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CPhysical almost done
This commit is contained in:
parent
a481b900b9
commit
0338d4c393
5 changed files with 224 additions and 135 deletions
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@ -29,7 +29,7 @@ enum
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{
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ENTITYLIST_BUILDINGS,
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ENTITYLIST_BUILDINGS_OVERLAP,
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ENTITYLIST_UNKNOWN,
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ENTITYLIST_MULTIPLAYER,
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ENTITYLIST_OBJECTS,
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ENTITYLIST_OBJECTS_OVERLAP,
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ENTITYLIST_VEHICLES,
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@ -14,6 +14,7 @@ enum eEntityType
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ENTITY_TYPE_PED,
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ENTITY_TYPE_OBJECT,
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ENTITY_TYPE_DUMMY,
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ENTITY_TYPE_MULTIPLAYER
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};
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enum eEntityStatus
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@ -153,6 +154,7 @@ public:
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bool IsPed(void) { return m_type == ENTITY_TYPE_PED; }
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bool IsObject(void) { return m_type == ENTITY_TYPE_OBJECT; }
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bool IsDummy(void) { return m_type == ENTITY_TYPE_DUMMY; }
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bool IsMultiplayer(void) { return m_type == ENTITY_TYPE_MULTIPLAYER; }
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RpAtomic *GetAtomic(void) {
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assert(RwObjectGetType(m_rwObject) == rpATOMIC);
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@ -21,6 +21,8 @@
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#include "Pickups.h"
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#include "Physical.h"
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//--LCS: mostly done
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bool gGravityCheat;
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@ -80,6 +82,9 @@ CPhysical::CPhysical(void)
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bIsFrozen = false;
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bDontLoadCollision = false;
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phys_lcs_unk1 = true;
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phys_lcs_unk2 = 0;
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}
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CPhysical::~CPhysical(void)
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@ -120,6 +125,9 @@ CPhysical::Add(void)
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS];
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break;
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case ENTITY_TYPE_MULTIPLAYER:
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list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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break;
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default:
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assert(0);
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}else switch(m_type){
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@ -132,6 +140,9 @@ CPhysical::Add(void)
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
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break;
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case ENTITY_TYPE_MULTIPLAYER:
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list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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break;
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default:
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assert(0);
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}
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@ -172,6 +183,8 @@ CPhysical::RemoveAndAdd(void)
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assert(ystart >= 0);
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assert(yend < NUMSECTORS_Y);
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// TODO(LCS): there's a bunch of weird code in this function
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// we'll try to recycle nodes from here
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CEntryInfoNode *next = m_entryInfoList.first;
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@ -188,6 +201,9 @@ CPhysical::RemoveAndAdd(void)
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS];
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break;
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case ENTITY_TYPE_MULTIPLAYER:
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list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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break;
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}else switch(m_type){
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case ENTITY_TYPE_VEHICLE:
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list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
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@ -198,6 +214,9 @@ CPhysical::RemoveAndAdd(void)
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case ENTITY_TYPE_OBJECT:
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list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
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break;
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case ENTITY_TYPE_MULTIPLAYER:
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list = &s->m_lists[ENTITYLIST_MULTIPLAYER];
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break;
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}
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if(next){
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// If we still have old nodes, use them
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@ -224,22 +243,20 @@ CPhysical::RemoveAndAdd(void)
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CRect
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CPhysical::GetBoundRect(void)
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{
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CVUVECTOR center;
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CVector center;
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float radius;
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GetBoundCentre(center);
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center = GetBoundCentre();
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radius = GetBoundRadius();
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return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddToMovingList(void)
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{
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if (!bIsStaticWaitingForCollision)
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if (m_movingListNode == nil && !bIsStaticWaitingForCollision)
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m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::RemoveFromMovingList(void)
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{
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@ -259,7 +276,6 @@ CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, C
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m_vecDamageNormal = dir;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddCollisionRecord(CEntity *ent)
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{
