,
|
||||
CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
|
||||
bool checkObjects, bool checkDummies)
|
||||
{
|
||||
@ -711,39 +711,39 @@ CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, sh
|
||||
|
||||
AdvanceCurrentScanCode();
|
||||
|
||||
*nextObject = 0;
|
||||
*numObjects = 0;
|
||||
for(int curY = minY; curY <= maxY; curY++) {
|
||||
for(int curX = minX; curX <= maxX; curX++) {
|
||||
CSector *sector = GetSector(curX, curY);
|
||||
if(checkBuildings) {
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius,
|
||||
ignoreZ, nextObject, lastObject, objects);
|
||||
ignoreZ, numObjects, lastObject, objects);
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre,
|
||||
radius, ignoreZ, nextObject, lastObject, objects);
|
||||
radius, ignoreZ, numObjects, lastObject, objects);
|
||||
}
|
||||
if(checkVehicles) {
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius,
|
||||
ignoreZ, nextObject, lastObject, objects);
|
||||
ignoreZ, numObjects, lastObject, objects);
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre,
|
||||
radius, ignoreZ, nextObject, lastObject, objects);
|
||||
radius, ignoreZ, numObjects, lastObject, objects);
|
||||
}
|
||||
if(checkPeds) {
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ,
|
||||
nextObject, lastObject, objects);
|
||||
numObjects, lastObject, objects);
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius,
|
||||
ignoreZ, nextObject, lastObject, objects);
|
||||
ignoreZ, numObjects, lastObject, objects);
|
||||
}
|
||||
if(checkObjects) {
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius,
|
||||
ignoreZ, nextObject, lastObject, objects);
|
||||
ignoreZ, numObjects, lastObject, objects);
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre,
|
||||
radius, ignoreZ, nextObject, lastObject, objects);
|
||||
radius, ignoreZ, numObjects, lastObject, objects);
|
||||
}
|
||||
if(checkDummies) {
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius,
|
||||
ignoreZ, nextObject, lastObject, objects);
|
||||
ignoreZ, numObjects, lastObject, objects);
|
||||
FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre,
|
||||
radius, ignoreZ, nextObject, lastObject, objects);
|
||||
radius, ignoreZ, numObjects, lastObject, objects);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -102,8 +102,8 @@ public:
|
||||
|
||||
static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
|
||||
static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
|
||||
static void FindObjectsInRangeSectorList(CPtrList&, Const CVector&, float, bool, short*, short, CEntity**);
|
||||
static void FindObjectsInRange(Const CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
|
||||
static void FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects);
|
||||
static void FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
|
||||
static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
|
||||
static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
|
||||
static float FindGroundZForCoord(float x, float y);
|
||||
|
Loading…
Reference in New Issue
Block a user