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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
more cleanup
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b77d044729
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e6d2b49121
@ -111,7 +111,11 @@ CCam::Process(void)
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Fwd.x = CamTargetEntity->GetForward().x;
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Fwd.y = CamTargetEntity->GetForward().y;
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Fwd.Normalise();
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// Game normalizes again here manually. useless, so skipped
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float FwdLength = Fwd.Magnitude2D();
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if(FwdLength != 0.0f){
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Fwd.x /= FwdLength;
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Fwd.y /= FwdLength;
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}
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float FwdSpeedX = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().x * Fwd.x;
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float FwdSpeedY = ((CVehicle*)CamTargetEntity)->GetMoveSpeed().y * Fwd.y;
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@ -272,7 +276,7 @@ CCam::Process(void)
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CVector TargetToCam = Source - m_cvecTargetCoorsForFudgeInter;
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float DistOnGround = TargetToCam.Magnitude2D();
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m_fTrueBeta = CGeneral::GetATanOfXY(TargetToCam.x, TargetToCam.y);
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m_fTrueAlpha = CGeneral::GetATanOfXY(TargetToCam.z, DistOnGround);
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m_fTrueAlpha = CGeneral::GetATanOfXY(DistOnGround, TargetToCam.z);
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if(TheCamera.m_uiTransitionState == 0)
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KeepTrackOfTheSpeed(Source, m_cvecTargetCoorsForFudgeInter, Up, m_fTrueAlpha, m_fTrueBeta, FOV);
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@ -2585,7 +2589,7 @@ CCam::Process_M16_1stPerson(const CVector &CameraTarget, float, float, float)
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while(Beta >= PI) Beta -= 2*PI;
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while(Beta < -PI) Beta += 2*PI;
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if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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#ifdef GTA3_1_1_PATCH
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HeadPos.x = 0.0f;
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@ -2876,7 +2880,7 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
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while(Beta >= PI) Beta -= 2*PI;
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while(Beta < -PI) Beta += 2*PI;
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if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
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TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
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@ -2920,13 +2924,8 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
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void
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CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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if(CamTargetEntity->m_rwObject == nil)
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return;
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#ifdef FIX_BUGS
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if(!CamTargetEntity->IsPed())
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return;
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#endif
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static bool FailedTestTwelveFramesAgo = false;
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RwV3d HeadPos;
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@ -2936,9 +2935,9 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
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static float TargetFOV = 0.0f;
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if(ResetStatics){
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Beta = TargetOrientation;
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Beta = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
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Alpha = 0.0f;
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m_fInitialPlayerOrientation = TargetOrientation;
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m_fInitialPlayerOrientation = ((CPed*)CamTargetEntity)->m_fRotationCur + HALFPI;
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FailedTestTwelveFramesAgo = false;
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// static DPadVertical unused
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// static DPadHorizontal unused
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@ -2979,7 +2978,7 @@ CCam::Process_Sniper(const CVector &CameraTarget, float TargetOrientation, float
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while(Beta >= PI) Beta -= 2*PI;
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while(Beta < -PI) Beta += 2*PI;
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if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
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TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
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@ -3627,12 +3626,12 @@ CCam::Process_WheelCam(const CVector&, float, float, float)
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}
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CVector NewUp(0.0f, 0.0f, 1.0f);
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CVector Left = CrossProduct(Front, NewUp);
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Left.Normalise();
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NewUp = CrossProduct(Left, Front);
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CVector Right = CrossProduct(Front, NewUp);
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Right.Normalise();
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NewUp = CrossProduct(Right, Front);
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float Roll = Cos((CTimer::GetTimeInMilliseconds()&0x1FFFF)/(float)0x1FFFF * TWOPI);
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Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Left;
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Up = Cos(Roll*0.4f)*NewUp + Sin(Roll*0.4f)*Right;
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}
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void
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@ -3753,7 +3752,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
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if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
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if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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if(CPad::GetPad(1)->GetSquare() || KEYDOWN('W'))
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Speed += 0.1f;
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@ -3846,7 +3845,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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TargetCoors.z = Source.z + Sin(Alpha) * 3.0f;
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if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
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if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
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Speed += 0.1f;
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@ -3925,7 +3924,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
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CSceneEdit::m_vecCamHeading = TargetCoors - Source;
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if(Alpha > DEGTORAD(89.5f)) Alpha = DEGTORAD(89.5f);
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if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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else if(Alpha < DEGTORAD(-89.5f)) Alpha = DEGTORAD(-89.5f);
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if(CPad::GetPad(1)->GetSquare() || CPad::GetPad(1)->GetLeftMouse())
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Speed += 0.1f;
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@ -4056,11 +4055,11 @@ bool
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CCam::ProcessArrestCamOne(void)
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{
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FOV = 45.0f;
