PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes
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cc5af26417
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@ -665,7 +665,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
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// transform line to model space
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Invert(matrix, matTransform);
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CVuVector newline[2];
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TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
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TransformPoints(newline, 2, matTransform, &line.p0, sizeof(CColLine)/2);
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// If we don't intersect with the bounding box, no chance on the rest
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if(!TestLineBox(*(CColLine*)newline, model.boundingBox))
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@ -1474,7 +1474,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
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// transform line to model space
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Invert(matrix, matTransform);
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CVuVector newline[2];
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TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
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TransformPoints(newline, 2, matTransform, &line.p0, sizeof(CColLine)/2);
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if(mindist < 1.0f)
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newline[1] = newline[0] + (newline[1] - newline[0])*mindist;
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@ -1606,7 +1606,7 @@ CCollision::ProcessVerticalLine(const CColLine &line,
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// transform line to model space
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Invert(matrix, matTransform);
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CVuVector newline[2];
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TransformPoints(newline, 2, matTransform, (RwV3d*)&line.p0, sizeof(CColLine)/2);
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TransformPoints(newline, 2, matTransform, &line.p0, sizeof(CColLine)/2);
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if(mindist < 1.0f)
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newline[1] = newline[0] + (newline[1] - newline[0])*mindist;
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@ -1806,16 +1806,16 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
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matAB *= matrixA;
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CVuVector bsphereAB; // bounding sphere of A in B space
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TransformPoint(bsphereAB, matAB, *(RwV3d*)modelA.boundingSphere.center); // inlined
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TransformPoint(bsphereAB, matAB, modelA.boundingSphere.center); // inlined
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bsphereAB.w = modelA.boundingSphere.radius;
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if(!TestSphereBox(*(CColSphere*)&bsphereAB, modelB.boundingBox))
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return 0;
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// transform modelA's spheres and lines to B space
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TransformPoints(aSpheresA, modelA.numSpheres, matAB, (RwV3d*)&modelA.spheres->center, sizeof(CColSphere));
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TransformPoints(aSpheresA, modelA.numSpheres, matAB, &modelA.spheres->center, sizeof(CColSphere));
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for(i = 0; i < modelA.numSpheres; i++)
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aSpheresA[i].w = modelA.spheres[i].radius;
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TransformPoints(aLinesA, modelA.numLines*2, matAB, (RwV3d*)&modelA.lines->p0, sizeof(CColLine)/2);
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TransformPoints(aLinesA, modelA.numLines*2, matAB, &modelA.lines->p0, sizeof(CColLine)/2);
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// Test them against model B's bounding volumes
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int numSpheresA = 0;
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@ -1832,7 +1832,7 @@ CCollision::ProcessColModels(const CMatrix &matrixA, CColModel &modelA,
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matBA *= matrixB;
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// transform modelB's spheres to A space
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TransformPoints(aSpheresB, modelB.numSpheres, matBA, (RwV3d*)&modelB.spheres->center, sizeof(CColSphere));
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TransformPoints(aSpheresB, modelB.numSpheres, matBA, &modelB.spheres->center, sizeof(CColSphere));
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for(i = 0; i < modelB.numSpheres; i++)
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aSpheresB[i].w = modelB.spheres[i].radius;
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@ -1038,10 +1038,10 @@ void CReplay::ProcessReplayCamera(void)
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TheCamera.GetUp() = CVector(0.0f, 1.0f, 0.0f);
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TheCamera.GetRight() = CVector(1.0f, 0.0f, 0.0f);
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RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
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pm->pos = *(RwV3d*)&TheCamera.GetPosition();
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pm->at = *(RwV3d*)&TheCamera.GetForward();
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pm->up = *(RwV3d*)&TheCamera.GetUp();
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pm->right = *(RwV3d*)&TheCamera.GetRight();
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pm->pos = TheCamera.GetPosition();
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pm->at = TheCamera.GetForward();
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pm->up = TheCamera.GetUp();
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pm->right = TheCamera.GetRight();
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break;
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}
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case REPLAYCAMMODE_FIXED:
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@ -1057,10 +1057,10 @@ void CReplay::ProcessReplayCamera(void)
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TheCamera.GetMatrix().GetUp() = up;
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TheCamera.GetMatrix().GetRight() = right;
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RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
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pm->pos = *(RwV3d*)&TheCamera.GetMatrix().GetPosition();
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pm->at = *(RwV3d*)&TheCamera.GetMatrix().GetForward();
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pm->up = *(RwV3d*)&TheCamera.GetMatrix().GetUp();
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pm->right = *(RwV3d*)&TheCamera.GetMatrix().GetRight();
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pm->pos = TheCamera.GetMatrix().GetPosition();
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pm->at = TheCamera.GetMatrix().GetForward();
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pm->up = TheCamera.GetMatrix().GetUp();
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pm->right = TheCamera.GetMatrix().GetRight();
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break;
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}
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default:
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@ -1581,10 +1581,10 @@ void CReplay::ProcessLookAroundCam(void)
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TheCamera.GetRight() = right;
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TheCamera.SetPosition(camera_pt);
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RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
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pm->pos = *(RwV3d*)&TheCamera.GetPosition();
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pm->at = *(RwV3d*)&TheCamera.GetForward();
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pm->up = *(RwV3d*)&TheCamera.GetUp();
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pm->right = *(RwV3d*)&TheCamera.GetRight();
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pm->pos = TheCamera.GetPosition();
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pm->at = TheCamera.GetForward();
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pm->up = TheCamera.GetUp();
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pm->right = TheCamera.GetRight();
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TheCamera.CalculateDerivedValues();
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RwMatrixUpdate(RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
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RwFrameUpdateObjects(RwCameraGetFrame(TheCamera.m_pRwCamera));
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@ -2472,7 +2472,7 @@ CCam::Process_Rocket(const CVector &CameraTarget, float, float, float)
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ResetStatics = false;
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}
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
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@ -2573,7 +2573,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
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}
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#if GTA_VERSION < GTA3_PC_11
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
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@ -2611,7 +2611,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
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HeadPos.x = 0.0f;
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HeadPos.y = 0.0f;
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HeadPos.z = 0.0f;
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f * Cos(m_fInitialPlayerOrientation);
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@ -2700,7 +2700,7 @@ CCam::Process_1stPerson(const CVector &CameraTarget, float TargetOrientation, fl
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ResetStatics = false;
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}
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
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@ -2868,7 +2868,7 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
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Source = HeadPos;
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// unused:
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// ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&MidPos, PED_MID);
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// ((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(MidPos, PED_MID);
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// Source - MidPos;
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// Look around
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@ -2963,7 +2963,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
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ResetStatics = false;
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}
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(&HeadPos, PED_HEAD);
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((CPed*)CamTargetEntity)->m_pedIK.GetComponentPosition(HeadPos, PED_HEAD);
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Source = HeadPos;
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Source.z += 0.1f;
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Source.x -= 0.19f*Cos(m_fInitialPlayerOrientation);
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@ -3,6 +3,7 @@
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#include "Automobile.h"
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#include "Bridge.h"
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#include "Camera.h"
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#include "CarCtrl.h"
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#include "Cranes.h"
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#include "Darkel.h"
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#include "Explosion.h"
