mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
7d067684ff
@ -267,11 +267,11 @@ CCutsceneMgr::SetupCutsceneToStart(void)
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assert(RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP);
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if (CAnimBlendAssociation *pAnimBlendAssoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)ms_pCutsceneObjects[i]->m_rwObject)) {
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assert(pAnimBlendAssoc->hierarchy->sequences[0].HasTranslation());
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ms_pCutsceneObjects[i]->GetPosition() = ms_cutsceneOffset + ((KeyFrameTrans*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrame(0))->translation;
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ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + ((KeyFrameTrans*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrame(0))->translation);
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CWorld::Add(ms_pCutsceneObjects[i]);
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pAnimBlendAssoc->SetRun();
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} else {
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ms_pCutsceneObjects[i]->GetPosition() = ms_cutsceneOffset;
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ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset);
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}
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}
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|
File diff suppressed because it is too large
Load Diff
@ -167,7 +167,7 @@ public:
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bool m_bTimerJustReset;
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int32 m_nTimer;
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tSound m_sQueueSample;
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bool m_bActiveSampleQueue;
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uint8 m_nActiveSampleQueue;
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tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
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uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
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@ -202,6 +202,7 @@ public:
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uint32 GetFrameCounter() const { return m_FrameCounter; }
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float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; }
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int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
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int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
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bool IsMissionAudioPlaying() const { return m_sMissionAudio.m_nPlayStatus == 1; }
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// "Should" be in alphabetic order, except "getXTalkSfx"
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@ -456,7 +457,7 @@ public:
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void SetupSuspectLastSeenReport();
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void Terminate();
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void TranslateEntity(CVector *v1, CVector *v2) const;
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void TranslateEntity(Const CVector *v1, CVector *v2) const;
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void UpdateGasPedalAudio(CAutomobile *automobile);
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void UpdateReflections();
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@ -140,7 +140,7 @@ enum eSound : int16
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SOUND_PED_TAXI_CALL = 135,
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SOUND_INJURED_PED_MALE_OUCH = 136,
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SOUND_INJURED_PED_FEMALE = 137,
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SOUND_8A = 138,
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SOUND_INJURED_PED_MALE_PRISON = 138,
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SOUND_RACE_START_3 = 139,
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SOUND_RACE_START_2 = 140,
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SOUND_RACE_START_1 = 141,
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@ -93,16 +93,16 @@ void CBridge::Update()
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// Move bridge part
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if (liftHeight != OldLift)
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{
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pLiftPart->GetPosition().z = DefaultZLiftPart + liftHeight;
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pLiftPart->GetMatrix().GetPosition().z = DefaultZLiftPart + liftHeight;
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pLiftPart->GetMatrix().UpdateRW();
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pLiftPart->UpdateRwFrame();
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if (pLiftRoad)
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{
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pLiftRoad->GetPosition().z = DefaultZLiftRoad + liftHeight;
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pLiftRoad->GetMatrix().GetPosition().z = DefaultZLiftRoad + liftHeight;
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pLiftRoad->GetMatrix().UpdateRW();
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pLiftRoad->UpdateRwFrame();
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}
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pWeight->GetPosition().z = DefaultZLiftWeight - liftHeight;