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@ -283,7 +299,6 @@ CPhysical::AddCollisionRecord(CEntity *ent)
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
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{
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@ -291,7 +306,6 @@ CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
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}
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::GetHasCollidedWith(CEntity *ent)
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{
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@ -303,7 +317,6 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
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return false;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::RemoveRefsToEntity(CEntity *ent)
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{
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@ -319,7 +332,6 @@ CPhysical::RemoveRefsToEntity(CEntity *ent)
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
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{
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@ -336,10 +348,11 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
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CWorld::Add(phys);
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}
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// --MIAMI: Proof-read once
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int32
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CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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{
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if(!GetIsTouching(ent))
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return 0;
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int32 numSpheres = CCollision::ProcessColModels(
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GetMatrix(), *GetColModel(),
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ent->GetMatrix(), *ent->GetColModel(),
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@ -355,7 +368,6 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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return numSpheres;
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}
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//--LCS: done
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void
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CPhysical::ProcessControl(void)
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{
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@ -423,7 +435,6 @@ CPhysical::GetSpeed(const CVector &r)
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return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
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}
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//--LCS: done
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void
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CPhysical::ApplyMoveSpeed(void)
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{
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@ -433,7 +444,6 @@ CPhysical::ApplyMoveSpeed(void)
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GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
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}
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//--LCS: done
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void
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CPhysical::ApplyTurnSpeed(void)
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{
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@ -449,7 +459,6 @@ CPhysical::ApplyTurnSpeed(void)
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}
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}
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//--LCS: done
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void
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CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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{
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@ -459,7 +468,6 @@ CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
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}
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//--LCS: done
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void
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CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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@ -471,14 +479,26 @@ CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, floa
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m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
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}
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//--LCS: done
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void
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CPhysical::ApplyTurnForceMultiplayer(const CVector &j, const CVector &p)
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{
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(p-com, j);
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turnimpulse *= (1.0f/m_fTurnMass);
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m_vecTurnSpeed.x += Clamp(turnimpulse.x, -0.1f, 0.1f);
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m_vecTurnSpeed.y += Clamp(turnimpulse.y, -0.1f, 0.1f);
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m_vecTurnSpeed.z += Clamp(turnimpulse.z, -0.1f, 0.1f);
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m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -1.0f, 1.0f);
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m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -1.0f, 1.0f);
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m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -1.0f, 1.0f);
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}
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void
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CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
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{
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m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
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}
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//--LCS: done
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void
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CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
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}
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//--LCS: done
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bool
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CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
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{
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return true;
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}
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//--LCS: done
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bool
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CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir, float &impulse)
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{
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@ -522,7 +540,6 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto
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float DAMPING_LIMIT_OF_SPRING_FORCE = 0.999f;
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float DAMPING_LIMIT_IN_FRAME= 0.25f;
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//--LCS: done
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// What exactly is speed?
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bool
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CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &springDir, CVector &point, CVector &speed)