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@ -31,83 +32,6 @@
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#include "ZoneCull.h"
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#include "main.h"
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void
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CPlayerInfo::SetPlayerSkin(char *skin)
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{
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strncpy(m_aSkinName, skin, 32);
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LoadPlayerSkin();
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}
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const CVector &
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CPlayerInfo::GetPos()
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{
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#ifdef FIX_BUGS
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if (!m_pPed)
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return TheCamera.GetPosition();
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#endif
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if (m_pPed->InVehicle())
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return m_pPed->m_pMyVehicle->GetPosition();
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return m_pPed->GetPosition();
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}
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void
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CPlayerInfo::LoadPlayerSkin()
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{
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DeletePlayerSkin();
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m_pSkinTexture = CPlayerSkin::GetSkinTexture(m_aSkinName);
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if (!m_pSkinTexture)
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m_pSkinTexture = CPlayerSkin::GetSkinTexture(DEFAULT_SKIN_NAME);
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}
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void
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CPlayerInfo::DeletePlayerSkin()
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{
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if (m_pSkinTexture) {
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RwTextureDestroy(m_pSkinTexture);
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m_pSkinTexture = nil;
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}
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}
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void
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CPlayerInfo::KillPlayer()
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{
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if (m_WBState != WBSTATE_PLAYING) return;
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m_WBState = WBSTATE_WASTED;
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m_nWBTime = CTimer::GetTimeInMilliseconds();
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CDarkel::ResetOnPlayerDeath();
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CMessages::AddBigMessage(TheText.Get("DEAD"), 4000, 2);
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CStats::TimesDied++;
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}
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void
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CPlayerInfo::ArrestPlayer()
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{
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if (m_WBState != WBSTATE_PLAYING) return;
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m_WBState = WBSTATE_BUSTED;
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m_nWBTime = CTimer::GetTimeInMilliseconds();
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CDarkel::ResetOnPlayerDeath();
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CMessages::AddBigMessage(TheText.Get("BUSTED"), 5000, 2);
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CStats::TimesArrested++;
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}
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bool
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CPlayerInfo::IsPlayerInRemoteMode()
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{
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return m_pRemoteVehicle || m_bInRemoteMode;
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}
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void
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CPlayerInfo::PlayerFailedCriticalMission()
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{
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if (m_WBState != WBSTATE_PLAYING)
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return;
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m_WBState = WBSTATE_FAILED_CRITICAL_MISSION;
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m_nWBTime = CTimer::GetTimeInMilliseconds();
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CDarkel::ResetOnPlayerDeath();
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}
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void
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CPlayerInfo::Clear(void)
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@ -146,197 +70,6 @@ CPlayerInfo::Clear(void)
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m_nExplosionsSinceLastReward = 0;
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}
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void
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CPlayerInfo::BlowUpRCBuggy(void)
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{
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if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld)
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return;
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CRemote::TakeRemoteControlledCarFromPlayer();
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m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
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}
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void
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CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car)
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{
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if (!car || car == m_pPed->m_pMyVehicle) {
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if (m_pPed->EnteringCar())
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m_pPed->QuitEnteringCar();
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}
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if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
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m_pPed->ClearObjective();
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}
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void
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CPlayerInfo::MakePlayerSafe(bool toggle)
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{
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if (toggle) {
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CTheScripts::ResetCountdownToMakePlayerUnsafe();
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m_pPed->m_pWanted->m_bIgnoredByEveryone = true;
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CWorld::StopAllLawEnforcersInTheirTracks();
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO);
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CPad::StopPadsShaking();
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m_pPed->bBulletProof = true;
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m_pPed->bFireProof = true;
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m_pPed->bCollisionProof = true;
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m_pPed->bMeleeProof = true;
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m_pPed->bOnlyDamagedByPlayer = true;
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m_pPed->bExplosionProof = true;
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m_pPed->m_bCanBeDamaged = false;
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((CPlayerPed*)m_pPed)->ClearAdrenaline();
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CancelPlayerEnteringCars(nil);
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gFireManager.ExtinguishPoint(GetPos(), 4000.0f);
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CExplosion::RemoveAllExplosionsInArea(GetPos(), 4000.0f);
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CProjectileInfo::RemoveAllProjectiles();
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CWorld::SetAllCarsCanBeDamaged(false);
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CWorld::ExtinguishAllCarFiresInArea(GetPos(), 4000.0f);
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CReplay::DisableReplays();
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} else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) {
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m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO);
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m_pPed->bBulletProof = false;
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m_pPed->bFireProof = false;
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m_pPed->bCollisionProof = false;
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m_pPed->bMeleeProof = false;
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m_pPed->bOnlyDamagedByPlayer = false;
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m_pPed->bExplosionProof = false;
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m_pPed->m_bCanBeDamaged = true;
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CWorld::SetAllCarsCanBeDamaged(true);
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CReplay::EnableReplays();
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}
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}
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bool
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CPlayerInfo::IsRestartingAfterDeath()
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{
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return m_WBState == WBSTATE_WASTED;
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}
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bool
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CPlayerInfo::IsRestartingAfterArrest()
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{
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return m_WBState == WBSTATE_BUSTED;
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}
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// lastCloseness is passed to other calls of this function
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void
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CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
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{
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// This dist used for determining the angle to face
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CVector2D dist(carToTest->GetPosition() - player->GetPosition());
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float neededTurn = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y) - CGeneral::GetATanOfXY(dist.x, dist.y);
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while (neededTurn >= PI) {
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neededTurn -= 2 * PI;
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}
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while (neededTurn < -PI) {
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neededTurn += 2 * PI;
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}
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// This dist used for evaluating cars' distances, weird...
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// Accounts inverted needed turn (or needed turn in long way) and car dist.
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float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
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if (closeness > *lastCloseness) {
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*lastCloseness = closeness;
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*closestCarOutput = (CVehicle*)carToTest;
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}
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}
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// There is something unfinished in here... Sadly all IDBs we have have it unfinished.
