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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
a bit more CBike
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parent
83e4023dc0
commit
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@ -1546,10 +1546,8 @@ CAutomobile::ProcessControl(void)
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// Blow up car after 5 seconds
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m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds();
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if(m_fFireBlowUpTimer > 5000.0f){
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CWorld::Players[CWorld::PlayerInFocus].AwardMoneyForExplosion(this);
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if(m_fFireBlowUpTimer > 5000.0f)
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BlowUpCar(m_pSetOnFireEntity);
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}
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}else
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m_fFireBlowUpTimer = 0.0f;
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@ -96,7 +96,7 @@ CBike::CBike(int32 id, uint8 CreatedBy)
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m_bike_flag08 = false;
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bIsStanding = false;
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bExtraSpeed = false;
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m_bike_flag40 = false;
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bIsOnFire = false;
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m_bike_flag80 = false;
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m_fTireTemperature = 0.0f;
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@ -209,22 +209,35 @@ CBike::ProcessControl(void)
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if(m_fLeanInput < 0.0f){
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m_vecCentreOfMass.y = pHandling->CentreOfMass.y + pBikeHandling->fLeanBakCOM*m_fLeanInput;
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CVector com = m_vecCentreOfMass;
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#ifdef FIX_BUGS
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// center of mass has to have world space orientation. unfortunately we can't do wheelies
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// at high speed then, flipping y here is like riding south without this fix where wheelies work
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com.y = -com.y;
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com = Multiply3x3(GetMatrix(), com);
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#endif
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if(m_fBrakePedal == 0.0f && !bIsHandbrakeOn || m_nWheelsOnGround == 0){
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if(GetModelIndex() == MI_SANCHEZ){
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float force = m_fLeanInput*m_fTurnMass*pBikeHandling->fLeanBackForce*Min(m_vecMoveSpeed.Magnitude(), 0.1f);
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force *= 0.7f*m_fGasPedal + 0.3f;
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ApplyTurnForce(-force*CTimer::GetTimeStep()*GetUp(), m_vecCentreOfMass+GetForward());
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ApplyTurnForce(-force*CTimer::GetTimeStep()*GetUp(), com+GetForward());
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}else{
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float force = m_fLeanInput*m_fTurnMass*pBikeHandling->fLeanBackForce*Min(m_vecMoveSpeed.Magnitude(), 0.1f);
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force *= 0.5f*m_fGasPedal + 0.5f;
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ApplyTurnForce(-force*CTimer::GetTimeStep()*GetUp(), m_vecCentreOfMass+GetForward());
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ApplyTurnForce(-force*CTimer::GetTimeStep()*GetUp(), com+GetForward());
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}
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}
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}else{
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m_vecCentreOfMass.y = pHandling->CentreOfMass.y + pBikeHandling->fLeanFwdCOM*m_fLeanInput;
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CVector com = m_vecCentreOfMass;
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#ifdef FIX_BUGS
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// see above
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com.y = -com.y;
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com = Multiply3x3(GetMatrix(), com);
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#endif
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if(m_fBrakePedal < 0.0f || m_nWheelsOnGround == 0){
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float force = m_fLeanInput*m_fTurnMass*pBikeHandling->fLeanFwdForce*Min(m_vecMoveSpeed.Magnitude(), 0.1f);
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ApplyTurnForce(-force*CTimer::GetTimeStep()*GetUp(), m_vecCentreOfMass+GetForward());
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ApplyTurnForce(-force*CTimer::GetTimeStep()*GetUp(), com+GetForward());
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}
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}
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@ -388,12 +401,10 @@ CBike::ProcessControl(void)
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float turnY = localTurnSpeed.y*(res.y - 1.0f);
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res = -GetUp() * turnY * m_fTurnMass;
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// BUG? matrix multiplication
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ApplyTurnForce(res, GetRight() + Multiply3x3(GetMatrix(),m_vecCentreOfMass));
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ApplyTurnForce(res, GetRight() + Multiply3x3(GetMatrix(), m_vecCentreOfMass));
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res = GetUp() * turnX * m_fTurnMass;
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// BUG? matrix multiplication
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ApplyTurnForce(res, GetForward() + Multiply3x3(GetMatrix(),m_vecCentreOfMass));
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ApplyTurnForce(res, GetForward() + Multiply3x3(GetMatrix(), m_vecCentreOfMass));
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if(GetStatus() != STATUS_PLAYER)
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m_vecCentreOfMass = pHandling->CentreOfMass;
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@ -1050,6 +1061,41 @@ CBike::ProcessControl(void)
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}
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}
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if(m_fHealth < 250.0f && GetStatus() != STATUS_WRECKED){
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// Car is on fire
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CVector damagePos, fireDir;
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// move fire forward if in first person
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if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson()){
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damagePos = CVector(0.0f, 1.2f, -0.4f);
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fireDir = CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(0.01125f, 0.09f));
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}else{
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damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_BACKSEAT];
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damagePos.z -= 0.3f;
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fireDir = CGeneral::GetRandomNumberInRange(0.02025f, 0.09f) * GetRight();
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fireDir -= CGeneral::GetRandomNumberInRange(0.02025f, 0.18f) * GetForward();
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fireDir.z = CGeneral::GetRandomNumberInRange(0.00225f, 0.018f);
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}
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damagePos = GetMatrix()*damagePos;
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CParticle::AddParticle(PARTICLE_CARFLAME, damagePos, fireDir,
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nil, 0.9f);
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, CVector(0.0f, 0.0f, 0.0f), nil, 0.5f);
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damagePos.x += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
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damagePos.y += CGeneral::GetRandomNumberInRange(-0.5625f, 0.5625f),
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damagePos.z += CGeneral::GetRandomNumberInRange(0.5625f, 2.25f);
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CParticle::AddParticle(PARTICLE_CARFLAME_SMOKE, damagePos, CVector(0.0f, 0.0f, 0.0f));
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// Blow up car after 5 seconds
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m_fFireBlowUpTimer += CTimer::GetTimeStepInMilliseconds();
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if(m_fFireBlowUpTimer > 5000.0f)
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BlowUpCar(m_pSetOnFireEntity);
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}else
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m_fFireBlowUpTimer = 0.0f;
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ProcessDelayedExplosion();
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// Find out how much to shake the pad depending on suspension and ground surface
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@ -1915,7 +1961,7 @@ void
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CBike::Fix(void)
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{
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bIsDamaged = false;
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m_bike_flag40 = false;
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bIsOnFire = false;
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m_wheelStatus[0] = WHEEL_STATUS_OK;
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m_wheelStatus[1] = WHEEL_STATUS_OK;
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}
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@ -72,7 +72,7 @@ public:
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uint8 m_bike_flag08 : 1;
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uint8 bIsStanding : 1;
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uint8 bExtraSpeed : 1; // leaning forward
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uint8 m_bike_flag40 : 1;
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uint8 bIsOnFire : 1;
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uint8 m_bike_flag80 : 1;
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int16 m_doingBurnout;
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float m_fTireTemperature;
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@ -5,6 +5,8 @@
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#include "Timer.h"
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#include "Pad.h"
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#include "Vehicle.h"
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#include "Bike.h"
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#include "Automobile.h"
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#include "Pools.h"
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#include "HandlingMgr.h"
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#include "CarCtrl.h"
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@ -893,7 +895,7 @@ float fTweakBikeWheelTurnForce = 2.0f;
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void
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CVehicle::ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, float unk, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus)
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int32 wheelsOnGround, float thrust, float brake, float adhesion, float destabTraction, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus)
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{
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// BUG: using statics here is probably a bad idea
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static bool bAlreadySkidding = false; // this is never reset
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@ -1010,14 +1012,14 @@ CVehicle::ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &whee
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right *= adhesion * tractionLoss / l;
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fwd *= adhesion * tractionLoss / l;
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if(unk < 1.0f)
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right *= unk;
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}else if(unk < 1.0f){
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if(destabTraction < 1.0f)
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right *= destabTraction;
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}else if(destabTraction < 1.0f){
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if(!bAlreadySkidding)
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unk *= pHandling->fTractionLoss;
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if(sq(adhesion*unk) < speedSq){
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destabTraction *= pHandling->fTractionLoss;
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if(sq(adhesion*destabTraction) < speedSq){
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float l = Sqrt(speedSq);
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right *= adhesion * unk / l;
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right *= adhesion * destabTraction / l;
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}
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}
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@ -1030,15 +1032,14 @@ CVehicle::ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &whee
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float impulse = speed*m_fMass;
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float turnImpulse = speed*GetMass(wheelContactPoint, direction);
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CVector vTurnImpulse = turnImpulse * direction;
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float turnRight = DotProduct(vTurnImpulse, GetRight());
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ApplyMoveForce(impulse * direction);
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float turnRight = DotProduct(vTurnImpulse, GetRight());
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float contactRight = DotProduct(wheelContactPoint, GetRight());
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float contactFwd = DotProduct(wheelContactPoint, GetForward());
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if(wheelId != CARWHEEL_REAR_LEFT ||
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!bBraking && !bReversing)
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if(wheelId != BIKEWHEEL_REAR || !bBraking && !bReversing)
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ApplyTurnForce((vTurnImpulse - turnRight*GetRight()) * fTweakBikeWheelTurnForce,
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wheelContactPoint - contactRight*GetRight());
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@ -306,7 +306,7 @@ public:
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void ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, uint16 wheelStatus);
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void ProcessBikeWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelContactSpeed, CVector &wheelContactPoint,
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int32 wheelsOnGround, float thrust, float brake, float adhesion, float unk, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus);
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int32 wheelsOnGround, float thrust, float brake, float adhesion, float destabTraction, int8 wheelId, float *wheelSpeed, tWheelState *wheelState, eBikeWheelSpecial special, uint16 wheelStatus);
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void ExtinguishCarFire(void);
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void ProcessDelayedExplosion(void);
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float ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVector &speed, float radius);
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