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@ -564,7 +581,6 @@ CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &spri
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return true;
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}
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//--LCS: done
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void
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CPhysical::ApplyGravity(void)
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{
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@ -591,7 +607,6 @@ CPhysical::ApplyGravity(void)
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m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
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}
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//--LCS: done
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void
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CPhysical::ApplyFriction(void)
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{
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@ -601,7 +616,6 @@ CPhysical::ApplyFriction(void)
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m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
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}
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//--LCS: done
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void
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CPhysical::ApplyAirResistance(void)
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{
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@ -653,6 +667,14 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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foo = true;
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}
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CVector comA, comB;
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comA = Multiply3x3(A->GetMatrix(), A->m_vecCentreOfMass);
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comB = Multiply3x3(B->GetMatrix(), B->m_vecCentreOfMass);
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if(A->IsVehicle() && B->IsObject() && ((CObject*)B)->bIsStreetLight ||
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B->IsVehicle() && A->IsObject() && ((CObject*)A)->bIsStreetLight)
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colpoint.normal.z = 0.0f;
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float speedA, speedB;
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if(B->GetIsStatic() && !foo){
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if(A->bPedPhysics){
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@ -673,6 +695,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(IsGlass(B->GetModelIndex()))
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CGlass::WindowRespondsToSoftCollision(B, impulseA);
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if(!A->bInfiniteMass)
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//TODO(LCS): inline without clamp
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A->ApplyMoveForce(colpoint.GetNormal() * (1.0f + A->m_fElasticity) * impulseA);
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return true;
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}
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@ -683,6 +706,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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impulseA = -speedA * A->m_fMass;
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impulseB = 0.0f;
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if(!A->bInfiniteMass)
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//TODO(LCS): inline without clamp
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A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
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return true;
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}
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@ -696,7 +720,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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eA = -1.0f;
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else
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eA = -(1.0f + A->m_fElasticity);
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impulseA = eA * speedA * A->GetMass(pointposA, colpoint.normal);
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impulseA = eA * speedA * A->GetMass(pointposA-comA, colpoint.normal);
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impulseB = impulseA;
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if(Bobj->m_nCollisionDamageEffect && impulseA > 20.0f){
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@ -721,7 +745,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
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CParticleObject::AddObject(POBJECT_FIRE_HYDRANT_STEAM, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
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Bobj->bHasBeenDamaged = true;
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}else if(model == MI_PARKINGMETER || model == MI_PARKINGMETER2){
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}else if((model == MI_PARKINGMETER || model == MI_PARKINGMETER2) && !Bobj->bHasBeenDamaged){
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CPickups::CreateSomeMoney(GetPosition(), CGeneral::GetRandomNumber()%100);
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Bobj->bHasBeenDamaged = true;
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}else if(B->IsObject() && !IsExplosiveThingModel(model))
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@ -739,14 +763,17 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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}
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return true;
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}
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}else if(!B->bInfiniteMass)
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}else if(!B->bInfiniteMass){
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B->SetIsStatic(false);
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CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2;
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CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
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}
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}
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}
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if(B->GetIsStatic())
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return false;
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if(!B->bInfiniteMass && !B->m_phy_flagA08)
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if(!B->bInfiniteMass && !B->bIsStaticWaitingForCollision)
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B->AddToMovingList();
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}
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@ -756,13 +783,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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// negative if A is moving towards B
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speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
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// positive if B is moving towards A
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float speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
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speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
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bool affectB = false;
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float mA = A->m_fMass;;
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float mB = B->m_fMass;;
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float mA = A->m_fMass;
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float mB = B->m_fMass;