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void
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CPlayerInfo::AwardMoneyForExplosion(CVehicle *wreckedCar)
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{
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if (CTimer::GetTimeInMilliseconds() - m_nPreviousTimeRewardedForExplosion < 6000)
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++m_nExplosionsSinceLastReward;
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else
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m_nExplosionsSinceLastReward = 1;
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m_nPreviousTimeRewardedForExplosion = CTimer::GetTimeInMilliseconds();
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int award = wreckedCar->pHandling->nMonetaryValue * 0.002f;
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sprintf(gString, "$%d", award);
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#ifdef MONEY_MESSAGES
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// This line is a leftover from PS2, I don't know what it was meant to be.
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// CVector sth(TheCamera.GetPosition() * 4.0f);
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CMoneyMessages::RegisterOne(wreckedCar->GetPosition() + CVector(0.0f, 0.0f, 2.0f), gString, 0, 255, 0, 2.0f, 0.5f);
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#endif
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
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for (int i = m_nExplosionsSinceLastReward; i > 1; --i) {
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CGeneral::GetRandomNumber();
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
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}
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}
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void
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CPlayerInfo::SavePlayerInfo(uint8 *buf, uint32 *size)
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{
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// Interesting
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*size = sizeof(CPlayerInfo);
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#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); buf += sizeof(data);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
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CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName);
|
||||
#undef CopyToBuf
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::LoadPlayerInfo(uint8 *buf, uint32 size)
|
||||
{
|
||||
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); buf += sizeof(data);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName)
|
||||
#undef CopyFromBuf
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
|
||||
{
|
||||
for (CPtrNode* node = carList.first; node; node = node->next) {
|
||||
CVehicle *car = (CVehicle*)node->item;
|
||||
if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
|
||||
if (!car->bUsesCollision || !car->IsVehicle())
|
||||
continue;
|
||||
|
||||
car->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
|
||||
&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
|
||||
CVector carCentre = car->GetBoundCentre();
|
||||
|
||||
if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
|
||||
float dist = (ped->GetPosition() - carCentre).Magnitude2D();
|
||||
if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
|
||||
EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::Process(void)
|
||||
{
|
||||
@ -503,13 +236,13 @@ CPlayerInfo::Process(void)
|
||||
uint32 timeWithoutRemoteCar = CTimer::GetTimeInMilliseconds() - m_nTimeLostRemoteCar;
|
||||
if (CTimer::GetPreviousTimeInMilliseconds() - m_nTimeLostRemoteCar < 1000 && timeWithoutRemoteCar >= 1000 && m_WBState == WBSTATE_PLAYING) {
|
||||
TheCamera.SetFadeColour(0, 0, 0);
|
||||
TheCamera.Fade(1.0f, 0);
|
||||
TheCamera.Fade(1.0f, FADE_OUT);
|
||||
}
|
||||
if (timeWithoutRemoteCar > 2000) {
|
||||
if (m_WBState == WBSTATE_PLAYING) {
|
||||
TheCamera.RestoreWithJumpCut();
|
||||
TheCamera.SetFadeColour(0, 0, 0);
|
||||
TheCamera.Fade(1.0f, 1);
|
||||
TheCamera.Fade(1.0f, FADE_IN);
|
||||
TheCamera.Process();
|
||||
CTimer::Stop();
|
||||
CCullZones::ForceCullZoneCoors(TheCamera.GetPosition());
|
||||
@ -560,3 +293,370 @@ CPlayerInfo::Process(void)
|
||||
CStats::DistanceTravelledOnFoot += FindPlayerPed()->m_fDistanceTravelled;
|
||||
}
|
||||
}
|
||||
|
||||
bool
|
||||
CPlayerInfo::IsPlayerInRemoteMode()
|
||||
{
|
||||
return m_pRemoteVehicle || m_bInRemoteMode;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::SavePlayerInfo(uint8 *buf, uint32 *size)
|
||||
{
|
||||
// Interesting
|
||||
*size = sizeof(CPlayerInfo);
|
||||
|
||||
#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); buf += sizeof(data);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
|
||||
CopyToBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName);
|
||||
#undef CopyToBuf
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::LoadPlayerInfo(uint8 *buf, uint32 size)
|
||||
{
|
||||
#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); buf += sizeof(data);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nMoney);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_WBState);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nWBTime);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTrafficMultiplier);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_fRoadDensity);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nCollectedPackages);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_nTotalPackages);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bInfiniteSprint);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bFastReload);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfJailFree);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_bGetOutOfHospitalFree);
|
||||
CopyFromBuf(buf, CWorld::Players[CWorld::PlayerInFocus].m_aPlayerName)
|
||||
#undef CopyFromBuf
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
|
||||
{
|
||||
for (CPtrNode* node = carList.first; node; node = node->next) {
|
||||
CVehicle *car = (CVehicle*)node->item;
|
||||
if(car->m_scanCode != CWorld::GetCurrentScanCode()) {
|
||||
if (!car->bUsesCollision || !car->IsVehicle())
|
||||
continue;
|
||||
|
||||
car->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
|
||||
&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
|
||||
CVector carCentre = car->GetBoundCentre();
|
||||
|
||||
if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
|
||||
float dist = (ped->GetPosition() - carCentre).Magnitude2D();
|
||||
if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
|
||||
EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// lastCloseness is passed to other calls of this function
|
||||
void
|
||||
CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
|
||||
{
|
||||
// This dist used for determining the angle to face
|
||||
CVector2D dist(carToTest->GetPosition() - player->GetPosition());
|
||||
float neededTurn = CGeneral::GetATanOfXY(player->GetForward().x, player->GetForward().y) - CGeneral::GetATanOfXY(dist.x, dist.y);
|
||||
while (neededTurn >= PI) {
|
||||
neededTurn -= 2 * PI;
|
||||
}
|
||||
|
||||
while (neededTurn < -PI) {
|
||||
neededTurn += 2 * PI;
|
||||
}
|
||||
|
||||
// This dist used for evaluating cars' distances, weird...
|
||||
// Accounts inverted needed turn (or needed turn in long way) and car dist.
