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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-24 00:31:48 +01:00
Stinger fixes
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@ -101,7 +101,7 @@ CStinger::CheckForBurstTyres()
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const CVector firstPos = pSpikes[0]->GetPosition();
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const CVector lastPos = pSpikes[NUM_STINGER_SEGMENTS - 1]->GetPosition();
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float dist = (lastPos - firstPos).Magnitude();
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if (dist > 0.1f) return;
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if (dist < 0.1f) return;
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CVehicle *vehsInRange[16];
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int16 numObjects;
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@ -121,42 +121,39 @@ CStinger::CheckForBurstTyres()
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pBike = (CBike*)vehsInRange[i];
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if (pAutomobile == nil && pBike == nil) continue;
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float maxWheelDistToSpike = sq(((CVehicleModelInfo*)CModelInfo::GetModelInfo(vehsInRange[i]->GetModelIndex()))->m_wheelScale + 0.1f);
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int wheelId = 0;
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float wheelScaleSq = sq(((CVehicleModelInfo*)CModelInfo::GetModelInfo(vehsInRange[i]->GetModelIndex()))->m_wheelScale);
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for (; wheelId < 4; wheelId++) {
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for (int wheelId = 0; wheelId < 4; wheelId++) {
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if ((pAutomobile != nil && pAutomobile->m_aSuspensionSpringRatioPrev[wheelId] < 1.0f) ||
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(pBike != nil && pBike->m_aSuspensionSpringRatioPrev[wheelId] < 1.0f))
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break;
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}
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(pBike != nil && pBike->m_aSuspensionSpringRatioPrev[wheelId] < 1.0f)) {
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CVector vecWheelPos;
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if (pAutomobile != nil)
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vecWheelPos = pAutomobile->m_aWheelColPoints[wheelId].point;
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else if (pBike != nil)
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vecWheelPos = pBike->m_aWheelColPoints[wheelId].point;
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if (wheelId >= 4) continue;
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CVector vecWheelPos;
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if (pAutomobile != nil)
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vecWheelPos = pAutomobile->m_aWheelColPoints[wheelId].point;
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else if (pBike != nil)
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vecWheelPos = pBike->m_aWheelColPoints[wheelId].point;
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for (int32 spike = 0; spike < NUM_STINGER_SEGMENTS; spike++) {
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if ((pSpikes[spike]->GetPosition() - vecWheelPos).Magnitude() < wheelScaleSq) {
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if (pBike) {
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if (wheelId < 2)
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vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true);
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else
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vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true);
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} else {
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switch (wheelId) {
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case 0: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true); break;
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case 1: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true); break;
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case 2: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RF, true); break;
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case 3: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RR, true); break;
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for (int32 spike = 0; spike < NUM_STINGER_SEGMENTS; spike++) {
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if ((pSpikes[spike]->GetPosition() - vecWheelPos).Magnitude() < maxWheelDistToSpike) {
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if (pBike) {
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if (wheelId < 2)
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vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true);
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else
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vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true);
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}
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else {
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switch (wheelId) {
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case 0: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LF, true); break;
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case 1: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_LR, true); break;
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case 2: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RF, true); break;
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case 3: vehsInRange[i]->BurstTyre(CAR_PIECE_WHEEL_RR, true); break;
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}
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}
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vecWheelPos.z += 0.15f;
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for (int j = 0; j < 4; j++)
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CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, vecWheelPos, vehsInRange[i]->GetRight() * 0.1f);
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}
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}
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vecWheelPos.z += 0.15f; // BUG? doesn't that break the burst of other tires?
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for (int j = 0; j < 4; j++)
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CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, vecWheelPos, vehsInRange[i]->GetRight() * 0.1f);
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}
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}
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}
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