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float speedSum;
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if(((CPed*)A)->GetPedState() == PED_FOLLOW_PATH){
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if(A->IsPed() && ((CPed*)A)->GetPedState() == PED_FOLLOW_PATH){
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affectB = true;
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speedSum = (2.0f*mA*speedA + mB*speedB)/(2.0f*mA + mB);
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}else{
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@ -794,7 +821,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
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float mA = A->m_fMass*massFactorA;
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float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
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float mB = B->GetMassTweak(pointposB-comB, colpoint.normal, massFactorB);
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float speedSum;
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if(foo)
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speedSum = speedB;
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@ -832,7 +859,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
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speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
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float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA);
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float mA = A->GetMassTweak(pointposA-comA, colpoint.normal, massFactorA);
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float mB = B->m_fMass*massFactorB;
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float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
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if(speedA < speedSum){
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@ -872,8 +899,8 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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CVector pointposB = colpoint.point - B->GetPosition();
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speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
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speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
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float mA = A->GetMassTweak(pointposA, colpoint.normal, massFactorA);
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float mB = B->GetMassTweak(pointposB, colpoint.normal, massFactorB);
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float mA = A->GetMassTweak(pointposA-comA, colpoint.normal, massFactorA);
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float mB = B->GetMassTweak(pointposB-comB, colpoint.normal, massFactorB);
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float speedSum = (mB*speedB + mA*speedA)/(mA + mB);
|
||||
if(speedA < speedSum){
|
||||
if(A->bHasHitWall)
|
||||
|
@ -889,8 +916,8 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
CVector fA = colpoint.normal*(impulseA/massFactorA);
|
||||
CVector fB = colpoint.normal*(-impulseB/massFactorB);
|
||||
if(A->IsVehicle() && !A->bHasHitWall){
|
||||
fA.x *= 1.4f;
|
||||
fA.y *= 1.4f;
|
||||
// fA.x *= 1.4f;
|
||||
// fA.y *= 1.4f;
|
||||
if(colpoint.normal.z < 0.7f)
|
||||
fA.z *= 0.3f;
|
||||
if(A->GetStatus() == STATUS_PLAYER)
|
||||
|
@ -901,8 +928,8 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
|||
}
|
||||
}
|
||||
if(B->IsVehicle() && !B->bHasHitWall){
|
||||
fB.x *= 1.4f;
|
||||
fB.y *= 1.4f;
|
||||
// fB.x *= 1.4f;
|
||||
// fB.y *= 1.4f;
|
||||
if(-colpoint.normal.z < 0.7f)
|
||||
fB.z *= 0.3f;
|
||||
if(B->GetStatus() == STATUS_PLAYER)
|
||||
|
@ -953,8 +980,8 @@ CPhysical::ApplyCollision(CColPoint &colpoint, float &impulse)
|
|||
impulse = -(m_fElasticity + 1.0f) * speed * mass;
|
||||
CVector f = colpoint.normal*impulse;
|
||||
if(IsVehicle()){
|
||||
f.x *= 1.4f;
|
||||
f.y *= 1.4f;
|
||||
// f.x *= 1.4f;
|
||||
// f.y *= 1.4f;
|
||||
if(colpoint.normal.z < 0.7f)
|
||||
f.z *= 0.3f;
|
||||
}
|
||||
|
@ -1032,7 +1059,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
|
|||
Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
|
||||
impulse = -0.8f * normalSpeed * mass;
|
||||
else if(IsVehicle() && ((CVehicle*)this)->IsBoat() &&
|
||||
colpoint.surfaceB == SURFACE_WOOD_SOLID && colpoint.normal.z < 0.5f)
|
||||
(colpoint.surfaceB == SURFACE_WOOD_SOLID || colpoint.normal.z < 0.5f))
|
||||
impulse = -(2.0f * m_fElasticity + 1.0f) * normalSpeed * mass;
|
||||
else
|
||||
impulse = -(m_fElasticity + 1.0f) * normalSpeed * mass;
|
||||
|
@ -1060,7 +1087,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
|
|||
return false;
|
||||
}
|
||||
|
||||
// --MIAMI: Proof-read once
|
||||
//LCS: the div by 0 is fixed differently. probably should use their fix?
|
||||
bool
|
||||
CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
|
||||
{
|
||||
|
@ -1210,7 +1237,6 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
|
|||
return false;
|
||||
}
|
||||
|
||||
// --MIAMI: Proof-read once
|
||||
bool
|
||||
CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
|
||||
{
|
||||
|
@ -1276,7 +1302,6 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
|
|||
return false;
|
||||
}
|
||||
|
||||
// --MIAMI: Proof-read once
|
||||
bool
|
||||
CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
||||
{
|
||||
|
@ -1302,6 +1327,10 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
|
||||
A->GetBoundCentre(center);
|
||||
radius = A->GetBoundRadius();
|
||||
|
||||
if(A->IsMultiplayer())
|
||||
return false;
|
||||
|
||||
for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){
|
||||
list = &lists[i];
|
||||
for(node = list->first; node; node = node->next){
|
||||
|
@ -1309,12 +1338,13 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
Bobj = (CObject*)B;
|
||||
skipShift = false;
|
||||
|
||||
if(B->IsBuilding() ||
|
||||
B->IsObject() && B->bInfiniteMass)
|
||||
if(B->IsMultiplayer() || B->IsBuilding() ||
|
||||
B->IsObject() && B->bInfiniteMass ||
|
||||
A->IsPed() && B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged)
|
||||
canshift = true;
|
||||
else
|
||||
canshift = A->IsPed() &&
|
||||
B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged;
|
||||
canshift = false;
|
||||
|
||||
if(B == A ||
|
||||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
|
||||
!B->bUsesCollision ||
|
||||
|
@ -1343,7 +1373,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
Aobj->m_pCollidingEntity = nil;
|
||||
}else if(Aobj->m_pCollidingEntity != B){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
|
||||
size = A->GetMatrix() * size;
|
||||
if(size.z < B->GetPosition().z ||
|
||||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
|
||||
|
@ -1361,7 +1391,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
Bobj->m_pCollidingEntity = nil;
|
||||
}else if(Bobj->m_pCollidingEntity != A){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
|
||||
size = B->GetMatrix() * size;
|
||||
if(size.z < A->GetPosition().z ||
|
||||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
|
||||
|
@ -1373,10 +1403,11 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
|
||||
skipShift = true;
|
||||
else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B ||
|
||||
B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A ||
|
||||
A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
|
||||
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
|
||||
B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A)
|
||||
skipShift = true;
|
||||
// else if(A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
|
||||
// B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
|
||||
// skipShift = true;
|
||||
|
||||
if(skipShift)
|
||||
continue;
|
||||
|
@ -1418,6 +1449,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
dir.Normalise();
|
||||
B->GetMatrix().Translate(dir * colpoints[mostColliding].GetDepth() / (1.0f - f));
|
||||
// BUG? how can that ever happen? A is a Ped
|
||||
// LCS: gone or just optimized away?
