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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Fixes
This commit is contained in:
parent
365f9e9caf
commit
42fbe50739
@ -143,8 +143,9 @@ enum Config {
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// Pad
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#define KANGAROO_CHEAT
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// Hud
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// Hud & radar
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#define ASPECT_RATIO_SCALE
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#define TRIANGULAR_BLIPS
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// Script
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#define USE_DEBUG_SCRIPT_LOADER
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@ -161,6 +162,3 @@ enum Config {
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#define VC_PED_PORTS
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#define NEW_WALK_AROUND_ALGORITHM
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#define CANCELLABLE_CAR_ENTER
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// Blips
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#define TRIANGULAR_BLIPS
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@ -1459,7 +1459,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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A->m_phy_flagA80 = true;
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}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
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skipCollision = true;
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if(!Aped->bKnockedUpIntoAir)
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if(!Aped->m_ped_flagH1)
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A->m_phy_flagA80 = true;
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}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
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skipCollision = true;
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139
src/peds/Ped.cpp
139
src/peds/Ped.cpp
@ -520,7 +520,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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bGonnaKillTheCarJacker = false;
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bFadeOut = false;
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bKnockedUpIntoAir = false;
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m_ped_flagH1 = false;
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bHitSteepSlope = false;
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m_ped_flagH4 = false;
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bClearObjective = false;
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@ -537,6 +537,9 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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#ifdef KANGAROO_CHEAT
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m_ped_flagI80 = false;
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#endif
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#ifdef VC_PED_PORTS
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bKnockedUpIntoAir = false;
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#endif
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if ((CGeneral::GetRandomNumber() & 3) == 0)
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bHasACamera = true;
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@ -3336,7 +3339,7 @@ CPed::ClearAll(void)
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ClearLookFlag();
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bIsPointingGunAt = false;
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bRenderPedInCar = true;
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bKnockedUpIntoAir = false;
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m_ped_flagH1 = false;
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m_pCollidingEntity = nil;
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}
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@ -4021,7 +4024,7 @@ CPed::SetGetUp(void)
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}
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bGetUpAnimStarted = true;
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m_pCollidingEntity = nil;
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bKnockedUpIntoAir = false;
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m_ped_flagH1 = false;
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CAnimBlendAssociation *animAssoc = RpAnimBlendClumpGetAssociation(GetClump(), ANIM_SPRINT);
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if (animAssoc) {
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if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_RUN)) {
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@ -7965,7 +7968,11 @@ CPed::InTheAir(void)
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if (m_vecMoveSpeed.z < 0.0f && !bIsPedDieAnimPlaying) {
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if (!DyingOrDead()) {
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if (CWorld::ProcessLineOfSight(ourPos, bitBelow, foundCol, foundEnt, true, true, false, true, false, false, false)) {
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if (GetPosition().z - foundCol.point.z < 1.3f)
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if (GetPosition().z - foundCol.point.z < 1.3f
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#ifdef VC_PED_PORTS
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|| bIsStanding
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#endif
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)
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SetLanding();
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} else {
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if (!RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)) {
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@ -8514,9 +8521,9 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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m_pCollidingEntity = car;
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}
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if (nodeToDamage == PED_MID)
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bKnockedUpIntoAir = true;
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m_ped_flagH1 = true;
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else
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bKnockedUpIntoAir = false;
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m_ped_flagH1 = false;
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distVec.Normalise();
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@ -8547,7 +8554,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
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m_pCollidingEntity = car;
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}
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bKnockedUpIntoAir = false;
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m_ped_flagH1 = false;
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if (car->m_modelIndex != MI_TRAIN && !bHasHitWall) {
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m_vecMoveSpeed = car->m_vecMoveSpeed * 0.75f;
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}
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@ -9857,29 +9864,54 @@ CPed::ProcessControl(void)
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if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING
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&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
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offsetToCheck.x = -forceDir.y;
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#ifdef VC_PED_PORTS
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offsetToCheck.z = 1.0f;
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#else
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offsetToCheck.z = 0.0f;
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#endif
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offsetToCheck.y = forceDir.x;
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offsetToCheck.Normalise();
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CVector posToCheck = GetPosition() + offsetToCheck;
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float lastCollidingColZ;
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if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) {
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lastCollidingColZ = foundCol.point.z;
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// These are either obstacle or ground to land, I don't know which one.
