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Merge branch 'master' into miami
# Conflicts: # src/audio/AudioLogic.cpp # src/control/RoadBlocks.cpp # src/entities/Entity.h # src/entities/Physical.cpp # src/peds/Ped.cpp # src/render/Renderer.cpp # src/vehicles/Automobile.cpp # src/vehicles/CarGen.cpp # src/weapons/BulletInfo.cpp # src/weapons/Weapon.cpp
This commit is contained in:
commit
0d20f1c364
20 changed files with 125 additions and 92 deletions
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@ -344,7 +344,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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AddCollisionRecord(ent);
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if(!ent->IsBuilding()) // Can't this catch dummies too?
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((CPhysical*)ent)->AddCollisionRecord(this);
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if(ent->IsBuilding() || ent->IsStatic())
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if(ent->IsBuilding() || ent->GetIsStatic())
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this->bHasHitWall = true;
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}
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return numSpheres;
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@ -380,7 +380,7 @@ CPhysical::ProcessControl(void)
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m_nStaticFrames++;
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if(m_nStaticFrames > 10){
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m_nStaticFrames = 10;
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bIsStatic = true;
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SetIsStatic(true);
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecMoveFriction = m_vecMoveSpeed;
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@ -614,7 +614,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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}
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float speedA, speedB;
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if(B->IsStatic() && !foo){
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if(B->GetIsStatic() && !foo){
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if(A->bPedPhysics){
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speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
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if(speedA < 0.0f){
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@ -625,7 +625,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(IsGlass(B->GetModelIndex()))
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CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
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else if(!B->bInfiniteMass){
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B->bIsStatic = false;
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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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@ -637,7 +637,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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return true;
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}
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}else if(!B->bInfiniteMass)
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B->bIsStatic = false;
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B->SetIsStatic(false);
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if(B->bInfiniteMass){
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impulseA = -speedA * A->m_fMass;
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@ -675,7 +675,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(IsGlass(B->GetModelIndex()))
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CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
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else
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B->bIsStatic = false;
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B->SetIsStatic(false);
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int16 model = B->GetModelIndex();
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if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
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CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
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@ -699,11 +699,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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return true;
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}
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}else if(!B->bInfiniteMass)
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B->bIsStatic = false;
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B->SetIsStatic(false);
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}
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}
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if(B->IsStatic())
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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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B->AddToMovingList();
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@ -1231,7 +1231,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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canshift = true;
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else
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canshift = A->IsPed() &&
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B->IsObject() && B->IsStatic() && !Bobj->bHasBeenDamaged;
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B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged;
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if(B == A ||
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B->m_scanCode == CWorld::GetCurrentScanCode() ||
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!B->bUsesCollision ||
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@ -1255,7 +1255,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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CObject *Aobj = (CObject*)A;
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if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
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!Aobj->bHasBeenDamaged &&
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Aobj->IsStatic()){
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Aobj->GetIsStatic()){
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if(Aobj->m_pCollidingEntity == B)
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Aobj->m_pCollidingEntity = nil;
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}else if(Aobj->m_pCollidingEntity != B){
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@ -1272,7 +1272,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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CObject *Bobj = (CObject*)B;
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if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
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!Bobj->bHasBeenDamaged &&
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Bobj->IsStatic()){
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Bobj->GetIsStatic()){
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if(Bobj->m_pCollidingEntity == A)
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Bobj->m_pCollidingEntity = nil;
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}else if(Bobj->m_pCollidingEntity != A){
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@ -1595,7 +1595,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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skipCollision = true;
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else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
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Aobj->bHasBeenDamaged ||
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!Aobj->IsStatic()){
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!Aobj->GetIsStatic()){
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if(Aobj->m_pCollidingEntity == B)
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skipCollision = true;
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else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
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@ -1614,7 +1614,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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skipCollision = true;
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else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
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Bobj->bHasBeenDamaged ||
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!Bobj->IsStatic()){
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!Bobj->GetIsStatic()){
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if(Bobj->m_pCollidingEntity == A)
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skipCollision = true;
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else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
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