|
||||
if(B->IsVehicle())
|
||||
B->ProcessEntityCollision(A, colpoints);
|
||||
}else{
|
||||
|
@ -1439,7 +1471,6 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|||
return true;
|
||||
}
|
||||
|
||||
// --MIAMI: Proof-read once
|
||||
bool
|
||||
CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
|
||||
{
|
||||
|
@ -1481,6 +1512,10 @@ CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
|
|||
B->bUsesCollision &&
|
||||
B->GetIsTouching(center, radius)){
|
||||
B->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
#ifndef FIX_BUGS
|
||||
// surely they didn't mean to call this twice?
|
||||
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
||||
#endif
|
||||
numCollisions = A->ProcessEntityCollision(B, aColPoints);
|
||||
if(numCollisions > 0)
|
||||
goto collision;
|
||||
|
@ -1606,7 +1641,6 @@ collision:
|
|||
return true;
|
||||
}
|
||||
|
||||
// --MIAMI: Proof-read once
|
||||
bool
|
||||
CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
||||
{
|
||||
|
@ -1632,7 +1666,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
radius = A->GetBoundRadius();
|
||||
A->GetBoundCentre(center);
|
||||
|
||||
for(j = 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
|
||||
for(j = A->IsMultiplayer() ? 1 : 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
|
||||
list = &lists[j];
|
||||
|
||||
CPtrNode *listnode;
|
||||
|
@ -1641,12 +1675,11 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
Bobj = (CObject*)B;
|
||||
Bped = (CPed*)B;
|
||||
|
||||
bool isTouching = true;
|
||||
if(!B->bUsesCollision ||
|
||||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
|
||||
B == A ||
|
||||
!(isTouching = B->GetIsTouching(center, radius))){
|
||||
if(!isTouching){
|
||||
B == A)
|
||||
continue;
|
||||
if(!B->GetIsTouching(center, radius)){
|
||||
if(A->IsObject() && Aobj->m_pCollidingEntity == B)
|
||||
Aobj->m_pCollidingEntity = nil;
|
||||
else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
|
||||
|
@ -1655,7 +1688,6 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
Aped->m_pCollidingEntity = nil;
|
||||
else if(B->IsPed() && Bped->m_pCollidingEntity == A)
|
||||
Bped->m_pCollidingEntity = nil;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
|
@ -1677,6 +1709,18 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
Bobj->m_pCollidingEntity = A;
|
||||
}else if(A->IsObject() && Aobj->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART &&
|
||||
B->IsObject() && Bobj->m_nSpecialCollisionResponseCases == COLLRESPONSE_FENCEPART){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
}else if(A->IsObject() && Aobj->bIsStreetLight && !B->IsBuilding() && IsLCSTrafficLight(A->GetModelIndex())){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
Aobj->m_pCollidingEntity = B;
|
||||
}else if(B->IsObject() && Bobj->bIsStreetLight && !A->IsBuilding() && IsLCSTrafficLight(B->GetModelIndex())){
|
||||
skipCollision = true;
|
||||
B->bSkipLineCol = true;
|
||||
Bobj->m_pCollidingEntity = A;
|
||||
}else if(A->IsObject() && B->IsVehicle()){
|
||||
if(A->GetModelIndex() == MI_CAR_BUMPER)
|
||||
skipCollision = true;
|
||||
|
@ -1687,7 +1731,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
skipCollision = true;
|
||||
else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
|
||||
size = A->GetMatrix() * size;
|
||||
if(size.z < B->GetPosition().z ||
|
||||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
|
||||
|
@ -1706,7 +1750,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
skipCollision = true;
|
||||