|
||||
float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
|
||||
if (closeness > *lastCloseness) {
|
||||
*lastCloseness = closeness;
|
||||
*closestCarOutput = (CVehicle*)carToTest;
|
||||
}
|
||||
}
|
||||
|
||||
const CVector &
|
||||
CPlayerInfo::GetPos()
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
if (!m_pPed)
|
||||
return TheCamera.GetPosition();
|
||||
#endif
|
||||
if (m_pPed->InVehicle())
|
||||
return m_pPed->m_pMyVehicle->GetPosition();
|
||||
return m_pPed->GetPosition();
|
||||
}
|
||||
|
||||
CVector
|
||||
FindPlayerCoors(void)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
if (CReplay::IsPlayingBack())
|
||||
return TheCamera.GetPosition();
|
||||
#endif
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped->InVehicle())
|
||||
return ped->m_pMyVehicle->GetPosition();
|
||||
else
|
||||
return ped->GetPosition();
|
||||
}
|
||||
|
||||
const CVector &
|
||||
FindPlayerSpeed(void)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
static CVector vecTmpVector(0.0f, 0.0f, 0.0f);
|
||||
if (CReplay::IsPlayingBack())
|
||||
return vecTmpVector;
|
||||
#endif
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped->InVehicle())
|
||||
return ped->m_pMyVehicle->m_vecMoveSpeed;
|
||||
else
|
||||
return ped->m_vecMoveSpeed;
|
||||
}
|
||||
|
||||
CVehicle *
|
||||
FindPlayerVehicle(void)
|
||||
{
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
|
||||
return nil;
|
||||
}
|
||||
|
||||
CEntity *
|
||||
FindPlayerEntity(void)
|
||||
{
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped->InVehicle())
|
||||
return ped->m_pMyVehicle;
|
||||
else
|
||||
return ped;
|
||||
}
|
||||
|
||||
CVehicle *
|
||||
FindPlayerTrain(void)
|
||||
{
|
||||
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
|
||||
return FindPlayerVehicle();
|
||||
else
|
||||
return nil;
|
||||
}
|
||||
|
||||
CPlayerPed *
|
||||
FindPlayerPed(void)
|
||||
{
|
||||
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
|
||||
}
|
||||
|
||||
const CVector &
|
||||
FindPlayerCentreOfWorld(int32 player)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
if(CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
||||
#endif
|
||||
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
|
||||
if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
|
||||
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
|
||||
return CWorld::Players[player].m_pPed->GetPosition();
|
||||
}
|
||||
|
||||
const CVector &
|
||||
FindPlayerCentreOfWorld_NoSniperShift(void)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
if (CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
||||
#endif
|
||||
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
|
||||
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
|
||||
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
|
||||
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
|
||||
return FindPlayerPed()->GetPosition();
|
||||
}
|
||||
|
||||
float
|
||||
FindPlayerHeading(void)
|
||||
{
|
||||
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
|
||||
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
|
||||
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
|
||||
return FindPlayerPed()->GetForward().Heading();
|
||||
}
|
||||
|
||||
bool
|
||||
CPlayerInfo::IsRestartingAfterDeath()
|
||||
{
|
||||
return m_WBState == WBSTATE_WASTED;
|
||||
}
|
||||
|
||||
bool
|
||||
CPlayerInfo::IsRestartingAfterArrest()
|
||||
{
|
||||
return m_WBState == WBSTATE_BUSTED;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::KillPlayer()
|
||||
{
|
||||
if (m_WBState != WBSTATE_PLAYING) return;
|
||||
|
||||
m_WBState = WBSTATE_WASTED;
|
||||
m_nWBTime = CTimer::GetTimeInMilliseconds();
|
||||
CDarkel::ResetOnPlayerDeath();
|
||||
CMessages::AddBigMessage(TheText.Get("DEAD"), 4000, 2);
|
||||
CStats::TimesDied++;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::ArrestPlayer()
|
||||
{
|
||||
if (m_WBState != WBSTATE_PLAYING) return;
|
||||
|
||||
m_WBState = WBSTATE_BUSTED;
|
||||
m_nWBTime = CTimer::GetTimeInMilliseconds();
|
||||
CDarkel::ResetOnPlayerDeath();
|
||||
CMessages::AddBigMessage(TheText.Get("BUSTED"), 5000, 2);
|
||||
CStats::TimesArrested++;
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::PlayerFailedCriticalMission()
|
||||
{
|
||||
if (m_WBState != WBSTATE_PLAYING)
|
||||
return;
|
||||
m_WBState = WBSTATE_FAILED_CRITICAL_MISSION;
|
||||
m_nWBTime = CTimer::GetTimeInMilliseconds();
|
||||
CDarkel::ResetOnPlayerDeath();
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::CancelPlayerEnteringCars(CVehicle *car)
|
||||
{
|
||||
if (!car || car == m_pPed->m_pMyVehicle) {
|
||||
if (m_pPed->EnteringCar())
|
||||
m_pPed->QuitEnteringCar();
|
||||
}
|
||||
if (m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER || m_pPed->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER)
|
||||
m_pPed->ClearObjective();
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::MakePlayerSafe(bool toggle)
|
||||
{
|
||||
if (toggle) {
|
||||
CTheScripts::ResetCountdownToMakePlayerUnsafe();
|
||||
m_pPed->m_pWanted->m_bIgnoredByEveryone = true;
|
||||
CWorld::StopAllLawEnforcersInTheirTracks();
|
||||
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_PLAYERINFO);
|
||||
CPad::StopPadsShaking();
|
||||
m_pPed->bBulletProof = true;
|
||||
m_pPed->bFireProof = true;
|
||||
m_pPed->bCollisionProof = true;
|
||||
m_pPed->bMeleeProof = true;
|
||||
m_pPed->bOnlyDamagedByPlayer = true;
|
||||
m_pPed->bExplosionProof = true;
|
||||
m_pPed->m_bCanBeDamaged = false;
|
||||
((CPlayerPed*)m_pPed)->ClearAdrenaline();
|
||||
CancelPlayerEnteringCars(nil);
|
||||
gFireManager.ExtinguishPoint(GetPos(), 4000.0f);
|
||||
CExplosion::RemoveAllExplosionsInArea(GetPos(), 4000.0f);
|
||||
CProjectileInfo::RemoveAllProjectiles();
|
||||
CWorld::SetAllCarsCanBeDamaged(false);
|
||||
CWorld::ExtinguishAllCarFiresInArea(GetPos(), 4000.0f);
|
||||
CReplay::DisableReplays();
|
||||
|
||||
} else if (!CGame::playingIntro && !CTheScripts::IsCountdownToMakePlayerUnsafeOn()) {
|
||||
m_pPed->m_pWanted->m_bIgnoredByEveryone = false;
|
||||
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_PLAYERINFO);
|
||||
m_pPed->bBulletProof = false;
|
||||
m_pPed->bFireProof = false;
|
||||
m_pPed->bCollisionProof = false;
|
||||
m_pPed->bMeleeProof = false;
|
||||
m_pPed->bOnlyDamagedByPlayer = false;
|
||||
m_pPed->bExplosionProof = false;
|
||||
m_pPed->m_bCanBeDamaged = true;
|
||||
CWorld::SetAllCarsCanBeDamaged(true);
|
||||
CReplay::EnableReplays();
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::BlowUpRCBuggy(void)
|
||||
{
|
||||
if (!m_pRemoteVehicle || m_pRemoteVehicle->bRemoveFromWorld)
|
||||
return;
|
||||
|
||||
CRemote::TakeRemoteControlledCarFromPlayer();
|
||||
m_pRemoteVehicle->BlowUpCar(FindPlayerPed());
|
||||
}
|
||||
|
||||
// There is something unfinished in here... Sadly all IDBs we have have it unfinished.