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pWeight->GetMatrix().GetPosition().z = DefaultZLiftWeight - liftHeight;
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pWeight->GetMatrix().UpdateRW();
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pWeight->UpdateRwFrame();
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@ -461,7 +461,7 @@ CCarCtrl::GenerateOneRandomCar()
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return;
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}
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finalPosition.z = groundZ + pCar->GetHeightAboveRoad();
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pCar->GetPosition() = finalPosition;
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pCar->SetPosition(finalPosition);
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pCar->SetMoveSpeed(directionIncludingCurve / GAME_SPEED_TO_CARAI_SPEED);
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CVector2D speedDifferenceWithTarget = (CVector2D)pCar->GetMoveSpeed() - vecPlayerSpeed;
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CVector2D distanceToTarget = positionIncludingCurve - vecTargetPos;
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@ -1964,9 +1964,8 @@ void CCarCtrl::DragCarToPoint(CVehicle* pVehicle, CVector* pPoint)
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pVehicle->GetRight() = CVector(posTarget.y - midPos.y, -(posTarget.x - midPos.x), 0.0f) / 3;
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pVehicle->GetForward() = CVector(-cosZ * pVehicle->GetRight().y, cosZ * pVehicle->GetRight().x, sinZ);
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pVehicle->GetUp() = CrossProduct(pVehicle->GetRight(), pVehicle->GetForward());
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pVehicle->GetPosition() = (CVector(midPos.x, midPos.y, actualBehindZ)
|
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+ CVector(posTarget.x, posTarget.y, actualAheadZ)) / 2;
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pVehicle->GetPosition().z += pVehicle->GetHeightAboveRoad();
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||||
pVehicle->SetPosition((CVector(midPos.x, midPos.y, actualBehindZ) + CVector(posTarget.x, posTarget.y, actualAheadZ)) / 2);
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pVehicle->GetMatrix().GetPosition().z += pVehicle->GetHeightAboveRoad();
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||||
}
|
||||
|
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float CCarCtrl::FindSpeedMultiplier(float angleChange, float minAngle, float maxAngle, float coef)
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@ -2647,7 +2646,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
|
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return nil;
|
||||
CAutomobile* pVehicle = new CAutomobile(mi, RANDOM_VEHICLE);
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pVehicle->AutoPilot.m_vecDestinationCoors = vecPos;
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pVehicle->GetPosition() = spawnPos;
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pVehicle->SetPosition(spawnPos);
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pVehicle->AutoPilot.m_nCarMission = (JoinCarWithRoadSystemGotoCoors(pVehicle, vecPos, false)) ? MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed = 25;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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@ -2672,7 +2671,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
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return false;
|
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}
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spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
|
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pVehicle->GetPosition() = spawnPos;
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pVehicle->SetPosition(spawnPos);
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pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
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pVehicle->SetStatus(STATUS_PHYSICS);
|
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switch (mi){
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@ -1448,14 +1448,14 @@ void CGarage::UpdateDoorsHeight()
|
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{
|
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RefreshDoorPointers(false);
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if (m_pDoor1) {
|
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m_pDoor1->GetPosition().z = m_fDoorPos + m_fDoor1Z;
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m_pDoor1->GetMatrix().GetPosition().z = m_fDoorPos + m_fDoor1Z;
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if (m_bRotatedDoor)
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BuildRotatedDoorMatrix(m_pDoor1, m_fDoorPos / m_fDoorHeight);
|
||||
m_pDoor1->GetMatrix().UpdateRW();
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m_pDoor1->UpdateRwFrame();
|
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}
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if (m_pDoor2) {
|
||||
m_pDoor2->GetPosition().z = m_fDoorPos + m_fDoor2Z;
|
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m_pDoor2->GetMatrix().GetPosition().z = m_fDoorPos + m_fDoor2Z;
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if (m_bRotatedDoor)
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BuildRotatedDoorMatrix(m_pDoor2, m_fDoorPos / m_fDoorHeight);
|
||||
m_pDoor2->GetMatrix().UpdateRW();
|
||||
@ -1482,18 +1482,18 @@ void CGarage::UpdateCrusherAngle()
|
||||
void CGarage::UpdateCrusherShake(float X, float Y)
|
||||
{
|
||||
RefreshDoorPointers(false);
|
||||