else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
|
||||
size = B->GetMatrix() * size;
|
||||
if(size.z < A->GetPosition().z ||
|
||||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
|
||||
|
@ -1721,20 +1765,39 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
B->GetPosition().z < A->GetPosition().z){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
|
||||
}else if(A->IsPed() && (Aped->m_pCollidingEntity == B || !A->phys_lcs_unk1)){
|
||||
skipCollision = true;
|
||||
if(!Aped->bKnockedUpIntoAir || Aped->bKnockedOffBike)
|
||||
A->bSkipLineCol = true;
|
||||
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
}else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
|
||||
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
|
||||
}else if(B->IsPed() && (Bped->m_pCollidingEntity == A || !B->phys_lcs_unk1)){
|
||||
skipCollision = true;
|
||||
A->bSkipLineCol = true;
|
||||
// }else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
|
||||
// B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
|
||||
// skipCollision = true;
|
||||
// A->bSkipLineCol = true;
|
||||
}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
|
||||
altcollision = true;
|
||||
|
||||
if(A->IsObject() && !B->IsBuilding()){
|
||||
if(!A->phys_lcs_unk1){
|
||||
A->bSkipLineCol = true;
|
||||
skipCollision = true;
|
||||
#ifdef FIX_BUGS
|
||||
// looks correct below
|
||||
Aobj->m_pCollidingEntity = B;
|
||||
#else
|
||||
Aobj->m_pCollidingEntity = A;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
if(B->IsObject() && !A->IsBuilding()){
|
||||
if(!B->phys_lcs_unk1){
|
||||
B->bSkipLineCol = true;
|
||||
skipCollision = true;
|
||||
Bobj->m_pCollidingEntity = A;
|
||||
}
|
||||
}
|
||||
|
||||
if(!A->bUsesCollision || skipCollision){
|
||||
B->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
|
@ -1764,6 +1827,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
if(impulseA > maxImpulseA) maxImpulseA = impulseA;
|
||||
|
||||
if(A->IsVehicle()){
|
||||
if(B->IsMultiplayer())
|
||||
A->SendMuliVehicleCollision(B, &aColPoints[i], impulseA);
|
||||
if(!(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID) &&
|
||||
impulseA > A->m_fDamageImpulse)
|
||||
A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);
|
||||
|
@ -1801,6 +1866,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;
|
||||
|
||||
if(A->IsVehicle()){
|
||||
if(B->IsMultiplayer())
|
||||
A->SendMuliVehicleCollision(B, &aColPoints[i], impulseA);
|
||||
if(((CVehicle*)A)->IsBoat() && aColPoints[i].surfaceB == SURFACE_WOOD_SOLID)
|
||||
adhesion = 0.0f;
|
||||
else if(impulseA > A->m_fDamageImpulse)
|
||||
|
@ -1856,7 +1923,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
if(!CWorld::bNoMoreCollisionTorque &&
|
||||
A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
|
||||
Abs(A->m_vecMoveSpeed.x) > 0.2f &&
|
||||
Abs(A->m_vecMoveSpeed.y) > 0.2f){
|
||||
Abs(A->m_vecMoveSpeed.y) > 0.2f && !A->bIsInWater){
|
||||
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
|
||||
A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
|
||||
A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
|
||||
|
@ -2009,7 +2076,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
Bobj->ObjectDamage(maxImpulseB);
|
||||
else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
|
||||
size = B->GetMatrix() * size;
|
||||
if(size.z < A->GetPosition().z ||
|
||||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
|
||||
|
@ -2024,7 +2091,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
|||
