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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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More CWorld fixes
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03247ce98f
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@ -30,7 +30,7 @@
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#include "ParticleObject.h"
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#include "EventList.h"
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#define OBJECT_REPOSITION_OFFSET_Z 0.2f
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#define OBJECT_REPOSITION_OFFSET_Z 2.0f
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CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
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@ -738,9 +738,9 @@ CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const
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pEntity->m_scanCode = ms_nCurrentScanCode;
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float fMagnitude = 0.0f;
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if (bCheck2DOnly)
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fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
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fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr2D();
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else
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fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
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fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr();
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if (fMagnitude < radius * radius && *nEntitiesFound < maxEntitiesToFind) {
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if (aEntities)
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aEntities[*nEntitiesFound] = pEntity;
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@ -1044,9 +1044,9 @@ CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& posit
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pEntity->m_scanCode = ms_nCurrentScanCode;
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float fMagnitude = 0.0f;
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if (bCheck2DOnly)
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fMagnitude = CVector2D(position - pEntity->GetPosition()).Magnitude();
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fMagnitude = (position - pEntity->GetPosition()).Magnitude2D();
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else
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fMagnitude = CVector(position - pEntity->GetPosition()).Magnitude();
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fMagnitude = (position - pEntity->GetPosition()).Magnitude();
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if (pEntity->GetBoundRadius() + radius > fMagnitude && *nCollidingEntities < maxEntitiesToFind) {
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if (aEntities)
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aEntities[*nCollidingEntities] = pEntity;
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@ -1162,7 +1162,7 @@ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, cons
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if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
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pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
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CColSphere sphere;
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CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
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CVector vecDistance = pEntity->GetPosition() - position;
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sphere.radius = pEntity->GetBoundRadius();
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sphere.center = Multiply3x3(vecDistance, matrix);
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if (CCollision::TestSphereBox(sphere, boundingBox) && *nEntitiesFound < maxEntitiesToFind) {
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@ -1226,7 +1226,7 @@ CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVec
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fRadius + entityPos.z >= vecStartPos.z && entityPos.z - fRadius <= vecEndPos.z &&
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*nIntersecting < maxEntitiesToFind) {
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if (aEntities)
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aEntities[*nIntersecting] = (CEntity*)pEntity;
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aEntities[*nIntersecting] = pEntity;
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++*nIntersecting;
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}
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}
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@ -1402,7 +1402,7 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1
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CVehicle *pVehicle = (CVehicle*)pNode->item;
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if (pVehicle->m_scanCode != CWorld::ms_nCurrentScanCode) {
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pVehicle->m_scanCode = CWorld::ms_nCurrentScanCode;
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const CVector& vehiclePos = pVehicle->m_matrix.GetPosition();
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const CVector& vehiclePos = pVehicle->GetPosition();
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eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
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if (pVehicle != FindPlayerVehicle() &&
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vehiclePos.x > fStartX && vehiclePos.x < fEndX &&
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@ -1422,11 +1422,11 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1
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// Maybe break the loop when bInsideSphere is set to true?
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}
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if (bInsideSphere) {
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if (pVehicle->m_matrix.GetPosition().x <= (x1 + x2) * 0.5f)
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if (pVehicle->GetPosition().x <= (x1 + x2) * 0.5f)
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pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
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if (pVehicle->m_matrix.GetPosition().y <= (y1 + y2) * 0.5f)
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if (pVehicle->GetPosition().y <= (y1 + y2) * 0.5f)
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pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
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@ -1573,8 +1573,8 @@ CWorld::AddParticles(void)
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for (int32 y = 0; y < NUMSECTORS_Y; y++) {
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for (int32 x = 0; x < NUMSECTORS_X; x++) {
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CSector* pSector = GetSector(x, y);
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CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_BUILDINGS]);
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CEntity::AddSteamsFromGround1(pSector->m_lists[ENTITYLIST_DUMMIES]);
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CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_BUILDINGS]);
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CEntity::AddSteamsFromGround(pSector->m_lists[ENTITYLIST_DUMMIES]);
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}
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}
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}
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@ -1605,7 +1605,7 @@ CWorld::ShutDown(void)
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}
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pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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@ -1614,7 +1614,7 @@ CWorld::ShutDown(void)
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}
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pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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@ -1623,7 +1623,7 @@ CWorld::ShutDown(void)
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}
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pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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@ -1637,9 +1637,9 @@ CWorld::ShutDown(void)
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}
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}
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for (int32 i = 0; i < 4; i ++) {
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CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first;
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CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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// Maybe remove from world here?