|
||||
void
|
||||
CPlayerInfo::AwardMoneyForExplosion(CVehicle *wreckedCar)
|
||||
{
|
||||
if (CTimer::GetTimeInMilliseconds() - m_nPreviousTimeRewardedForExplosion < 6000)
|
||||
++m_nExplosionsSinceLastReward;
|
||||
else
|
||||
m_nExplosionsSinceLastReward = 1;
|
||||
|
||||
m_nPreviousTimeRewardedForExplosion = CTimer::GetTimeInMilliseconds();
|
||||
int award = wreckedCar->pHandling->nMonetaryValue * 0.002f;
|
||||
sprintf(gString, "$%d", award);
|
||||
#ifdef MONEY_MESSAGES
|
||||
// This line is a leftover from PS2, I don't know what it was meant to be.
|
||||
// CVector sth(TheCamera.GetPosition() * 4.0f);
|
||||
|
||||
CMoneyMessages::RegisterOne(wreckedCar->GetPosition() + CVector(0.0f, 0.0f, 2.0f), gString, 0, 255, 0, 2.0f, 0.5f);
|
||||
#endif
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
|
||||
|
||||
for (int i = m_nExplosionsSinceLastReward; i > 1; --i) {
|
||||
CGeneral::GetRandomNumber();
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_nMoney += award;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef GTA_PC
|
||||
void
|
||||
CPlayerInfo::SetPlayerSkin(const char *skin)
|
||||
{
|
||||
strncpy(m_aSkinName, skin, 32);
|
||||
LoadPlayerSkin();
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::LoadPlayerSkin()
|
||||
{
|
||||
DeletePlayerSkin();
|
||||
|
||||
m_pSkinTexture = CPlayerSkin::GetSkinTexture(m_aSkinName);
|
||||
if (!m_pSkinTexture)
|
||||
m_pSkinTexture = CPlayerSkin::GetSkinTexture(DEFAULT_SKIN_NAME);
|
||||
}
|
||||
|
||||
void
|
||||
CPlayerInfo::DeletePlayerSkin()
|
||||
{
|
||||
if (m_pSkinTexture) {
|
||||
RwTextureDestroy(m_pSkinTexture);
|
||||
m_pSkinTexture = nil;
|
||||
}
|
||||
}
|
||||
#endif
|
@ -54,14 +54,13 @@ public:
|
||||
bool m_bFastReload;
|
||||
bool m_bGetOutOfJailFree;
|
||||
bool m_bGetOutOfHospitalFree;
|
||||
#ifdef GTA_PC
|
||||
char m_aSkinName[32];
|
||||
RwTexture *m_pSkinTexture;
|
||||
#endif
|
||||
|
||||
void MakePlayerSafe(bool);
|
||||
void LoadPlayerSkin();
|
||||
void DeletePlayerSkin();
|
||||
void AwardMoneyForExplosion(CVehicle *vehicle);
|
||||
void SetPlayerSkin(char* skin);
|
||||
const CVector &GetPos();
|
||||
void Process(void);
|
||||
void KillPlayer(void);
|
||||
@ -78,7 +77,21 @@ public:
|
||||
void SavePlayerInfo(uint8 *buf, uint32* size);
|
||||
void FindClosestCarSectorList(CPtrList&, CPed*, float, float, float, float, float*, CVehicle**);
|
||||
|
||||
~CPlayerInfo() { };
|
||||
#ifdef GTA_PC
|
||||
void LoadPlayerSkin();
|
||||
void SetPlayerSkin(const char *skin);
|
||||
void DeletePlayerSkin();
|
||||
#endif
|
||||
};
|
||||
|
||||
CPlayerPed *FindPlayerPed(void);
|
||||
CVehicle *FindPlayerVehicle(void);
|
||||
CVehicle *FindPlayerTrain(void);
|
||||
CEntity *FindPlayerEntity(void);
|
||||
CVector FindPlayerCoors(void);
|
||||
const CVector &FindPlayerSpeed(void);
|
||||
const CVector &FindPlayerCentreOfWorld(int32 player);
|
||||
const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
|
||||
float FindPlayerHeading(void);
|
||||
|
||||
VALIDATE_SIZE(CPlayerInfo, 0x13C);
|
||||
|
@ -1361,102 +1361,6 @@ CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList &list, const CVec
|
||||
}
|
||||
}
|
||||
|
||||
CPlayerPed *
|
||||
FindPlayerPed(void)
|
||||
{
|
||||
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
|
||||
}
|
||||
|
||||
CVehicle *
|
||||
FindPlayerVehicle(void)
|
||||
{
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
|
||||
return nil;
|
||||
}
|
||||
|
||||
CVehicle *
|
||||
FindPlayerTrain(void)
|
||||
{
|
||||
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
|
||||
return FindPlayerVehicle();
|
||||
else
|
||||
return nil;
|
||||
}
|
||||
|
||||
CEntity *
|
||||
FindPlayerEntity(void)
|
||||
{
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped->InVehicle())
|
||||
return ped->m_pMyVehicle;
|
||||
else
|
||||
return ped;
|
||||
}
|
||||
|
||||
CVector
|
||||
FindPlayerCoors(void)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
if (CReplay::IsPlayingBack())
|
||||
return TheCamera.GetPosition();
|
||||
#endif
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped->InVehicle())
|
||||
return ped->m_pMyVehicle->GetPosition();
|
||||
else
|
||||
return ped->GetPosition();
|
||||
}
|
||||
|
||||
CVector &
|
||||
FindPlayerSpeed(void)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
static CVector vecTmpVector(0.0f, 0.0f, 0.0f);
|
||||
if (CReplay::IsPlayingBack())
|
||||
return vecTmpVector;
|
||||
#endif
|
||||
CPlayerPed *ped = FindPlayerPed();
|
||||
if(ped->InVehicle())
|
||||
return ped->m_pMyVehicle->m_vecMoveSpeed;
|
||||
else
|
||||
return ped->m_vecMoveSpeed;
|
||||
}
|
||||
|
||||
const CVector &
|
||||
FindPlayerCentreOfWorld(int32 player)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
if(CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
||||
#endif
|
||||
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
|
||||
if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
|
||||
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
|
||||
return CWorld::Players[player].m_pPed->GetPosition();
|
||||
}
|
||||
|
||||
const CVector &
|
||||
FindPlayerCentreOfWorld_NoSniperShift(void)
|
||||
{
|
||||
#ifdef FIX_BUGS
|
||||
if (CReplay::IsPlayingBack()) return TheCamera.GetPosition();
|
||||
#endif
|
||||
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
|
||||
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
|
||||
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
|
||||
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
|
||||
return FindPlayerPed()->GetPosition();