else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
|
||||
#endif
|
||||
CMatrix inv;
|
||||
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
||||
CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
|
||||
size = A->GetMatrix() * size;
|
||||
if(size.z < B->GetPosition().z ||
|
||||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f)
|
||||
|
@ -2077,7 +2144,6 @@ CPhysical::CheckCollision_SimpleCar(void)
|
|||
|
||||
float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
|
||||
|
||||
// --MIAMI: Proof-read once
|
||||
void
|
||||
CPhysical::ProcessShift(void)
|
||||
{
|
||||
|
@ -2133,7 +2199,7 @@ CPhysical::ProcessShift(void)
|
|||
}
|
||||
|
||||
// x is the number of units (m) we would like to step
|
||||
#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
|
||||
#define NUMSTEPS(x) Ceil(Sqrt(distSq) * (1.0f/(x)))
|
||||
|
||||
float HIGHSPEED_ELASTICITY_MULT_PED = 2.0f;
|
||||
float HIGHSPEED_ELASTICITY_MULT_COPCAR = 2.0f;
|
||||
|
@ -2148,7 +2214,7 @@ CPhysical::ProcessCollision(void)
|
|||
m_bIsVehicleBeingShifted = false;
|
||||
bSkipLineCol = false;
|
||||
|
||||
if(!bUsesCollision){
|
||||
if(!bUsesCollision || IsMultiplayer()){
|
||||
bIsStuck = false;
|
||||
bIsInSafePosition = true;
|
||||
RemoveAndAdd();
|
||||
|
@ -2178,28 +2244,32 @@ CPhysical::ProcessCollision(void)
|
|||
float distSq = m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep());
|
||||
|
||||
if(IsPed() && (distSq >= sq(0.3f) || ped->IsPlayer())){
|
||||
if(ped->IsPlayer()){
|
||||
if(ped->m_pCurrentPhysSurface)
|
||||
if(ped->IsPlayer() && ped->m_pCurrentPhysSurface)
|
||||
n = Max(NUMSTEPS(0.15f), 4.0f);
|
||||
else
|
||||
n = Max(NUMSTEPS(0.3f), 2.0f);
|
||||
}else
|
||||
n = NUMSTEPS(0.45f);
|
||||
if(ped->IsPlayer() && ped->bHasHitWall)
|
||||
n *= 2;
|
||||
step = savedTimeStep / n;
|
||||
if(!ped->IsPlayer())
|
||||
ped->m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_PED;
|
||||
}else if(IsVehicle() && distSq >= sq(0.4f)){
|
||||
}else if(IsVehicle()){
|
||||
if(GetStatus() == STATUS_PLAYER)
|
||||
n = NUMSTEPS(0.2f);
|
||||
n = NUMSTEPS(0.3f);
|
||||
else
|
||||
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
|
||||
n = NUMSTEPS(0.4f);
|
||||
if(n == 0)
|
||||
n = 1;
|
||||
step = savedTimeStep / n;
|
||||
|
||||
if(n > 2){
|
||||
CVector bbox = GetColModel()->boundingBox.GetSize();
|
||||
float relDistX = Abs(DotProduct(m_vecMoveSpeed, GetRight())) * CTimer::GetTimeStep() / bbox.x;
|
||||
float relDistY = Abs(DotProduct(m_vecMoveSpeed, GetForward())) * CTimer::GetTimeStep() / bbox.y;
|
||||
float relDistZ = Abs(DotProduct(m_vecMoveSpeed, GetUp())) * CTimer::GetTimeStep() / bbox.z;
|
||||
if(Max(relDistX, Max(relDistY, relDistZ)) < 1.0f){
|
||||
float relDist = Max(relDistX, Max(relDistY, relDistZ));
|
||||
if(((CVehicle*)this)->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE)
|
||||
relDist *= 2.0f;
|
||||
if(relDist < 1.0f){
|
||||
// check if we can get away with simplified processing
|
||||
|
||||
ApplyMoveSpeed();
|
||||
|
@ -2209,10 +2279,11 @@ CPhysical::ProcessCollision(void)
|
|||
m_bIsVehicleBeingShifted = false;
|
||||
|
||||
bJustCheckCollision = true;
|
||||
bool savedUsesCollision = bUsesCollision;
|
||||
bUsesCollision = false;
|
||||
if(!CheckCollision()){
|
||||
bJustCheckCollision = false;
|
||||
bUsesCollision = true;
|
||||
bUsesCollision = savedUsesCollision;
|
||||
if(IsVehicle())
|
||||
((CVehicle*)this)->bVehicleColProcessed = true;
|
||||
|
||||
|
@ -2227,12 +2298,13 @@ CPhysical::ProcessCollision(void)
|
|||
return;