m_pDoor1->GetPosition().x += X;
|
||||
m_pDoor1->GetPosition().y += Y;
|
||||
m_pDoor1->GetMatrix().GetPosition().x += X;
|
||||
m_pDoor1->GetMatrix().GetPosition().y += Y;
|
||||
m_pDoor1->GetMatrix().UpdateRW();
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||||
m_pDoor1->UpdateRwFrame();
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||||
m_pDoor1->GetPosition().x -= X;
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||||
m_pDoor1->GetPosition().y -= Y;
|
||||
m_pDoor2->GetPosition().x += X;
|
||||
m_pDoor2->GetPosition().y += Y;
|
||||
m_pDoor1->GetMatrix().GetPosition().x -= X;
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||||
m_pDoor1->GetMatrix().GetPosition().y -= Y;
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||||
m_pDoor2->GetMatrix().GetPosition().x += X;
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||||
m_pDoor2->GetMatrix().GetPosition().y += Y;
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||||
m_pDoor2->GetMatrix().UpdateRW();
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m_pDoor2->UpdateRwFrame();
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||||
m_pDoor2->GetPosition().x -= X;
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m_pDoor2->GetPosition().y -= Y;
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m_pDoor2->GetMatrix().GetPosition().x -= X;
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m_pDoor2->GetMatrix().GetPosition().y -= Y;
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||||
}
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||||
|
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// This is dumb but there is no way to avoid goto. What was there originally even?
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||||
@ -1854,7 +1854,7 @@ CVehicle* CStoredCar::RestoreCar()
|
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#else
|
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CVehicle* pVehicle = new CAutomobile(m_nModelIndex, RANDOM_VEHICLE);
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#endif
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pVehicle->GetPosition() = m_vecPos;
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pVehicle->SetPosition(m_vecPos);
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pVehicle->SetStatus(STATUS_ABANDONED);
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pVehicle->GetForward() = m_vecAngle;
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pVehicle->GetRight() = CVector(m_vecAngle.y, -m_vecAngle.x, 0.0f);
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@ -2089,15 +2089,15 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
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float offsetZ = pos.z - pos.z;
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float distance = CVector(offsetX, offsetY, offsetZ).Magnitude();
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if (distance < RESPRAY_CENTERING_COEFFICIENT) {
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pVehicle->GetPosition().x = GetGarageCenterX();
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pVehicle->GetPosition().y = GetGarageCenterY();
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pVehicle->GetMatrix().GetPosition().x = GetGarageCenterX();
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pVehicle->GetMatrix().GetPosition().y = GetGarageCenterY();
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}
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else {
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pVehicle->GetPosition().x += offsetX * RESPRAY_CENTERING_COEFFICIENT / distance;
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pVehicle->GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
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||||
pVehicle->GetMatrix().GetPosition().x += offsetX * RESPRAY_CENTERING_COEFFICIENT / distance;
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pVehicle->GetMatrix().GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
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||||
}
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||||
if (!IsEntityEntirelyInside3D(pVehicle, 0.1f))
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pVehicle->GetPosition() = pos;
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pVehicle->SetPosition(pos);
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||||
}
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||||
|
||||
void CGarages::CloseHideOutGaragesBeforeSave()
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@ -2164,7 +2164,7 @@ int32 CGarages::FindMaxNumStoredCarsForGarage(eGarageType type)
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return 0;
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||||
}
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||||
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bool CGarages::IsPointWithinHideOutGarage(CVector& point)
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||||
bool CGarages::IsPointWithinHideOutGarage(Const CVector& point)
|
||||
{
|
||||
for (int i = 0; i < NUM_GARAGES; i++) {
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||||
switch (aGarages[i].m_eGarageType) {
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@ -2180,7 +2180,7 @@ bool CGarages::IsPointWithinHideOutGarage(CVector& point)
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CGarages::IsPointWithinAnyGarage(CVector& point)
|
||||
bool CGarages::IsPointWithinAnyGarage(Const CVector& point)
|
||||
{
|
||||
for (int i = 0; i < NUM_GARAGES; i++) {
|
||||
switch (aGarages[i].m_eGarageType) {
|
||||
@ -2205,7 +2205,7 @@ void CGarages::SetAllDoorsBackToOriginalHeight()
|
||||
default:
|
||||
aGarages[i].RefreshDoorPointers(true);