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delete pEntity;
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@ -1650,7 +1650,7 @@ CWorld::ShutDown(void)
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}
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for (int32 y = 0; y < NUMSECTORS_Y; y++) {
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for (int32 x = 0; x < NUMSECTORS_X; x++) {
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CSector* pSector = GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
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sprintf(gString, "Building list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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@ -1784,7 +1784,7 @@ CWorld::RepositionOneObject(CEntity* pEntity)
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|| modelId == MI_FIRE_HYDRANT
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|| modelId == MI_BOLLARDLIGHT
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|| modelId == MI_PARKTABLE) {
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CVector& position = pEntity->m_matrix.GetPosition();
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CVector& position = pEntity->GetPosition();
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float fBoundingBoxMinZ = pEntity->GetColModel()->boundingBox.min.z;
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position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, nil) - fBoundingBoxMinZ;
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pEntity->m_matrix.UpdateRW();
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@ -1792,13 +1792,13 @@ CWorld::RepositionOneObject(CEntity* pEntity)
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} else if (modelId == MI_BUOY) {
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float fWaterLevel = 0.0f;
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bool bFound = true;
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const CVector& position = pEntity->m_matrix.GetPosition();
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const CVector& position = pEntity->GetPosition();
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float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound);
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if (CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &fWaterLevel)) {
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if (!bFound || fWaterLevel > fGroundZ) {
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CColModel* pColModel = pEntity->GetColModel();
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float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z;
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pEntity->m_matrix.GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
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pEntity->GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight;
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}
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}
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}
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@ -2075,7 +2075,7 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
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CPtrNode* pNode = list.first;
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while (pNode) {
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CPhysical* pEntity = (CPhysical*)pNode->item;
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CVector vecDistance = pEntity->m_matrix.GetPosition() - position;
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CVector vecDistance = pEntity->GetPosition() - position;
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float fMagnitude = vecDistance.Magnitude();
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if (fRadius > fMagnitude) {
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CWeapon::BlowUpExplosiveThings(pEntity);
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@ -2096,7 +2096,7 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
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if (pEntity->IsObject() && modelId != MI_EXPLODINGBARREL && modelId != MI_PETROLPUMP)
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pObject->bHasBeenDamaged = true;
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} else {
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CVector pos = pEntity->m_matrix.GetPosition();
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CVector pos = pEntity->GetPosition();
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pos.z -= 0.5f;
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CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, pos, true);
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pObject->bHasBeenDamaged = true;
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@ -2122,7 +2122,7 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
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pEntity->ApplyMoveForce(vecForceDir);
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if (!pEntity->bPedPhysics) {
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float fBoundRadius = pEntity->GetBoundRadius();
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float fDistanceZ = position.z - pEntity->m_matrix.GetPosition().z;
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float fDistanceZ = position.z - pEntity->GetPosition().z;
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float fPointZ = fBoundRadius;
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if (max(fDistanceZ, -fBoundRadius) < fBoundRadius)
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{
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@ -866,7 +866,7 @@ CEntity::ModifyMatrixForBannerInWind(void)
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}
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void
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CEntity::AddSteamsFromGround1(CPtrList& list)
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CEntity::AddSteamsFromGround(CPtrList& list)
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{
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CPtrNode *pNode = list.first;
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while (pNode) {
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@ -922,7 +922,7 @@ STARTPATCHES
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InjectHook(0x473F60, &CEntity::DetachFromRwObject, PATCH_JUMP);
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InjectHook(0x475A20, &CEntity::PreRenderForGlassWindow, PATCH_JUMP);
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InjectHook(0x50CE40, &CEntity::AddSteamsFromGround, PATCH_JUMP);
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InjectHook(0x50CE40, (void (CEntity::*)(CVector*))& CEntity::AddSteamsFromGround, PATCH_JUMP);
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InjectHook(0x475670, &CEntity::ModifyMatrixForTreeInWind, PATCH_JUMP);
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InjectHook(0x475830, &CEntity::ModifyMatrixForBannerInWind, PATCH_JUMP);
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InjectHook(0x4FA530, &CEntity::ProcessLightsForEntity, PATCH_JUMP);
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@ -154,6 +154,6 @@ public:
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void ModifyMatrixForBannerInWind(void);
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void ProcessLightsForEntity(void);
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static void AddSteamsFromGround1(CPtrList& list);
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static void AddSteamsFromGround(CPtrList& list);
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};
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static_assert(sizeof(CEntity) == 0x64, "CEntity: error");
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