|
||||
}
|
||||
bJustCheckCollision = false;
|
||||
bUsesCollision = true;
|
||||
bUsesCollision = savedUsesCollision;
|
||||
GetMatrix() = savedMatrix;
|
||||
m_vecMoveSpeed = savedMoveSpeed;
|
||||
if(IsVehicle() && ((CVehicle*)this)->bIsLawEnforcer)
|
||||
m_fElasticity *= HIGHSPEED_ELASTICITY_MULT_COPCAR;
|
||||
}
|
||||
}
|
||||
}else if(IsObject() && ((CObject*)this)->ObjectCreatedBy != TEMP_OBJECT){
|
||||
int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
|
||||
if(responsecase == COLLRESPONSE_LAMPOST){
|
||||
|
@ -2314,7 +2386,7 @@ CPhysical::ProcessCollision(void)
|
|||
bSkipLineCol = false;
|
||||
if(!m_vecMoveSpeed.IsZero() ||
|
||||
!m_vecTurnSpeed.IsZero() ||
|
||||
bHitByTrain ||
|
||||
// bHitByTrain ||
|
||||
GetStatus() == STATUS_PLAYER ||
|
||||
IsVehicle() && ((CVehicle*)this)->bRestingOnPhysical ||
|
||||
IsPed() && ped->IsPlayer()){
|
||||
|
|
|
@ -15,8 +15,6 @@ class CTreadable;
|
|||
class CPhysical : public CEntity
|
||||
{
|
||||
public:
|
||||
// The not properly indented fields haven't been checked properly yet
|
||||
|
||||
int32 m_audioEntityId;
|
||||
float m_phys_unused1;
|
||||
uint32 m_nLastTimeCollided;
|
||||
|
@ -63,9 +61,13 @@ public:
|
|||
uint8 m_bIsVehicleBeingShifted : 1; // wrong name - also used on but never set for peds
|
||||
uint8 bJustCheckCollision : 1; // just see if there is a collision
|
||||
|
||||
bool phys_lcs_unk1;
|
||||
|
||||
uint8 m_nSurfaceTouched;
|
||||
int8 m_nZoneLevel;
|
||||
|
||||
int8 phys_lcs_unk2;
|
||||
|
||||
CPhysical(void);
|
||||
~CPhysical(void);
|
||||
|
||||
|
@ -77,6 +79,9 @@ public:
|
|||
void ProcessShift(void);
|
||||
void ProcessCollision(void);
|
||||
|
||||
// these two are virtual in LCS...why?
|
||||
virtual void ApplyMoveSpeed(void);
|
||||
virtual void ApplyTurnSpeed(void);
|
||||
virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
|
||||
|
||||
void RemoveAndAdd(void);
|
||||
|
@ -143,8 +148,6 @@ public:
|
|||
m_vecCentreOfMass.z = z;
|
||||
}
|
||||
|
||||
void ApplyMoveSpeed(void);
|
||||
void ApplyTurnSpeed(void);
|
||||
// Force actually means Impulse here
|
||||
void ApplyMoveForce(float jx, float jy, float jz);
|
||||
void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
|
||||
|
@ -152,6 +155,7 @@ public:
|
|||
void ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz);
|
||||
// j is direction of force, p is point relative to model center where force is applied
|
||||
void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
|
||||
void ApplyTurnForceMultiplayer(const CVector &j, const CVector &p);
|
||||
void ApplyFrictionMoveForce(float jx, float jy, float jz);
|
||||
void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }
|
||||
void ApplyFrictionTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
|
||||
|
@ -175,6 +179,8 @@ public:
|
|||
bool CheckCollision(void);
|
||||
bool CheckCollision_SimpleCar(void);
|
||||
|
||||
void SendMuliVehicleCollision(CEntity *,CColPoint *,float) {}
|
||||
|
||||
// TEMP
|
||||
bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
|
||||
bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
|
||||
|
|
|
@ -1292,6 +1292,15 @@ IsLampPost(int16 id)
|
|||
id == MI_TRAFFICLIGHTS_TWOVERTICAL;
|
||||
}
|
||||
|
||||
inline bool
|
||||
IsLCSTrafficLight(int16 id)
|
||||
{
|
||||
return id == MI_TLIGHT_POST ||
|
||||
id == MI_TLIGHT_WALK ||
|
||||
id == MI_TLIGHT_BOX1 ||
|
||||
id == MI_TLIGHT_BOX2;
|
||||
}
|
||||
|
||||
inline bool
|
||||
IsBodyPart(int16 id)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue