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CAutomobile::ProcessControlInputs
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parent
3e1455cc37
commit
0548476ba6
7 changed files with 154 additions and 8 deletions
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@ -1,6 +1,7 @@
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#include "common.h"
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#include "patcher.h"
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#include "General.h"
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#include "Pad.h"
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#include "ModelIndices.h"
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#include "VisibilityPlugins.h"
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#include "DMAudio.h"
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@ -141,8 +142,134 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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return numCollisions;
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}
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static int16 nLastControlInput;
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static float fMouseCentreRange = 0.35f;
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static float fMouseSteerSens = -0.0035f;
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static float fMouseCentreMult = 0.975f;
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WRAPPER void CAutomobile::ProcessControlInputs(uint8) { EAXJMP(0x53B660); }
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void
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CAutomobile::ProcessControlInputs(uint8 pad)
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{
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float speed = DotProduct(m_vecMoveSpeed, GetForward());
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if(CPad::GetPad(pad)->GetExitVehicle())
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bIsHandbrakeOn = true;
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else
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bIsHandbrakeOn = !!CPad::GetPad(pad)->GetHandBrake();
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// Steer left/right
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if(CCamera::m_bUseMouse3rdPerson && !CVehicle::m_bDisableMouseSteering){
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if(CPad::GetPad(pad)->GetMouseX() != 0.0f){
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m_fSteerRatio += fMouseSteerSens*CPad::GetPad(pad)->GetMouseX();
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nLastControlInput = 2;
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if(Abs(m_fSteerRatio) < fMouseCentreRange)
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m_fSteerRatio *= Pow(fMouseCentreMult, CTimer::GetTimeStep());
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}else if(CPad::GetPad(pad)->GetSteeringLeftRight() || nLastControlInput != 2){
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// mouse hasn't move, steer with pad like below
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m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
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0.2f*CTimer::GetTimeStep();
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nLastControlInput = 0;
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}
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}else{
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m_fSteerRatio += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteerRatio)*
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0.2f*CTimer::GetTimeStep();
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nLastControlInput = 0;
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}
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m_fSteerRatio = clamp(m_fSteerRatio, -1.0f, 1.0f);
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// Accelerate/Brake
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float acceleration = (CPad::GetPad(pad)->GetAccelerate() - CPad::GetPad(pad)->GetBrake())/255.0f;
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if(GetModelIndex() == MI_DODO && acceleration < 0.0f)
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acceleration *= 0.3f;
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if(Abs(speed) < 0.01f){
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// standing still, go into direction we want
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}else{
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#if 1
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// simpler than the code below
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if(speed * acceleration < 0.0f){
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// if opposite directions, have to brake first
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m_fGasPedal = 0.0f;
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m_fBrakePedal = Abs(acceleration);
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}else{
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// accelerating in same direction we were already going
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}
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#else
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if(speed < 0.0f){
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// moving backwards currently
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if(acceleration < 0.0f){
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// still go backwards
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}else{
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// want to go forwards, so brake
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m_fGasPedal = 0.0f;
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m_fBrakePedal = acceleration;
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}
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}else{
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// moving forwards currently
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if(acceleration < 0.0f){
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// want to go backwards, so brake
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m_fGasPedal = 0.0f;
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m_fBrakePedal = -acceleration;
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}else{
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// still go forwards
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m_fGasPedal = acceleration;
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m_fBrakePedal = 0.0f;
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}
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}
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#endif
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}
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// Actually turn wheels
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static float fValue; // why static?
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if(m_fSteerRatio < 0.0f)
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fValue = -sq(m_fSteerRatio);
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else
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fValue = sq(m_fSteerRatio);
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m_fSteerAngle = DEGTORAD(m_handling->fSteeringLock) * fValue;
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if(bComedyControls){
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int rnd = CGeneral::GetRandomNumber() % 10;
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switch(m_comedyControlState){
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case 0:
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if(rnd < 2)
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m_comedyControlState = 1;
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else if(rnd < 4)
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m_comedyControlState = 2;
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break;
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case 1:
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m_fSteerAngle += 0.05f;
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if(rnd < 2)
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m_comedyControlState = 0;
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break;
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case 2:
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m_fSteerAngle -= 0.05f;
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if(rnd < 2)
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m_comedyControlState = 0;
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break;
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}
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}else
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m_comedyControlState = 0;
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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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m_fBrakePedal = 1.0f;
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bIsHandbrakeOn = true;
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m_fGasPedal = 0.0f;
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FindPlayerPed()->KeepAreaAroundPlayerClear();
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// slow down car immediately
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speed = m_vecMoveSpeed.Magnitude();
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if(speed > 0.28f)
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m_vecMoveSpeed *= 0.28f/speed;
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}
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}
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void
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CAutomobile::GetComponentWorldPosition(int32 component, CVector &pos)
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@ -1091,7 +1218,7 @@ public:
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int32 ProcessEntityCollision_(CEntity *ent, CColPoint *colpoints){ return CAutomobile::ProcessEntityCollision(ent, colpoints); }
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void ProcessControlInputs_(uint8 x) { CAutomobile::ProcessControlInputs(x); }
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void ProcessControlInputs_(uint8 pad) { CAutomobile::ProcessControlInputs(pad); }
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void GetComponentWorldPosition_(int32 component, CVector &pos) { CAutomobile::GetComponentWorldPosition(component, pos); }
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bool IsComponentPresent_(int32 component) { return CAutomobile::IsComponentPresent(component); }
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void SetComponentRotation_(int32 component, CVector rotation) { CAutomobile::SetComponentRotation(component, rotation); }
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@ -1115,6 +1242,7 @@ STARTPATCHES
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InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
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InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
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InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
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InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
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InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
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InjectHook(0x52E660, &CAutomobile_::IsComponentPresent_, PATCH_JUMP);
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InjectHook(0x52E680, &CAutomobile_::SetComponentRotation_, PATCH_JUMP);
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