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if(ResetStatics)
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if(!ResetStatics)
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return true;
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#ifdef FIX_BUGS
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if(!CamTargetEntity->IsPed())
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if(!CamTargetEntity->IsPed() || ((CPlayerPed*)TheCamera.pTargetEntity)->m_pArrestingCop == nil)
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return true;
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#endif
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@ -4597,7 +4596,7 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient
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while(Beta >= PI) Beta -= 2.0f*PI;
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while(Beta < -PI) Beta += 2.0f*PI;
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if(Alpha > DEGTORAD(45.0f)) Alpha = DEGTORAD(45.0f);
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if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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float BetaDiff = TargetOrientation+PI - Beta;
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@ -659,8 +659,8 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
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}
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void
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CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, short *nextObject,
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short lastObject, CEntity **objects)
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CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects,
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int16 lastObject, CEntity **objects)
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{
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float radiusSqr = radius * radius;
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float objDistSqr;
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@ -676,16 +676,16 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, floa
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else
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objDistSqr = diff.MagnitudeSqr();
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if(objDistSqr < radiusSqr && *nextObject < lastObject) {
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if(objects) { objects[*nextObject] = object; }
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(*nextObject)++;
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if(objDistSqr < radiusSqr && *numObjects < lastObject) {
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if(objects) { objects[*numObjects] = object; }
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(*numObjects)++;
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}
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}
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}
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}
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void
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CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
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CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject,
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CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
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bool checkObjects, bool checkDummies)
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{
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@ -711,39 +711,39 @@ CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, sh
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AdvanceCurrentScanCode();
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*nextObject = 0;
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*numObjects = 0;
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for(int curY = minY; curY <= maxY; curY++) {
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for(int curX = minX; curX <= maxX; curX++) {
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CSector *sector = GetSector(curX, curY);
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if(checkBuildings) {
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS], centre, radius,
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ignoreZ, nextObject, lastObject, objects);
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ignoreZ, numObjects, lastObject, objects);
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], centre,
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radius, ignoreZ, nextObject, lastObject, objects);
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radius, ignoreZ, numObjects, lastObject, objects);
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}
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if(checkVehicles) {
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES], centre, radius,
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ignoreZ, nextObject, lastObject, objects);
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ignoreZ, numObjects, lastObject, objects);
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], centre,
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radius, ignoreZ, nextObject, lastObject, objects);
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radius, ignoreZ, numObjects, lastObject, objects);
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}
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if(checkPeds) {
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS], centre, radius, ignoreZ,
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nextObject, lastObject, objects);
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numObjects, lastObject, objects);
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_PEDS_OVERLAP], centre, radius,
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ignoreZ, nextObject, lastObject, objects);
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ignoreZ, numObjects, lastObject, objects);
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}
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if(checkObjects) {
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS], centre, radius,
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ignoreZ, nextObject, lastObject, objects);
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ignoreZ, numObjects, lastObject, objects);
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], centre,
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radius, ignoreZ, nextObject, lastObject, objects);
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radius, ignoreZ, numObjects, lastObject, objects);
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}
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if(checkDummies) {
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES], centre, radius,
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ignoreZ, nextObject, lastObject, objects);
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ignoreZ, numObjects, lastObject, objects);
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FindObjectsInRangeSectorList(sector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], centre,
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radius, ignoreZ, nextObject, lastObject, objects);
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radius, ignoreZ, numObjects, lastObject, objects);
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}
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}
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}
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@ -102,8 +102,8 @@ public:
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static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
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static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
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static void FindObjectsInRangeSectorList(CPtrList&, Const CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsInRange(Const CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static void FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects);
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static void FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, int16 *numObjects, int16 lastObject, CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies);
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static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
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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);
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static float FindGroundZForCoord(float x, float y);
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