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if (aGarages[i].m_pDoor1) {
|
||||
aGarages[i].m_pDoor1->GetPosition().z = aGarages[i].m_fDoor1Z;
|
||||
aGarages[i].m_pDoor1->GetMatrix().GetPosition().z = aGarages[i].m_fDoor1Z;
|
||||
if (aGarages[i].m_pDoor1->IsObject())
|
||||
((CObject*)aGarages[i].m_pDoor1)->m_objectMatrix.GetPosition().z = aGarages[i].m_fDoor1Z;
|
||||
if (aGarages[i].m_bRotatedDoor)
|
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@ -2214,7 +2214,7 @@ void CGarages::SetAllDoorsBackToOriginalHeight()
|
||||
aGarages[i].m_pDoor1->UpdateRwFrame();
|
||||
}
|
||||
if (aGarages[i].m_pDoor2) {
|
||||
aGarages[i].m_pDoor2->GetPosition().z = aGarages[i].m_fDoor2Z;
|
||||
aGarages[i].m_pDoor2->GetMatrix().GetPosition().z = aGarages[i].m_fDoor2Z;
|
||||
if (aGarages[i].m_pDoor2->IsObject())
|
||||
((CObject*)aGarages[i].m_pDoor2)->m_objectMatrix.GetPosition().z = aGarages[i].m_fDoor2Z;
|
||||
if (aGarages[i].m_bRotatedDoor)
|
||||
|
@ -232,8 +232,8 @@ public:
|
||||
static bool CameraShouldBeOutside(void);
|
||||
static void GivePlayerDetonator(void);
|
||||
static void PlayerArrestedOrDied(void);
|
||||
static bool IsPointWithinHideOutGarage(CVector&);
|
||||
static bool IsPointWithinAnyGarage(CVector&);
|
||||
static bool IsPointWithinHideOutGarage(Const CVector&);
|
||||
static bool IsPointWithinAnyGarage(Const CVector&);
|
||||
static void SetAllDoorsBackToOriginalHeight(void);
|
||||
static void Save(uint8* buf, uint32* size);
|
||||
static void Load(uint8* buf, uint32 size);
|
||||
|
@ -301,7 +301,7 @@ CPhoneInfo::Initialise(void)
|
||||
if (building->m_modelIndex == MI_PHONEBOOTH1) {
|
||||
CPhone *maxPhone = &m_aPhones[m_nMax];
|
||||
maxPhone->m_nState = PHONE_STATE_FREE;
|
||||
maxPhone->m_vecPos = *(building->GetPosition());
|
||||
maxPhone->m_vecPos = building->GetPosition();
|
||||
maxPhone->m_pEntity = building;
|
||||
m_nMax++;
|
||||
}
|
||||
|
@ -84,7 +84,7 @@ CPickup::GiveUsAPickUpObject(int32 handle)
|
||||
|
||||
if (object == nil) return nil;
|
||||
object->ObjectCreatedBy = MISSION_OBJECT;
|
||||
object->GetPosition() = m_vecPos;
|
||||
object->SetPosition(m_vecPos);
|
||||
object->SetOrientation(0.0f, 0.0f, -HALFPI);
|
||||
object->GetMatrix().UpdateRW();
|
||||
object->UpdateRwFrame();
|
||||
@ -288,7 +288,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
|
||||
case PICKUP_NAUTICAL_MINE_INACTIVE:
|
||||
{
|
||||
if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, false))
|
||||
m_pObject->GetPosition().z = waterLevel + 0.6f;
|
||||
m_pObject->GetMatrix().GetPosition().z = waterLevel + 0.6f;
|
||||
|
||||
m_pObject->GetMatrix().UpdateRW();
|
||||
m_pObject->UpdateRwFrame();
|
||||
@ -310,7 +310,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
|
||||
}
|
||||
case PICKUP_NAUTICAL_MINE_ARMED:
|
||||
if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, false))
|
||||
m_pObject->GetPosition().z = waterLevel + 0.6f;
|
||||
m_pObject->GetMatrix().GetPosition().z = waterLevel + 0.6f;
|
||||
|
||||
m_pObject->GetMatrix().UpdateRW();
|
||||
m_pObject->UpdateRwFrame();
|
||||
@ -337,7 +337,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
|
||||
}
|
||||
case PICKUP_FLOATINGPACKAGE:
|
||||
m_pObject->m_vecMoveSpeed.z -= 0.01f * CTimer::GetTimeStep();
|
||||
m_pObject->GetPosition() += m_pObject->GetMoveSpeed() * CTimer::GetTimeStep();
|
||||
m_pObject->GetMatrix().GetPosition() += m_pObject->GetMoveSpeed() * CTimer::GetTimeStep();
|
||||
|
||||
m_pObject->GetMatrix().UpdateRW();
|
||||
m_pObject->UpdateRwFrame();
|
||||
@ -346,7 +346,7 @@ CPickup::Update(CPlayerPed *player, CVehicle *vehicle, int playerId)
|
||||
break;
|
||||
case PICKUP_FLOATINGPACKAGE_FLOATING:
|
||||
if (CWaterLevel::GetWaterLevel(m_pObject->GetPosition().x, m_pObject->GetPosition().y, m_pObject->GetPosition().z + 5.0f, &waterLevel, 0))
|
||||
m_pObject->GetPosition().z = waterLevel;
|
||||
m_pObject->GetMatrix().GetPosition().z = waterLevel;
|
||||
|
||||
m_pObject->GetMatrix().UpdateRW();
|
||||
m_pObject->UpdateRwFrame();
|
||||
@ -695,7 +695,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
|
||||
|
||||
assert(colorId >= 0);
|
||||
|
||||
CVector &pos = entity->GetPosition();
|
||||
const CVector &pos = entity->GetPosition();
|
||||
|
||||
float colorModifier = ((CGeneral::GetRandomNumber() & 0x1F) * 0.015f + 1.0f) * modifiedSin * 0.15f;
|
||||
CShadows::StoreStaticShadow(
|
||||
@ -749,7 +749,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
|
||||
void
|
||||
CPickups::DoMineEffects(CEntity *entity)
|
||||
{
|
||||
CVector &pos = entity->GetPosition();
|
||||
const CVector &pos = entity->GetPosition();
|
||||
float dist = (TheCamera.GetPosition() - pos).Magnitude();
|
||||
const float MAXDIST = 20.0f;
|
||||
|
||||
@ -771,7 +771,7 @@ CPickups::DoMineEffects(CEntity *entity)
|
||||
void
|
||||
CPickups::DoMoneyEffects(CEntity *entity)
|
||||
{
|
||||
CVector &pos = entity->GetPosition();
|
||||
const CVector &pos = entity->GetPosition();
|
||||
float dist = (TheCamera.GetPosition() - pos).Magnitude();
|
||||
const float MAXDIST = 20.0f;
|
||||
|
||||
@ -793,7 +793,7 @@ CPickups::DoMoneyEffects(CEntity *entity)
|
||||
void
|
||||
CPickups::DoCollectableEffects(CEntity *entity)
|
||||
{
|
||||
CVector &pos = entity->GetPosition();
|
||||
const CVector &pos = entity->GetPosition();
|
||||
float dist = (TheCamera.GetPosition() - pos).Magnitude();
|
||||
const float MAXDIST = 14.0f;
|
||||
|
||||
@ -1145,7 +1145,7 @@ CPacManPickups::GeneratePMPickUps(CVector pos, float scrambleMult, int16 count,
|
||||
CObject *obj = new CObject(MI_BULLION, true);
|
||||
if (obj != nil) {
|
||||
obj->ObjectCreatedBy = MISSION_OBJECT;
|
||||
obj->GetPosition() = aPMPickUps[i].m_vecPosn;
|
||||
obj->SetPosition(aPMPickUps[i].m_vecPosn);
|
||||
obj->SetOrientation(0.0f, 0.0f, -HALFPI);
|
||||