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float obstacleForFlyingZ, obstacleForFlyingOtherDirZ;
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CColPoint obstacleForFlying, obstacleForFlyingOtherDir;
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// Check is there any room for being knocked up in reverse direction of force
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if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlying, foundEnt, true, false, false, false, false, false, false)) {
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obstacleForFlyingZ = obstacleForFlying.point.z;
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} else {
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lastCollidingColZ = 500.0f;
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obstacleForFlyingZ = 500.0f;
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}
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posToCheck = GetPosition() - offsetToCheck;
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float lastCollidingColInOtherDirZ;
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if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, foundCol, foundEnt, true, false, false, false, false, false, false)) {
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lastCollidingColInOtherDirZ = foundCol.point.z;
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// Now check for direction of force this time
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if (CWorld::ProcessVerticalLine(posToCheck, -20.0f, obstacleForFlyingOtherDir, foundEnt, true, false, false, false, false, false, false)) {
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obstacleForFlyingOtherDirZ = obstacleForFlyingOtherDir.point.z;
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} else {
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lastCollidingColInOtherDirZ = 501.0f;
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obstacleForFlyingOtherDirZ = 501.0f;
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}
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#ifdef VC_PED_PORTS
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uint8 flyDir = 0;
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float feetZ = GetPosition().z - FEET_OFFSET;
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if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) {
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if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f)
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flyDir = 2;
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} else {
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flyDir = 1;
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}
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if (lastCollidingColZ < lastCollidingColInOtherDirZ) {
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if (flyDir != 0 && !bKnockedUpIntoAir) {
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GetPosition() = (flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point);
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GetPosition().z += FEET_OFFSET;
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GetMatrix().UpdateRW();
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SetLanding();
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bIsStanding = true;
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}
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#endif
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if (obstacleForFlyingZ < obstacleForFlyingOtherDirZ) {
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offsetToCheck *= -1.0f;
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}
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offsetToCheck.z = 1.0f;
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@ -9977,8 +10009,17 @@ CPed::ProcessControl(void)
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offsetToCheck.z += 0.5f;
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if (CWorld::ProcessVerticalLine(offsetToCheck, GetPosition().z - FEET_OFFSET, foundCol, foundEnt, true, true, false, true, false, false, false)) {
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#ifdef VC_PED_PORTS
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if (!bKnockedUpIntoAir || FEET_OFFSET + foundCol.point.z < GetPosition().z) {
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GetPosition().z = FEET_OFFSET + foundCol.point.z;
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GetMatrix().UpdateRW();
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if (bKnockedUpIntoAir)
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bKnockedUpIntoAir = false;
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}
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#else
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GetPosition().z = FEET_OFFSET + foundCol.point.z;
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GetMatrix().UpdateRW();
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#endif
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SetLanding();
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bIsStanding = true;
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}
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@ -10041,8 +10082,18 @@ CPed::ProcessControl(void)
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PlayFootSteps();
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if (IsPedInControl() && !bIsStanding && !m_pDamageEntity && CheckIfInTheAir()) {
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SetInTheAir();
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#ifdef VC_PED_PORTS
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bKnockedUpIntoAir = true;
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#endif
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}
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#ifdef VC_PED_PORTS
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if (bKnockedUpIntoAir) {
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CVector posToCheck = GetPosition();
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posToCheck.z += 0.9f;
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if (!CWorld::TestSphereAgainstWorld(posToCheck, 0.2f, this, true, true, false, true, false, false))
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bKnockedUpIntoAir = false;
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}
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#endif
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ProcessObjective();
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if (!bIsAimingGun) {
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if (bIsRestoringGun)
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@ -13531,6 +13582,19 @@ LocalPosForWalkAround(CVector2D colMin, CVector2D colMax, int walkAround, uint32
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return CVector(0.0f, 0.0f, 0.0f);
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}
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}
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bool
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CanWeSeeTheCorner(CVector2D dist, CVector2D fwdOffset)
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{
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// because if dist is more then 5 unit, fov isn't important, we want shortest way
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if (dist.Magnitude() > 5.0f)
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return true;
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if (DotProduct2D(dist, fwdOffset) < 0.0f)
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return false;
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return true;
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}
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#endif
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// This function looks completely same on VC.
