Refactor CObject::ObjectDamage switch statement
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@ -169,26 +169,35 @@ CObject::ObjectDamage(float amount)
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amount = 0.0f;
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}
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if ((amount * m_fCollisionDamageMultiplier > 150.0f || bBodyCastDamageEffect) && m_nCollisionDamageEffect) {
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if (m_nCollisionDamageEffect == COLDAMAGE_EFFECT_CHANGE_MODEL) {
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const CVector& vecPos = m_matrix.GetPosition();
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const float fDirectionZ = 0.0002f * amount;
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switch (m_nCollisionDamageEffect)
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{
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case COLDAMAGE_EFFECT_CHANGE_MODEL:
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bRenderDamaged = true;
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return;
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}
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if (m_nCollisionDamageEffect == COLDAMAGE_EFFECT_SPLIT_MODEL)
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return;
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if (m_nCollisionDamageEffect == COLDAMAGE_EFFECT_SMASH_COMPLETELY) {
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break;
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case COLDAMAGE_EFFECT_SPLIT_MODEL:
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break;
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case COLDAMAGE_EFFECT_SMASH_COMPLETELY:
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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bExplosionProof = true;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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return;
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case COLDAMAGE_EFFECT_CHANGE_THEN_SMASH:
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if (!bRenderDamaged) {
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bRenderDamaged = true;
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}
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if (m_nCollisionDamageEffect != COLDAMAGE_EFFECT_CHANGE_THEN_SMASH) {
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const CVector& vecPos = m_matrix.GetPosition();
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const float fDirectionZ = 0.0002f * amount;
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switch (m_nCollisionDamageEffect)
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{
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else {
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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bExplosionProof = true;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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}
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break;
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case COLDAMAGE_EFFECT_SMASH_CARDBOX_COMPLETELY: {
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bIsVisible = false;
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bUsesCollision = false;
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@ -196,7 +205,7 @@ CObject::ObjectDamage(float amount)
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bExplosionProof = true;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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const RwRGBA color = {96, 48, 0, 255};
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const RwRGBA color = { 96, 48, 0, 255 };
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for (int32 i = 0; i < 25; i++) {
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CVector vecDir(CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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@ -204,7 +213,7 @@ CObject::ObjectDamage(float amount)
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++nFrameGen;
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int32 currentFrame = nFrameGen & 3;
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float fRandom = CGeneral::GetRandomNumberInRange(0.01f, 1.0f);
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RwRGBA randomColor = {color.red * fRandom, color.green * fRandom , color.blue, color.alpha};
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RwRGBA randomColor = { color.red * fRandom, color.green * fRandom , color.blue, color.alpha };
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float fSize = CGeneral::GetRandomNumberInRange(0.02f, 0.18f);
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int32 nRotationSpeed = CGeneral::GetRandomNumberInRange(-40, 80);
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CParticle::AddParticle(PARTICLE_CAR_DEBRIS, vecPos, vecDir, nil, fSize, randomColor, nRotationSpeed, 0, currentFrame, 0);
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@ -219,7 +228,7 @@ CObject::ObjectDamage(float amount)
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bExplosionProof = true;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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const RwRGBA color = {128, 128, 128, 255};
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const RwRGBA color = { 128, 128, 128, 255 };
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for (int32 i = 0; i < 45; i++) {
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CVector vecDir(CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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@ -227,7 +236,7 @@ CObject::ObjectDamage(float amount)
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++nFrameGen;
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int32 currentFrame = nFrameGen & 3;
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float fRandom = CGeneral::GetRandomNumberInRange(0.5f, 0.5f);
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RwRGBA randomColor = {color.red * fRandom, color.green * fRandom , color.blue * fRandom, color.alpha};
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RwRGBA randomColor = { color.red * fRandom, color.green * fRandom , color.blue * fRandom, color.alpha };
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float fSize = CGeneral::GetRandomNumberInRange(0.02f, 0.18f);
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int32 nRotationSpeed = CGeneral::GetRandomNumberInRange(-40, 80);
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CParticle::AddParticle(PARTICLE_CAR_DEBRIS, vecPos, vecDir, nil, fSize, randomColor, nRotationSpeed, 0, currentFrame, 0);
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@ -242,8 +251,8 @@ CObject::ObjectDamage(float amount)
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bExplosionProof = true;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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const RwRGBA color1 = {200, 0, 0, 255};
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const RwRGBA color2 = {200, 200, 200, 255};
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const RwRGBA color1 = { 200, 0, 0, 255 };
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const RwRGBA color2 = { 200, 200, 200, 255 };
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for (int32 i = 0; i < 10; i++) {
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CVector vecDir(CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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@ -267,8 +276,8 @@ CObject::ObjectDamage(float amount)
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bExplosionProof = true;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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const RwRGBA color1 = {200, 0, 0, 255};
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const RwRGBA color2 = {200, 200, 200, 255};
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const RwRGBA color1 = { 200, 0, 0, 255 };
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const RwRGBA color2 = { 200, 200, 200, 255 };
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for (int32 i = 0; i < 32; i++) {
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CVector vecDir(CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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CGeneral::GetRandomNumberInRange(-0.35f, 0.7f),
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@ -288,18 +297,6 @@ CObject::ObjectDamage(float amount)
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default:
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return;
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}
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return;
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}
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if (!bRenderDamaged) {
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bRenderDamaged = true;
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} else {
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bIsVisible = false;
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bUsesCollision = false;
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bIsStatic = true;
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bExplosionProof = true;
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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}
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}
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}
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