obj->GetMatrix().UpdateRW();
|
||||
obj->UpdateRwFrame();
|
||||
@ -1296,7 +1296,7 @@ CPacManPickups::GeneratePMPickUpsForRace(int32 race)
|
||||
if (obj != nil) {
|
||||
obj->ObjectCreatedBy = MISSION_OBJECT;
|
||||
|
||||
obj->GetPosition() = aPMPickUps[i].m_vecPosn;
|
||||
obj->SetPosition(aPMPickUps[i].m_vecPosn);
|
||||
obj->SetOrientation(0.0f, 0.0f, -HALFPI);
|
||||
obj->GetMatrix().UpdateRW();
|
||||
obj->UpdateRwFrame();
|
||||
|
@ -279,7 +279,7 @@ void CRecordDataForChase::SaveOrRetrieveCarPositions(void)
|
||||
}
|
||||
if (CPad::GetPad(0)->GetLeftShockJustDown() && CPad::GetPad(0)->GetRightShockJustDown()) {
|
||||
if (!CPad::GetPad(0)->GetRightShockJustDown()) {
|
||||
pChaseCars[CurrentCar]->GetPosition() = NewCoorsForRecordedCars[PositionChanges].pos;
|
||||
pChaseCars[CurrentCar]->SetPosition(NewCoorsForRecordedCars[PositionChanges].pos);
|
||||
pChaseCars[CurrentCar]->SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
||||
pChaseCars[CurrentCar]->GetMatrix().SetRotateZOnly(DEGTORAD(NewCoorsForRecordedCars[PositionChanges].angle));
|
||||
++PositionChanges;
|
||||
@ -311,12 +311,12 @@ void CRecordDataForChase::SaveOrRetrieveCarPositions(void)
|
||||
pChaseCars[i]->GetRight() += (tmp.GetRight() - pChaseCars[i]->GetRight()) * dp;
|
||||
pChaseCars[i]->GetForward() += (tmp.GetForward() - pChaseCars[i]->GetForward()) * dp;
|
||||
pChaseCars[i]->GetUp() += (tmp.GetUp() - pChaseCars[i]->GetUp()) * dp;
|
||||
pChaseCars[i]->GetPosition() += (tmp.GetPosition() - pChaseCars[i]->GetPosition()) * dp;
|
||||
pChaseCars[i]->GetMatrix().GetPosition() += (tmp.GetPosition() - pChaseCars[i]->GetPosition()) * dp;
|
||||
}
|
||||
else{
|
||||
RestoreInfoForCar(pChaseCars[i], &pBaseMemForCar[i][CHASE_SCENE_FRAMES_IN_RECORDING - 1], true);
|
||||
if (i == 0)
|
||||
pChaseCars[i]->GetPosition().z += 0.2f;
|
||||
pChaseCars[i]->GetMatrix().GetPosition().z += 0.2f;
|
||||
}
|
||||
pChaseCars[i]->GetMatrix().UpdateRW();
|
||||
pChaseCars[i]->UpdateRwFrame();
|
||||
@ -407,7 +407,7 @@ void CRecordDataForChase::GiveUsACar(int32 mi, CVector pos, float angle, CAutomo
|
||||
if (!CStreaming::HasModelLoaded(mi))
|
||||
return;
|
||||
CAutomobile* pCar = new CAutomobile(mi, MISSION_VEHICLE);
|
||||
pCar->GetPosition() = pos;
|
||||
pCar->SetPosition(pos);
|
||||
pCar->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER);
|
||||
pCar->GetMatrix().SetRotateZOnly(DEGTORAD(angle));
|
||||
pCar->pDriver = nil;
|
||||
|
@ -18,7 +18,7 @@ CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uin
|
||||
z = car->GetDistanceFromCentreOfMassToBaseOfModel() + CWorld::FindGroundZFor3DCoord(x, y, z + 2.0f, &found);
|
||||
|
||||
car->GetMatrix().SetRotateZOnly(rot);
|
||||
car->GetPosition() = CVector(x, y, z);
|
||||
car->SetPosition(x, y, z);
|
||||
car->SetStatus(STATUS_PLAYER_REMOTE);
|
||||
car->bIsLocked = true;
|
||||
|
||||
|
@ -1020,7 +1020,7 @@ void CReplay::ProcessReplayCamera(void)
|
||||
switch (CameraMode) {
|
||||
case REPLAYCAMMODE_TOPDOWN:
|
||||
{
|
||||
TheCamera.GetPosition() = CVector(CameraFocusX, CameraFocusY, CameraFocusZ + 15.0f);
|
||||
TheCamera.SetPosition(CameraFocusX, CameraFocusY, CameraFocusZ + 15.0f);
|
||||
TheCamera.GetForward() = CVector(0.0f, 0.0f, -1.0f);
|
||||
TheCamera.GetUp() = CVector(0.0f, 1.0f, 0.0f);
|
||||
TheCamera.GetRight() = CVector(1.0f, 0.0f, 0.0f);
|
||||
@ -1539,7 +1539,7 @@ void CReplay::ProcessLookAroundCam(void)
|
||||
TheCamera.GetForward() = forward;
|
||||
TheCamera.GetUp() = up;
|
||||
TheCamera.GetRight() = right;
|
||||
TheCamera.GetPosition() = camera_pt;
|
||||
TheCamera.SetPosition(camera_pt);
|
||||
RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
|
||||
pm->pos = *(RwV3d*)&TheCamera.GetPosition();
|
||||
pm->at = *(RwV3d*)&TheCamera.GetForward();
|
||||
|
@ -349,7 +349,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
}
|
||||
CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId);
|
||||
pPed->CharCreatedBy = MISSION_CHAR;
|
||||
pPed->GetPosition() = m_vecCurrentPosition;
|
||||
pPed->SetPosition(m_vecCurrentPosition);
|
||||
pPed->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(pPed);
|
||||
pPed->bUsesCollision = false;
|
||||
@ -363,7 +363,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
}
|
||||
}
|
||||
else {
|
||||
pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
|
||||
pActors[m_nActor]->SetPosition(m_vecCurrentPosition);
|
||||
pActors[m_nActor]->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
int32 mi = m_nPedmodelId;
|
||||
if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
|
||||
@ -405,7 +405,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
SelectActor();
|
||||
if (m_bCommandActive)
|
||||
break;
|
||||
pActors[m_nActor]->GetPosition() = m_vecCurrentPosition;
|
||||
pActors[m_nActor]->SetPosition(m_vecCurrentPosition);
|
||||
if (CPad::GetPad(1)->GetTriangleJustDown()) {
|
||||
m_bCommandActive = false;
|
||||
#ifndef FIX_BUGS // why? it crashes, also makes no sense
|
||||
@ -451,7 +451,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
}
|
||||
CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicle->SetPosition(m_vecCurrentPosition);
|
||||
pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(pVehicle);
|
||||
pVehicle->bUsesCollision = false;
|
||||
@ -465,7 +465,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
}
|
||||
}
|
||||
else {
|
||||
pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicles[m_nVehicle]->SetPosition(m_vecCurrentPosition);
|
||||
pVehicles[m_nVehicle]->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
int32 mi = m_nVehiclemodelId;
|
||||
if (CPad::GetPad(1)->GetLeftShoulder1JustDown())
|
||||
@ -507,7 +507,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
SelectVehicle();
|
||||
if (m_bCommandActive)
|
||||
break;
|
||||