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@ -13677,10 +13741,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
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#ifdef NEW_WALK_AROUND_ALGORITHM
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else {
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CVector tl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMax.y, 0.0f) - GetPosition();
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cornerToGo = tl;
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if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
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cornerToGo = tl;
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m_walkAroundType = 1;
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} else {
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} else if(CanWeSeeTheCorner(tl, GetForward())){
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cornerToGo = tl;
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dirToGo = GetLocalDirection(tl);
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if (dirToGo == 1)
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m_walkAroundType = 0; // ALL of the next turns will be right turn
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@ -13711,10 +13776,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
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else {
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CVector tr = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMax.y, 0.0f) - GetPosition();
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if (tr.Magnitude2D() < cornerToGo.Magnitude2D()) {
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cornerToGo = tr;
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if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
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cornerToGo = tr;
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m_walkAroundType = 2;
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} else {
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} else if (CanWeSeeTheCorner(tr, GetForward())) {
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cornerToGo = tr;
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dirToGo = GetLocalDirection(tr);
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if (dirToGo == 1)
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m_walkAroundType = 2; // ALL of the next turns will be right turn
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@ -13746,10 +13812,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
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else {
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CVector br = obj->GetMatrix() * CVector(adjustedColMax.x, adjustedColMin.y, 0.0f) - GetPosition();
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if (br.Magnitude2D() < cornerToGo.Magnitude2D()) {
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cornerToGo = br;
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if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_RF || m_vehEnterType == CAR_DOOR_RR)) {
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cornerToGo = br;
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m_walkAroundType = 5;
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} else {
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} else if (CanWeSeeTheCorner(br, GetForward())) {
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cornerToGo = br;
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dirToGo = GetLocalDirection(br);
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if (dirToGo == 1)
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m_walkAroundType = 4; // ALL of the next turns will be right turn
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@ -13781,10 +13848,11 @@ CPed::SetDirectionToWalkAroundObject(CEntity *obj)
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else {
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CVector bl = obj->GetMatrix() * CVector(adjustedColMin.x, adjustedColMin.y, 0.0f) - GetPosition();
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if (bl.Magnitude2D() < cornerToGo.Magnitude2D()) {
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cornerToGo = bl;
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if (goingToEnterCar && (m_vehEnterType == CAR_DOOR_LF || m_vehEnterType == CAR_DOOR_LR)) {
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cornerToGo = bl;
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m_walkAroundType = 6;
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} else {
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} else if (CanWeSeeTheCorner(bl, GetForward())) {
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cornerToGo = bl;
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dirToGo = GetLocalDirection(bl);
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if (dirToGo == 1)
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m_walkAroundType = 6; // ALL of the next turns will be right turn
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@ -14114,8 +14182,16 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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}
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if (CCollision::IsStoredPolyStillValidVerticalLine(pos, potentialGroundZ, intersectionPoint, &m_collPoly)) {
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bStillOnValidPoly = true;
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// VC conditionally sets GetPosition().z here with nonexisting flag in III
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#ifdef VC_PED_PORTS
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if(!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
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GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
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if (bKnockedUpIntoAir)
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bKnockedUpIntoAir = false;
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}
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#else
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GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
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#endif
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m_vecMoveSpeed.z = 0.0f;
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bIsStanding = true;
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} else {
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@ -14184,8 +14260,15 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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bOnBoat = false;
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}
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}
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// VC conditionally sets GetPosition().z here with nonexisting flag in III
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#ifdef VC_PED_PORTS
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if (!bKnockedUpIntoAir || FEET_OFFSET + intersectionPoint.point.z < GetPosition().z) {
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GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
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if (bKnockedUpIntoAir)
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bKnockedUpIntoAir = false;
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}
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#else
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GetPosition().z = FEET_OFFSET + intersectionPoint.point.z;
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#endif
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m_nSurfaceTouched = intersectionPoint.surfaceB;
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if (m_nSurfaceTouched == SURFACE_STONE) {
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bHitSteepSlope = true;
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@ -14290,7 +14373,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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sphereNormal.x = -m_vecMoveSpeed.x / max(0.001f, speed);
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sphereNormal.y = -m_vecMoveSpeed.y / max(0.001f, speed);
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GetPosition().z -= 0.05f;
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// VC sets bKnockedUpIntoAir here
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bKnockedUpIntoAir = true;
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}
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#endif
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sphereNormal.Normalise();
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@ -328,7 +328,7 @@ public:
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uint8 bGonnaKillTheCarJacker : 1; // only set when car is jacked from right door
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uint8 bFadeOut : 1;
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uint8 bKnockedUpIntoAir : 1; // NOT CERTAIN - has ped been knocked up into the air by a car collision
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uint8 m_ped_flagH1 : 1;
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uint8 bHitSteepSlope : 1; // has ped collided/is standing on a steep slope (surface type)
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uint8 m_ped_flagH4 : 1;
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uint8 bClearObjective : 1;
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@ -342,7 +342,11 @@ public:
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uint8 m_ped_flagI4 : 1; // seems like related with cars
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uint8 bHasAlreadyBeenRecorded : 1;
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uint8 bFallenDown : 1;
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#ifdef VC_PED_PORTS
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uint8 bKnockedUpIntoAir : 1; // has ped been knocked up into the air by a car collision
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#else
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uint8 m_ped_flagI20 : 1;
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#endif
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uint8 m_ped_flagI40 : 1;
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uint8 m_ped_flagI80 : 1;
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