|
||||
}
|
||||
|
||||
float
|
||||
FindPlayerHeading(void)
|
||||
{
|
||||
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
|
||||
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
|
||||
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
|
||||
return FindPlayerPed()->GetForward().Heading();
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
|
||||
{
|
||||
|
@ -157,14 +157,3 @@ public:
|
||||
|
||||
extern CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
|
||||
|
||||
class CPlayerPed;
|
||||
class CVehicle;
|
||||
CPlayerPed *FindPlayerPed(void);
|
||||
CVehicle *FindPlayerVehicle(void);
|
||||
CVehicle *FindPlayerTrain(void);
|
||||
CEntity *FindPlayerEntity(void);
|
||||
CVector FindPlayerCoors(void);
|
||||
CVector &FindPlayerSpeed(void);
|
||||
const CVector &FindPlayerCentreOfWorld(int32 player);
|
||||
const CVector &FindPlayerCentreOfWorld_NoSniperShift(void);
|
||||
float FindPlayerHeading(void);
|
||||
|
@ -384,9 +384,9 @@ ScreenDroplets::ProcessCameraMovement(void)
|
||||
ms_prevCamUp = camUp;
|
||||
ms_prevCamPos = camPos;
|
||||
|
||||
ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, (RwV3d*)&ms_camMoveDelta);
|
||||
ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, (RwV3d*)&ms_camMoveDelta);
|
||||
ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, (RwV3d*)&ms_camMoveDelta);
|
||||
ms_screenMoveDelta.x = -RwV3dDotProduct(&camMat->right, &ms_camMoveDelta);
|
||||
ms_screenMoveDelta.y = RwV3dDotProduct(&camMat->up, &ms_camMoveDelta);
|
||||
ms_screenMoveDelta.z = RwV3dDotProduct(&camMat->at, &ms_camMoveDelta);
|
||||
ms_screenMoveDelta *= 10.0f;
|
||||
ms_screenMoveDist = ms_screenMoveDelta.Magnitude2D();
|
||||
|
||||
|
@ -1,23 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
class CVector
|
||||
class CVector : public RwV3d
|
||||
{
|
||||
public:
|
||||
float x, y, z;
|
||||
CVector(void) {}
|
||||
CVector(float x, float y, float z) : x(x), y(y), z(z) {}
|
||||
#ifdef RWCORE_H
|
||||
CVector(const RwV3d &v) : x(v.x), y(v.y), z(v.z) {}
|
||||
|
||||
operator RwV3d (void) const {
|
||||
RwV3d vecRw = { this->x, this->y, this->z };
|
||||
return vecRw;
|
||||
CVector(float x, float y, float z)
|
||||
{
|
||||
this->x = x;
|
||||
this->y = y;
|
||||
this->z = z;
|
||||
}
|
||||
|
||||
operator RwV3d *(void) {
|
||||
return (RwV3d*)this;
|
||||
CVector(const RwV3d &v)
|
||||
{
|
||||
x = v.x;
|
||||
y = v.y;
|
||||
z = v.z;
|
||||
}
|
||||
#endif
|
||||
// (0,1,0) means no rotation. So get right vector and its atan
|
||||
float Heading(void) const { return Atan2(-x, y); }
|
||||
float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }
|
||||
|
@ -8,18 +8,7 @@ public:
|
||||
CVuVector(float x, float y, float z) : CVector(x, y, z) {}
|
||||
CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
|
||||
CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
|
||||
#ifdef RWCORE_H
|
||||
CVuVector(const RwV3d &v) : CVector(v.x, v.y, v.z) {}
|
||||
|
||||
operator RwV3d (void) const {
|
||||
RwV3d vecRw = { this->x, this->y, this->z };
|
||||
return vecRw;
|
||||
}
|
||||
|
||||
operator RwV3d *(void) {
|
||||
return (RwV3d*)this;
|
||||
}
|
||||
#endif
|
||||
CVuVector(const RwV3d &v) : CVector(v) {}
|
||||
/*
|
||||
void Normalise(void) {
|
||||
float sq = MagnitudeSqr();
|
||||
|
@ -471,7 +471,7 @@ CVehicleModelInfo::PreprocessHierarchy(void)
|
||||
|
||||
if(desc[i].flags & VEHICLE_FLAG_POS){
|
||||
f = assoc.frame;
|
||||
rwvec = (RwV3d*)&m_positions[desc[i].hierId];
|
||||
rwvec = &m_positions[desc[i].hierId];
|
||||
*rwvec = *RwMatrixGetPos(RwFrameGetMatrix(f));
|
||||
for(f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
|
||||
RwV3dTransformPoints(rwvec, rwvec, 1, RwFrameGetMatrix(f));
|
||||
|
@ -244,7 +244,7 @@ CCopPed::ArrestPlayer(void)
|
||||
CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
|
||||
|
||||
CVector suspMidPos;
|
||||
suspect->m_pedIK.GetComponentPosition((RwV3d*)suspMidPos, PED_MID);
|
||||
suspect->m_pedIK.GetComponentPosition(suspMidPos, PED_MID);
|
||||
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
|
||||
GetPosition().x, GetPosition().y);
|
||||
|
||||
|
@ -234,8 +234,8 @@ CEmergencyPed::MedicAI(void)
|
||||
if (nearestAccident) {
|
||||
m_pRevivedPed = nearestAccident->m_pVictim;
|
||||
m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
|
||||
SetSeek((headPos + midPos) * 0.5f, 1.0f);
|
||||
SetObjective(OBJECTIVE_NONE);
|
||||
bIsRunning = true;
|
||||
@ -274,8 +274,8 @@ CEmergencyPed::MedicAI(void)
|
||||
m_nEmergencyPedState = EMERGENCY_PED_STOP;
|
||||
break;
|
||||
}
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
|
||||
SetSeek((headPos + midPos) * 0.5f, nearestAccident->m_nMedicsPerformingCPR * 0.5f + 1.0f);
|
||||
SetObjective(OBJECTIVE_NONE);
|
||||
bIsRunning = true;
|
||||
@ -329,8 +329,8 @@ CEmergencyPed::MedicAI(void)
|
||||
if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
|
||||
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
|
||||
else {
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
|
||||
midPos = (headPos + midPos) * 0.5f;
|
||||
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
||||
midPos.x, midPos.y,
|
||||
@ -351,8 +351,8 @@ CEmergencyPed::MedicAI(void)
|
||||
m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
|
||||
break;
|
||||
}
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d*)&headPos, PED_HEAD);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(midPos, PED_MID);
|
||||
m_pRevivedPed->m_pedIK.GetComponentPosition(headPos, PED_HEAD);
|
||||
midPos = (headPos + midPos) * 0.5f;