pVehicles[m_nVehicle]->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicles[m_nVehicle]->SetPosition(m_vecCurrentPosition);
|
||||
if (CPad::GetPad(1)->GetTriangleJustDown()) {
|
||||
m_bCommandActive = false;
|
||||
#ifndef FIX_BUGS // again, why? works wrong
|
||||
@ -785,7 +785,7 @@ void CSceneEdit::PlayBack(void)
|
||||
CPed* pPed = new CCivilianPed(PEDTYPE_SPECIAL, m_nPedmodelId);
|
||||
pPed->CharCreatedBy = MISSION_CHAR;
|
||||
CWorld::Add(pPed);
|
||||
pPed->GetPosition() = m_vecCurrentPosition;
|
||||
pPed->SetPosition(m_vecCurrentPosition);
|
||||
pPed->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
for (int i = 0; i < NUM_ACTORS_IN_MOVIE; i++) {
|
||||
if (pActors[i] == nil) {
|
||||
@ -811,7 +811,7 @@ void CSceneEdit::PlayBack(void)
|
||||
}
|
||||
CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicle->SetPosition(m_vecCurrentPosition);
|
||||
pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(pVehicle);
|
||||
for (int i = 0; i < NUM_VEHICLES_IN_MOVIE; i++) {
|
||||
|
@ -1293,7 +1293,7 @@ int8 CRunningScript::ProcessCommands0To99(int32 command)
|
||||
if (pos.z <= MAP_Z_LOW_LIMIT)
|
||||
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
|
||||
pos.z += CWorld::Players[index].m_pPed->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
CWorld::Players[index].m_pPed->GetPosition() = pos;
|
||||
CWorld::Players[index].m_pPed->SetPosition(pos);
|
||||
CTheScripts::ClearSpaceForMissionEntity(pos, CWorld::Players[index].m_pPed);
|
||||
CPlayerPed::ReactivatePlayerPed(index);
|
||||
ScriptParams[0] = index;
|
||||
@ -5153,7 +5153,7 @@ int8 CRunningScript::ProcessCommands500To599(int32 command)
|
||||
if (pos.z <= MAP_Z_LOW_LIMIT)
|
||||
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
|
||||
CRestart::OverrideNextRestart(pos, *(float*)&ScriptParams[3]);
|
||||
if (CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING) //TODO: enum
|
||||
if (CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING)
|
||||
printf("RESTART_CRITICAL_MISSION - Player state is not PLAYING\n");
|
||||
CWorld::Players[CWorld::PlayerInFocus].PlayerFailedCriticalMission();
|
||||
return 0;
|
||||
|
@ -3794,7 +3794,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
|
||||
if(FindPlayerVehicle())
|
||||
FindPlayerVehicle()->Teleport(Source);
|
||||
else
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
|
||||
}
|
||||
|
||||
// stay inside sectors
|
||||
@ -3941,7 +3941,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
|
||||
if(FindPlayerVehicle())
|
||||
FindPlayerVehicle()->Teleport(Source);
|
||||
else
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
|
||||
|
||||
}
|
||||
|
||||
|
@ -104,7 +104,7 @@ void TankCheat()
|
||||
if (tank != nil) {
|
||||
CVector pos = ThePaths.m_pathNodes[node].pos;
|
||||
pos.z += 4.0f;
|
||||
tank->GetPosition() = pos;
|
||||
tank->SetPosition(pos);
|
||||
tank->SetOrientation(0.0f, 0.0f, DEGTORAD(200.0f));
|
||||
|
||||
tank->SetStatus(STATUS_ABANDONED);
|
||||
|
@ -418,6 +418,7 @@ public:
|
||||
bool GetLeftStickYJustDown() { return !!(NewState.LeftStickY && !OldState.LeftStickY); }
|
||||
|
||||
bool GetTriangleJustUp() { return !!(!NewState.Triangle && OldState.Triangle); }
|
||||
bool GetCircleJustUp() { return !!(!NewState.Circle && OldState.Circle); }
|
||||
bool GetCrossJustUp() { return !!(!NewState.Cross && OldState.Cross); }
|
||||
bool GetSquareJustUp() { return !!(!NewState.Square && OldState.Square); }
|
||||
bool GetDPadUpJustUp() { return !!(!NewState.DPadUp && OldState.DPadUp); }
|
||||
|
@ -11,6 +11,12 @@ public:
|
||||
CPlaceable(void);
|
||||
virtual ~CPlaceable(void);
|
||||
CVector &GetPosition(void) { return m_matrix.GetPosition(); }
|
||||
void SetPosition(float x, float y, float z) {
|
||||
m_matrix.GetPosition().x = x;
|
||||
m_matrix.GetPosition().y = y;
|
||||
m_matrix.GetPosition().z = z;
|
||||
}
|
||||
void SetPosition(const CVector &pos) { m_matrix.GetPosition() = pos; }
|
||||
CVector &GetRight(void) { return m_matrix.GetRight(); }
|
||||
CVector &GetForward(void) { return m_matrix.GetForward(); }
|
||||
CVector &GetUp(void) { return m_matrix.GetUp(); }
|
||||
|
@ -524,7 +524,7 @@ void CRadar::DrawBlips()
|
||||
} else {
|
||||
#ifdef TRIANGULAR_BLIPS
|
||||
CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
|
||||
CVector &blipPos = blipEntity->GetPosition();
|
||||
const CVector &blipPos = blipEntity->GetPosition();
|
||||
uint8 mode = BLIP_MODE_TRIANGULAR_UP;
|
||||
if (blipPos.z - pos.z <= 2.0f) {
|
||||
if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
|
||||
@ -630,7 +630,7 @@ void CRadar::DrawBlips()
|
||||
#ifdef TRIANGULAR_BLIPS
|
||||
{
|
||||
CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
|
||||
CVector &blipPos = blipEntity->GetPosition();
|
||||
const CVector &blipPos = blipEntity->GetPosition();
|
||||
uint8 mode = BLIP_MODE_TRIANGULAR_UP;
|
||||
if (blipPos.z - pos.z <= 2.0f) {
|
||||
if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
|
||||
|
@ -659,7 +659,7 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, float radius, bool ignoreZ, short *nextObject,
|
||||
CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, short *nextObject,
|
||||
short lastObject, CEntity **objects)
|
||||
{
|
||||
float radiusSqr = radius * radius;
|
||||
@ -685,7 +685,7 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, float radi
|
||||
}
|
||||
|
||||
void
|
||||
CWorld::FindObjectsInRange(CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
|
||||
CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
|
||||
CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
|
||||
bool checkObjects, bool checkDummies)
|
||||
{
|
||||
|
@ -101,8 +101,8 @@ public:
|
||||
|
||||
static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
|
||||
static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
|
||||
static void FindObjectsInRangeSectorList(CPtrList&, CVector&, float, bool, short*, short, CEntity**);
|
||||
static void FindObjectsInRange(CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
|
||||
static void FindObjectsInRangeSectorList(CPtrList&, Const CVector&, float, bool, short*, short, CEntity**);
|
||||
static void FindObjectsInRange(Const CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
|
||||
static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
|
||||
static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
|
||||
static float FindGroundZForCoord(float x, float y);
|
||||
|
@ -522,7 +522,7 @@ CCullZone::CalcDistToCullZoneSquared(float x, float y)
|
||||
bool
|
||||
CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel)
|
||||
{
|
||||
CVector &pos = entity->GetPosition();
|
||||
const CVector &pos = entity->GetPosition();
|
||||
|
||||
CSimpleModelInfo *minfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(entity->GetModelIndex());
|
||||
float distToZone = CalcDistToCullZone(pos.x, pos.y);
|
||||
|
@ -58,6 +58,9 @@
|
||||
#define Max(a,b) ((a) > (b) ? (a) : (b))
|
||||
#define Min(a,b) ((a) < (b) ? (a) : (b))
|
||||
|
||||
// Use this to add const that wasn't there in the original code
|
||||
#define Const const
|
||||
|
||||
typedef uint8_t uint8;
|
||||
typedef int8_t int8;
|
||||
typedef uint16_t uint16;
|
||||
|
@ -116,11 +116,11 @@ SpawnCar(int id)
|
||||
DebugMenuEntrySetAddress(carCol2, &v->m_currentColour2);
|
||||
|
||||
if(CModelInfo::IsBoatModel(id))
|
||||
v->GetPosition() = TheCamera.GetPosition() + TheCamera.GetForward()*15.0f;
|
||||
v->SetPosition(TheCamera.GetPosition() + TheCamera.GetForward()*15.0f);
|
||||
else
|
||||
v->GetPosition() = ThePaths.m_pathNodes[node].pos;
|
||||
v->SetPosition(ThePaths.m_pathNodes[node].pos);
|
||||
|
||||
v->GetPosition().z += 4.0f;
|
||||
v->GetMatrix().GetPosition().z += 4.0f;
|
||||
v->SetOrientation(0.0f, 0.0f, 3.49f);
|
||||
v->SetStatus(STATUS_ABANDONED);
|
||||
v->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
|
@ -137,7 +137,7 @@ CParticleObject::AddObject(uint16 type, CVector const &pos, CVector const &targe
|
||||
pobj->m_nState = POBJECTSTATE_UPDATE_CLOSE;
|
||||
pobj->m_Type = (eParticleObjectType)type;
|
||||
|
||||
pobj->GetPosition() = pos;
|
||||
pobj->SetPosition(pos);
|
||||
pobj->m_vecTarget = target;
|
||||
|
||||
pobj->m_nNumEffectCycles = 1;
|
||||
@ -1174,7 +1174,7 @@ CParticleObject::LoadParticle(uint8 *buffer, uint32 length)
|
||||
dst->m_nState = POBJECTSTATE_UPDATE_CLOSE;
|
||||
dst->m_Type = src->m_Type;
|
||||
dst->m_ParticleType = src->m_ParticleType;
|
||||
dst->GetPosition() = src->GetPosition();
|
||||
dst->SetPosition(src->GetPosition());
|
||||
dst->m_vecTarget = src->m_vecTarget;
|
||||
dst->m_nFrameCounter = src->m_nFrameCounter;
|
||||
dst->m_bRemove = src->m_bRemove;
|
||||
|
@ -2401,7 +2401,7 @@ void
|
||||
CPed::Teleport(CVector pos)
|
||||
{
|
||||
CWorld::Remove(this);
|
||||
GetPosition() = pos;
|
||||
SetPosition(pos);
|
||||
bIsStanding = false;
|
||||
m_nPedStateTimer = 0;
|
||||
m_actionX = 0.0f;
|
||||
@ -3222,7 +3222,7 @@ CPed::TurnBody(void)
|
||||
bool turnDone = true;
|
||||
|
||||
if (m_pLookTarget) {
|
||||
CVector &lookPos = m_pLookTarget->GetPosition();
|
||||
const CVector &lookPos = m_pLookTarget->GetPosition();
|
||||
|
||||
lookDir = CGeneral::GetRadianAngleBetweenPoints(
|
||||
lookPos.x,
|
||||
|
@ -647,7 +647,7 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
|
||||
}
|
||||
|
||||
object->bGlassBroken = true;
|
||||
object->GetPosition().z = -100.0f;
|
||||
object->GetMatrix().GetPosition().z = -100.0f;
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -58,7 +58,7 @@ CPointLights::AddLight(uint8 type, CVector coors, CVector dir, float radius, flo
|
||||
}
|
||||
|
||||
float
|
||||
CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
|
||||
CPointLights::GenerateLightsAffectingObject(Const CVector *objCoors)
|
||||
{
|
||||
int i;
|
||||
float ret;
|
||||
|
@ -39,7 +39,7 @@ public:
|
||||
|
||||
static void InitPerFrame(void);
|
||||
static void AddLight(uint8 type, CVector coors, CVector dir, float radius, float red, float green, float blue, uint8 fogType, bool castExtraShadows);
|
||||
static float GenerateLightsAffectingObject(CVector *objCoors);
|
||||
static float GenerateLightsAffectingObject(Const CVector *objCoors);
|
||||
static void RemoveLightsAffectingObject(void);
|
||||
static void RenderFogEffect(void);
|
||||
};
|
||||
|
@ -214,7 +214,7 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
|
||||
}
|
||||
|
||||
void
|
||||
CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn,
|
||||
CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn,
|
||||
float fFrontX, float fFrontY, float fSideX, float fSideY,
|
||||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
|
||||
|
@ -143,7 +143,7 @@ public:
|
||||
static void Init (void);
|
||||
static void Shutdown (void);
|
||||
static void AddPermanentShadow ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale);
|
||||
static void StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance);
|
||||
static void StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, Const CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance);
|
||||
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
|
||||
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale);
|
||||
static void StoreShadowForCar (CAutomobile *pCar);
|
||||
|
@ -1220,7 +1220,7 @@ CAutomobile::Teleport(CVector pos)
|
||||
{
|
||||
CWorld::Remove(this);
|
||||
|
||||
GetPosition() = pos;
|
||||
SetPosition(pos);
|
||||
SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
||||
SetTurnSpeed(0.0f, 0.0f, 0.0f);
|
||||
|
@ -520,7 +520,7 @@ CBoat::ProcessControl(void)
|
||||
// is this some inlined CPlaceable method?
|
||||
CVector pos = GetPosition();
|
||||
GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
|
||||
GetPosition() = pos;
|
||||
GetMatrix().GetPosition() = pos;
|
||||
}
|
||||
}
|
||||
|
||||
@ -680,7 +680,7 @@ CBoat::BlowUpCar(CEntity *culprit)
|
||||
dist.Normalise();
|
||||
if(GetUp().z > 0.0f)
|
||||
dist += GetUp();
|
||||
obj->GetPosition() += GetUp();
|
||||
obj->GetMatrix().GetPosition() += GetUp();
|
||||
|
||||
CWorld::Add(obj);
|
||||
|
||||
@ -771,7 +771,7 @@ void
|
||||
CBoat::Teleport(CVector v)
|
||||
{
|
||||
CWorld::Remove(this);
|
||||
GetPosition() = v;
|
||||
SetPosition(v);
|
||||
SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
||||
SetTurnSpeed(0.0f, 0.0f, 0.0f);
|
||||
|
@ -59,7 +59,7 @@ void CCarGenerator::DoInternalProcessing()
|
||||
if (pos.z <= -100.0f)
|
||||
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
|
||||
pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
pBoat->GetPosition() = pos;
|
||||
pBoat->SetPosition(pos);
|
||||
pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
|
||||
pBoat->SetStatus(STATUS_ABANDONED);
|
||||
pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
@ -93,7 +93,7 @@ void CCarGenerator::DoInternalProcessing()
|
||||
pCar->bIsStatic = false;
|
||||
pCar->bEngineOn = false;
|
||||
pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
pCar->GetPosition() = pos;
|
||||
pCar->SetPosition(pos);
|
||||
pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
|
||||
pCar->SetStatus(STATUS_ABANDONED);
|
||||
pCar->bLightsOn = false;
|
||||
|
@ -340,7 +340,7 @@ void CCrane::Update(void)
|
||||
case GOING_TOWARDS_TARGET_ONLY_HEIGHT:
|
||||
case ROTATING_TARGET:
|
||||
if (m_pVehiclePickedUp) {
|
||||
m_pVehiclePickedUp->GetPosition() = CVector(m_vecHookCurPos.x, m_vecHookCurPos.y, m_vecHookCurPos.z - m_pVehiclePickedUp->GetColModel()->boundingBox.max.z);
|
||||
m_pVehiclePickedUp->SetPosition(m_vecHookCurPos.x, m_vecHookCurPos.y, m_vecHookCurPos.z - m_pVehiclePickedUp->GetColModel()->boundingBox.max.z);
|
||||
m_pVehiclePickedUp->SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
||||
CVector up(vecHook.x - m_vecHookCurPos.x, vecHook.y - m_vecHookCurPos.y, 20.0f);
|
||||
up.Normalise();
|
||||
@ -585,7 +585,7 @@ void CCrane::SetHookMatrix()
|
||||
{
|
||||
if (m_pHook == nil)
|
||||
return;
|
||||
m_pHook->GetPosition() = m_vecHookCurPos;
|
||||
m_pHook->SetPosition(m_vecHookCurPos);
|
||||
CVector up(m_vecHookInitPos.x - m_vecHookCurPos.x, m_vecHookInitPos.y - m_vecHookCurPos.y, 20.0f);
|
||||
up.Normalise();
|
||||
m_pHook->GetRight() = CrossProduct(CVector(0.0f, 1.0f, 0.0f), up);
|
||||
|
@ -144,11 +144,11 @@ CHeli::ProcessControl(void)
|
||||
if(GetPosition().z > 31.55f)
|
||||
break;
|
||||
m_pathState = 7;
|
||||
GetPosition().z = 31.55f;
|
||||
GetMatrix().GetPosition().z = 31.55f;
|
||||
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
break;
|
||||
case 7:
|
||||
GetPosition().z = 31.55f;
|
||||
GetMatrix().GetPosition().z = 31.55f;
|
||||
target = GetPosition();
|
||||
break;
|
||||
|
||||
@ -214,8 +214,8 @@ CHeli::ProcessControl(void)
|
||||
vTargetDist = target - GetPosition();
|
||||
m_fTargetZ = target.z;
|
||||
if(m_pathState == 6){
|
||||
GetPosition().x = GetPosition().x*0.99f + target.x*0.01f;
|
||||
GetPosition().y = GetPosition().y*0.99f + target.y*0.01f;
|
||||
GetMatrix().GetPosition().x = GetMatrix().GetPosition().x*0.99f + target.x*0.01f;
|
||||
GetMatrix().GetPosition().y = GetMatrix().GetPosition().y*0.99f + target.y*0.01f;
|
||||
}
|
||||
}else{
|
||||
vTargetDist = FindPlayerCoors() - GetPosition();
|
||||
@ -367,8 +367,8 @@ CHeli::ProcessControl(void)
|
||||
m_vecMoveSpeed.x += speedDir.x*speedInc;
|
||||
m_vecMoveSpeed.y += speedDir.y*speedInc;
|
||||
}
|
||||
GetPosition().x += m_vecMoveSpeed.x*CTimer::GetTimeStep();
|
||||
GetPosition().y += m_vecMoveSpeed.y*CTimer::GetTimeStep();
|
||||
GetMatrix().GetPosition().x += m_vecMoveSpeed.x*CTimer::GetTimeStep();
|
||||
GetMatrix().GetPosition().y += m_vecMoveSpeed.y*CTimer::GetTimeStep();
|
||||
|
||||
// Find z target
|
||||
if(m_heliStatus == HELI_STATUS_FLY_AWAY)
|
||||
@ -389,7 +389,7 @@ CHeli::ProcessControl(void)
|
||||
m_vecMoveSpeed.z -= speedIncZ;
|
||||
else
|
||||
m_vecMoveSpeed.z += speedIncZ*1.5f;
|
||||
GetPosition().z += m_vecMoveSpeed.z*CTimer::GetTimeStep();
|
||||
GetMatrix().GetPosition().z += m_vecMoveSpeed.z*CTimer::GetTimeStep();
|
||||
|
||||
// Find angular speed
|
||||
float targetAngularSpeed;
|
||||
|
@ -161,7 +161,7 @@ CTrain::ProcessControl(void)
|
||||
CVector posFront = (1.0f - f)*trackNodes[curTrackNodeFront].p + f*trackNodes[nextTrackNodeFront].p;
|
||||
|
||||
// Now set matrix
|
||||
GetPosition() = (posRear + posFront)/2.0f;
|
||||
SetPosition((posRear + posFront)/2.0f);
|
||||
CVector fwd = posFront - posRear;
|
||||
fwd.Normalise();
|
||||
CVector right = CrossProduct(fwd, CVector(0.0f, 0.0f, 1.0f));
|
||||
|
@ -245,7 +245,7 @@ CProjectileInfo::IsProjectileInRange(float x1, float x2, float y1, float y2, flo
|
||||
for (int i = 0; i < ARRAY_SIZE(ms_apProjectile); i++) {
|
||||
if (gaProjectileInfo[i].m_bInUse) {
|
||||
if (gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_ROCKETLAUNCHER || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_MOLOTOV || gaProjectileInfo[i].m_eWeaponType == WEAPONTYPE_GRENADE) {
|
||||
CVector &pos = ms_apProjectile[i]->GetPosition();
|
||||
const CVector &pos = ms_apProjectile[i]->GetPosition();
|
||||
if (pos.x >= x1 && pos.x <= x2 && pos.y >= y1 && pos.y <= y2 && pos.z >= z1 && pos.z <= z2) {
|
||||
result = true;
|
||||
if (remove) {
|
||||
|
Loading…
Reference in New Issue
Block a user