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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
some fixes
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c92dfb0064
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@ -9,7 +9,7 @@ enum {
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PLAYERCONTROL_DISABLED_10 = 16,
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PLAYERCONTROL_DISABLED_20 = 32, // used on CPlayerInfo::MakePlayerSafe
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PLAYERCONTROL_DISABLED_40 = 64, // used on phone calls
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PLAYERCONTROL_DISABLED_80 = 128,
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PLAYERCONTROL_DISABLED_80 = 128,// used on cutscenes
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};
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class CControllerState
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@ -2177,7 +2177,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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if(phys->bIsStatic){
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phys->bIsStatic = false;
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phys->m_nStaticFrames = 0;
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phys->ApplyMoveForce(m_vecMoveSpeed / speed);
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phys->ApplyMoveForce(m_vecMoveSpeed / Sqrt(speed));
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phys->AddToMovingList();
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}
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}
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@ -2318,7 +2318,7 @@ CAutomobile::ProcessControlInputs(uint8 pad)
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// Brake if player isn't in control
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// BUG: game always uses pad 0 here
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if(CPad::GetPad(pad)->DisablePlayerControls){
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if(CPad::GetPad(pad)->ArePlayerControlsDisabled()){
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m_fBrakePedal = 1.0f;
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bIsHandbrakeOn = true;
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m_fGasPedal = 0.0f;
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@ -119,7 +119,7 @@ CDamageManager::GetComponentGroup(tComponent component, tComponentGroup *compone
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return true;
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}else if(component >= COMPONENT_DEFAULT){
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*componentGroup = COMPGROUP_DEFAULT;
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*subComp = component - COMPONENT_DEFAULT;
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*subComp = COMPONENT_DEFAULT;
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return true;
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}else
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return false;
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@ -141,7 +141,7 @@ bool
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CDamageManager::ProgressDoorDamage(uint8 door)
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{
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int status = GetDoorStatus(door);
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if(status == 3)
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if(status == PANEL_STATUS_MISSING)
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return false;
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SetDoorStatus(door, status+1);
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return true;
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@ -163,7 +163,7 @@ bool
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CDamageManager::ProgressPanelDamage(uint8 panel)
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{
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int status = GetPanelStatus(panel);
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if(status == 3)
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if(status == DOOR_STATUS_MISSING)
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return false;
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SetPanelStatus(panel, status+1);
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return true;
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@ -197,7 +197,7 @@ bool
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CDamageManager::ProgressWheelDamage(uint8 wheel)
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{
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int status = GetWheelStatus(wheel);
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if(status == 3)
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if(status == WHEEL_STATUS_MISSING)
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return false;
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SetWheelStatus(wheel, status+1);
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return true;
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@ -47,9 +47,9 @@ CDoor::Process(CVehicle *vehicle)
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case 2: // z-axis
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if(m_nDirn)
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fSpeedDiff = -(vecSpeedDiff.x + vecSpeedDiff.y);
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fSpeedDiff = -(vecSpeedDiff.y + vecSpeedDiff.x);
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else
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fSpeedDiff = vecSpeedDiff.x + vecSpeedDiff.y;
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fSpeedDiff = vecSpeedDiff.y - vecSpeedDiff.x;
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break;
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}
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fSpeedDiff = clamp(fSpeedDiff, -0.2f, 0.2f);
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