|
||||
m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
|
||||
midPos.x, midPos.y,
|
||||
|
@ -960,7 +960,7 @@ CPed::MoveHeadToLook(void)
|
||||
}
|
||||
|
||||
if (m_pLookTarget->IsPed()) {
|
||||
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d*) &lookPos, PED_MID);
|
||||
((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(lookPos, PED_MID);
|
||||
} else {
|
||||
lookPos = m_pLookTarget->GetPosition();
|
||||
}
|
||||
|
@ -898,13 +898,13 @@ public:
|
||||
RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
|
||||
int32 idx = RpHAnimIDGetIndex(hier, m_pFrames[node]->nodeID);
|
||||
RwMatrix *mats = RpHAnimHierarchyGetMatrixArray(hier);
|
||||
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, &mats[idx]);
|
||||
RwV3dTransformPoints(&pos, &pos, 1, &mats[idx]);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
RwFrame *frame;
|
||||
for (frame = m_pFrames[node]->frame; frame; frame = RwFrameGetParent(frame))
|
||||
RwV3dTransformPoints((RwV3d*)&pos, (RwV3d*)&pos, 1, RwFrameGetMatrix(frame));
|
||||
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(frame));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1141,7 +1141,7 @@ CPed::ProcessObjective(void)
|
||||
CVector target;
|
||||
CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
|
||||
if (m_pedInObjective->IsPed())
|
||||
m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d*)&target, PED_MID);
|
||||
m_pedInObjective->m_pedIK.GetComponentPosition(target, PED_MID);
|
||||
else
|
||||
target = m_pedInObjective->GetPosition();
|
||||
|
||||
|
@ -1690,7 +1690,7 @@ CPed::FightStrike(CVector &touchedNodePos)
|
||||
if (m_fightState == FIGHTSTATE_NO_MOVE)
|
||||
m_fightState = FIGHTSTATE_1;
|
||||
|
||||
m_vecHitLastPos = *touchedNodePos;
|
||||
m_vecHitLastPos = touchedNodePos;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -137,28 +137,28 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
|
||||
}
|
||||
|
||||
void
|
||||
CPedIK::GetComponentPosition(RwV3d *pos, uint32 node)
|
||||
CPedIK::GetComponentPosition(RwV3d &pos, uint32 node)
|
||||
{
|
||||
RwFrame *f;
|
||||
RwMatrix *mat;
|
||||
|
||||
#ifdef PED_SKIN
|
||||
if(IsClumpSkinned(m_ped->GetClump())){
|
||||
pos->x = 0.0f;
|
||||
pos->y = 0.0f;
|
||||
pos->z = 0.0f;
|
||||
pos.x = 0.0f;
|
||||
pos.y = 0.0f;
|
||||
pos.z = 0.0f;
|
||||
mat = GetComponentMatrix(m_ped, node);
|
||||
// could just copy the position out of the matrix...
|
||||
RwV3dTransformPoints(pos, pos, 1, mat);
|
||||
RwV3dTransformPoints(&pos, &pos, 1, mat);
|
||||
}else
|
||||
#endif
|
||||
{
|
||||
f = m_ped->m_pFrames[node]->frame;
|
||||
mat = RwFrameGetMatrix(f);
|
||||
*pos = mat->pos;
|
||||
pos = mat->pos;
|
||||
|
||||
for (f = RwFrameGetParent(f); f; f = RwFrameGetParent(f))
|
||||
RwV3dTransformPoints(pos, pos, 1, RwFrameGetMatrix(f));
|
||||
RwV3dTransformPoints(&pos, &pos, 1, RwFrameGetMatrix(f));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -51,7 +51,7 @@ public:
|
||||
bool PointGunInDirection(float targetYaw, float targetPitch);
|
||||
bool PointGunInDirectionUsingArm(float targetYaw, float targetPitch);
|
||||
bool PointGunAtPosition(CVector const& position);
|
||||
void GetComponentPosition(RwV3d *pos, uint32 node);
|
||||
void GetComponentPosition(RwV3d &pos, uint32 node);
|
||||
static RwMatrix *GetWorldMatrix(RwFrame *source, RwMatrix *destination);
|
||||
void RotateTorso(AnimBlendFrameData* animBlend, LimbOrientation* limb, bool changeRoll);
|
||||
void ExtractYawAndPitchLocal(RwMatrix *mat, float *yaw, float *pitch);
|
||||
|
@ -1146,7 +1146,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
|
||||
#else
|
||||
CVector markPos;
|
||||
if (m_pPointGunAt->IsPed()) {
|
||||
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d*)markPos, PED_MID);
|
||||
((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(markPos, PED_MID);
|
||||
} else {
|
||||
markPos = m_pPointGunAt->GetPosition();
|
||||
}
|
||||
|
@ -133,7 +133,7 @@ CClouds::Render(void)
|
||||
CSprite::InitSpriteBuffer();
|
||||
|
||||
int minute = CClock::GetHours()*60 + CClock::GetMinutes();
|
||||
RwV3d campos = *(RwV3d*)&TheCamera.GetPosition();
|
||||
RwV3d campos = TheCamera.GetPosition();
|
||||
|
||||
// Moon
|
||||
int moonfadeout = Abs(minute - 180); // fully visible at 3AM
|
||||
|
@ -255,7 +255,7 @@ CCoronas::Render(void)
|
||||
|
||||
CVector spriteCoors;
|
||||
float spritew, spriteh;
|
||||
if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
|
||||
if(!CSprite::CalcScreenCoors(aCoronas[i].coors, &spriteCoors, &spritew, &spriteh, true)){
|
||||
aCoronas[i].offScreen = true;
|
||||
aCoronas[i].sightClear = false;
|
||||
}else{
|
||||
@ -464,7 +464,7 @@ CCoronas::RenderReflections(void)
|
||||
|
||||
CVector spriteCoors;
|
||||
float spritew, spriteh;
|
||||
if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
|
||||
if(CSprite::CalcScreenCoors(coors, &spriteCoors, &spritew, &spriteh, true)){
|
||||
float drawDist = 0.75f * aCoronas[i].drawDist;
|
||||
drawDist = Min(drawDist, 55.0f);
|
||||
if(spriteCoors.z < drawDist){
|
||||
@ -531,7 +531,7 @@ CCoronas::DoSunAndMoon(void)
|
||||
|
||||
CVector spriteCoors;
|
||||
float spritew, spriteh;
|
||||
if(CSprite::CalcScreenCoors(sunCoors, spriteCoors, &spritew, &spriteh, true)){
|
||||
if(CSprite::CalcScreenCoors(sunCoors, &spriteCoors, &spritew, &spriteh, true)){
|
||||
SunScreenX = spriteCoors.x;
|
||||
SunScreenY = spriteCoors.y;
|
||||
}else{
|
||||
|
@ -667,7 +667,7 @@ void CScrollBar::Render()
|
||||
// Render main coronas
|
||||
if (m_MessageBar[i] & (1 << j))
|
||||
{
|
||||
if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
|
||||
if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
|
||||
{
|
||||
CSprite::RenderBufferedOneXLUSprite(
|
||||
screenCoord.x, screenCoord.y, screenCoord.z,
|
||||
@ -679,7 +679,7 @@ void CScrollBar::Render()
|
||||
// Render smaller and faded coronas for a trailing effect
|
||||
else if (m_MessageBar[i - 1] & (1 << j))
|
||||
{
|
||||
if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
|
||||
if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
|
||||
{
|
||||
CSprite::RenderBufferedOneXLUSprite(
|
||||
screenCoord.x, screenCoord.y, screenCoord.z,
|
||||
@ -847,7 +847,7 @@ void CDigitalClock::Render()
|
||||
coronaCoord.y = m_Position.y + (8 * c + i) * m_Size.y * m_fScale / 8.0f;
|
||||
coronaCoord.z = m_Position.z + j * m_fScale / 8.0f;
|
||||
|
||||
if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
|
||||
if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
|
||||
{
|
||||
CSprite::RenderBufferedOneXLUSprite(
|
||||
screenCoord.x, screenCoord.y, screenCoord.z,
|
||||
|
@ -1570,7 +1570,7 @@ void CParticle::Render()
|
||||
float w;
|
||||
float h;
|
||||
|
||||
if ( CSprite::CalcScreenCoors(particle->m_vecPosition, coors, &w, &h, true) )
|
||||
if ( CSprite::CalcScreenCoors(particle->m_vecPosition, &coors, &w, &h, true) )
|
||||
{
|
||||
#ifdef PC_PARTICLE
|
||||
if ( (!particleBanned || SCREEN_WIDTH * fParticleScaleLimit >= w)
|
||||
@ -1650,7 +1650,7 @@ void CParticle::Render()
|
||||
float fRotation;
|
||||
float fTrailLength;
|
||||
|
||||
if ( CSprite::CalcScreenCoors(vecPrevPos, particle->m_vecScreenPosition, &fTrailLength, &fRotation, true) )
|
||||
if ( CSprite::CalcScreenCoors(vecPrevPos, &particle->m_vecScreenPosition, &fTrailLength, &fRotation, true) )
|
||||
{
|
||||
CVector2D vecDist
|
||||
(
|
||||
|
@ -218,7 +218,7 @@ CPointLights::RenderFogEffect(void)
|
||||
// more intensity the closer to line
|
||||
intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
|
||||
|
||||
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
|
||||
if(CSprite::CalcScreenCoors(fogcoors, &spriteCoors, &spritew, &spriteh, true)){
|
||||
float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x2000;
|
||||
float size = FogSizes[r>>1];
|
||||
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
|
||||
@ -267,7 +267,7 @@ CPointLights::RenderFogEffect(void)
|
||||
intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
|
||||
|
||||
CVector fogcoors(xi, yi, point.point.z + 1.6f);
|
||||
if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
|
||||
if(CSprite::CalcScreenCoors(fogcoors, &spriteCoors, &spritew, &spriteh, true)){
|
||||
float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x4000;
|
||||
float size = FogSizes[r>>1];
|
||||
CSprite::RenderOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
|
||||
|
@ -741,7 +741,7 @@ CRenderer::ScanWorld(void)
|
||||
vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
|
||||
vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
|
||||
vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
|
||||
RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
|
||||
RwV3dTransformPoints(vectors, vectors, 9, cammatrix);
|
||||
|
||||
m_loadingPriority = false;
|
||||
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
|
||||
@ -881,7 +881,7 @@ CRenderer::RequestObjectsInFrustum(void)
|
||||
vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
|
||||
vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
|
||||
vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
|
||||
RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
|
||||
RwV3dTransformPoints(vectors, vectors, 9, cammatrix);
|
||||
|
||||
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
|
||||
#ifdef FIX_BUGS
|
||||
|
@ -359,7 +359,7 @@ void CWeather::AddRain()
|
||||
RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
|
||||
splash_points[3] = 4.0f * CVector(RwCameraGetViewWindow(TheCamera.m_pRwCamera)->x, RwCameraGetViewWindow(TheCamera.m_pRwCamera)->y, 1.0f) *
|
||||
RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) / (RwCameraGetFarClipPlane(TheCamera.m_pRwCamera) * *(CVector2D*)RwCameraGetViewWindow(TheCamera.m_pRwCamera)).Magnitude();
|
||||
RwV3dTransformPoints((RwV3d*)splash_points, (RwV3d*)splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
|
||||
RwV3dTransformPoints(splash_points, splash_points, 4, RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera)));
|
||||
CVector fp = (splash_points[0] + splash_points[1] + splash_points[2] + splash_points[3]) / 4;
|
||||
for (int i = 0; i < num_splash_attempts; i++) {
|
||||
CColPoint point;
|
||||
|
@ -385,7 +385,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
if ( victimPed->bUsesCollision || victimPed->Dead() || victimPed->Driving() )
|
||||
{
|
||||
CVector victimPedPos = victimPed->GetPosition();
|
||||
if ( SQR(victimPedRadius) > (victimPedPos-(*fireSource)).MagnitudeSqr() )
|
||||
if ( SQR(victimPedRadius) > (victimPedPos-fireSource).MagnitudeSqr() )
|
||||
{
|
||||
CVector collisionDist;
|
||||
|
||||
@ -393,7 +393,7 @@ CWeapon::FireMelee(CEntity *shooter, CVector &fireSource)
|
||||
while ( s < victimPedCol->numSpheres )
|
||||
{
|
||||
CColSphere *sphere = &victimPedCol->spheres[s];
|
||||
collisionDist = victimPedPos+sphere->center-(*fireSource);
|
||||
collisionDist = victimPedPos+sphere->center-fireSource;
|
||||
|
||||
if ( SQR(sphere->radius + info->m_fRadius) > collisionDist.MagnitudeSqr() )
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user