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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
small fixes
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52644192e3
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@ -33,22 +33,22 @@
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CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
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CPtrList CWorld::ms_bigBuildingsList[4];// = (CPtrList*)0x6FAB60;
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CPtrList CWorld::ms_listMovingEntityPtrs;// = *(CPtrList*)0x8F433C;
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CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];// = (CSector (*)[NUMSECTORS_Y])0x665608;
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uint16 CWorld::ms_nCurrentScanCode;// = *(uint16*)0x95CC64;
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CPtrList CWorld::ms_bigBuildingsList[4];
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CPtrList CWorld::ms_listMovingEntityPtrs;
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CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
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uint16 CWorld::ms_nCurrentScanCode;
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uint8 CWorld::PlayerInFocus;// = *(uint8 *)0x95CD61;
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uint8 CWorld::PlayerInFocus;
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CPlayerInfo CWorld::Players[NUMPLAYERS];
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bool CWorld::bNoMoreCollisionTorque;// = *(bool*)0x95CDCC;
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CEntity *CWorld::pIgnoreEntity;// = *(CEntity**)0x8F6494;
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bool CWorld::bIncludeDeadPeds;// = *(bool*)0x95CD8F;
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bool CWorld::bSecondShift;// = *(bool*)0x95CD54;
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bool CWorld::bForceProcessControl;// = *(bool*)0x95CD6C;
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bool CWorld::bProcessCutsceneOnly;// = *(bool*)0x95CD8B;
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bool CWorld::bNoMoreCollisionTorque;
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CEntity *CWorld::pIgnoreEntity;
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bool CWorld::bIncludeDeadPeds;
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bool CWorld::bSecondShift;
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bool CWorld::bForceProcessControl;
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bool CWorld::bProcessCutsceneOnly;
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bool CWorld::bDoingCarCollisions;// = *(bool*)0x95CD8C;
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bool CWorld::bIncludeCarTyres;// = *(bool*)0x95CDAA;
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bool CWorld::bDoingCarCollisions;
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bool CWorld::bIncludeCarTyres;
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void
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CWorld::Initialise()
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@ -63,7 +63,7 @@
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CPed *gapTempPedList[50];
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uint16 gnNumTempPedList;
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CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
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static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
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// Corresponds to ped sounds (from SOUND_PED_DEATH to SOUND_PED_TAXI_CALL)
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PedAudioData CommentWaitTime[39] = {
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@ -506,18 +506,18 @@ CCoronas::DoSunAndMoon(void)
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{
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// yeah, moon is done somewhere else....
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CVector sunCoors = CTimeCycle::GetSunPosition();
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CVector sunCoors = CTimeCycle::GetSunDirection();
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sunCoors *= 150.0f;
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sunCoors += TheCamera.GetPosition();
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if(CTimeCycle::GetSunPosition().z > -0.2f){
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if(CTimeCycle::GetSunDirection().z > -0.2f){
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float size = ((CGeneral::GetRandomNumber()&0xFF) * 0.005f + 10.0f) * CTimeCycle::GetSunSize();
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RegisterCorona(SUN_CORE,
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CTimeCycle::GetSunCoreRed(), CTimeCycle::GetSunCoreGreen(), CTimeCycle::GetSunCoreBlue(),
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255, sunCoors, size,
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999999.88f, TYPE_STAR, FLARE_NONE, REFLECTION_OFF, LOSCHECK_OFF, STREAK_OFF, 0.0f);
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if(CTimeCycle::GetSunPosition().z > 0.0f)
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if(CTimeCycle::GetSunDirection().z > 0.0f)
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RegisterCorona(SUN_CORONA,
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CTimeCycle::GetSunCoronaRed(), CTimeCycle::GetSunCoronaGreen(), CTimeCycle::GetSunCoronaBlue(),
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255, sunCoors, 25.0f * CTimeCycle::GetSunSize(),
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@ -642,12 +642,12 @@ CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, flo
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PolePos.y += fOffsetX * pPole->GetRight().y + fOffsetY * pPole->GetForward().y;
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PolePos.z += fOffsetZ;
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PolePos.x += -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2);
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PolePos.y += -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2);
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PolePos.x += -CTimeCycle::GetSunDirection().x * (fPoleHeight / 2);
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PolePos.y += -CTimeCycle::GetSunDirection().y * (fPoleHeight / 2);
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StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
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-CTimeCycle::GetSunPosition().x * (fPoleHeight / 2),
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-CTimeCycle::GetSunPosition().y * (fPoleHeight / 2),
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-CTimeCycle::GetSunDirection().x * (fPoleHeight / 2),
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-CTimeCycle::GetSunDirection().y * (fPoleHeight / 2),
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CTimeCycle::GetShadowSideX() * fPoleWidth,
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CTimeCycle::GetShadowSideY() * fPoleWidth,
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2 * (int32)((pPole->GetUp().z - 0.5f) * CTimeCycle::GetShadowStrength() * 2.0f) / 3,
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@ -298,7 +298,7 @@ CTimeCycle::Update(void)
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m_CurrentStoredValue = (m_CurrentStoredValue+1)&0xF;
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float sunAngle = 2*PI*(CClock::GetMinutes() + CClock::GetHours()*60)/(24*60);
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CVector &sunPos = GetSunPosition();
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CVector &sunPos = GetSunDirection();
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sunPos.x = Sin(sunAngle);
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sunPos.y = 1.0f;
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sunPos.z = 0.2f - Cos(sunAngle);
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@ -142,7 +142,7 @@ public:
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static void Initialise(void);
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static void Update(void);
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static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
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static CVector &GetSunDirection(void) { return m_VectorToSun[m_CurrentStoredValue]; }
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static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; }
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static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; }
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static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; }
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@ -4314,7 +4314,7 @@ GetCurrentAtomicObjectCB(RwObject *object, void *data)
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return object;
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}
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CColPoint spherepoints[MAX_COLLISION_POINTS];
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static CColPoint aTempPedColPts[MAX_COLLISION_POINTS];
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CObject*
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CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
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@ -4434,7 +4434,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
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if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(),
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this->GetMatrix(), *this->GetColModel(),
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spherepoints, nil, nil) > 0)
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aTempPedColPts, nil, nil) > 0)
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obj->m_pCollidingEntity = this;
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if(bRenderScorched)
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@ -570,7 +570,7 @@ CHeli::PreRender(void)
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i = 0;
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for(angle = 0.0f; angle < TWOPI; angle += TWOPI/32){
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CVector pos(radius*Cos(angle), radius*Sin(angle), 0.0f);
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CVector dir = pos*0.01f;
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CVector dir = CVector(pos.x, pos.y, 1.0f)*0.01f;
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pos += GetPosition();
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if(CWorld::ProcessVerticalLine(pos, testLowZ, point, entity, true, false, false, false, true, false, nil))
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@ -466,6 +466,10 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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static bool bBraking;
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static bool bDriving;
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#ifdef FIX_BUGS
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bAlreadySkidding = false;
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#endif
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// how much force we want to apply in these axes
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float fwd = 0.0f;
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float right = 0.0f;
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@ -547,7 +551,8 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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}
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}
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if(sq(adhesion) < sq(right) + sq(fwd)){
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float speedSq = sq(right) + sq(fwd);
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if(sq(adhesion) < speedSq){
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if(*wheelState != WHEEL_STATE_FIXED){
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if(bDriving && contactSpeedFwd < 0.2f)
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*wheelState = WHEEL_STATE_SPINNING;
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@ -555,7 +560,7 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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*wheelState = WHEEL_STATE_SKIDDING;
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}
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float l = Sqrt(sq(right) + sq(fwd));
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float l = Sqrt(speedSq);
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float tractionLoss = bAlreadySkidding ? 1.0f : pHandling->fTractionLoss;
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right *= adhesion * tractionLoss / l;
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fwd *= adhesion * tractionLoss / l;
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