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colstore support in script
This commit is contained in:
parent
f0896ceba7
commit
35bf340401
10 changed files with 43 additions and 43 deletions
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@ -171,6 +171,17 @@ void CMissionCleanup::AddEntityToList(int32 id, uint8 type)
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m_nCount++;
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}
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static void PossiblyWakeThisEntity(CPhysical* pEntity)
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{
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if (!pEntity->bIsStaticWaitingForCollision)
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return;
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if (CColStore::HasCollisionLoaded(pEntity->GetPosition())) {
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pEntity->bIsStaticWaitingForCollision = false;
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if (!pEntity->IsStatic())
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pEntity->AddToMovingList();
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}
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}
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void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
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{
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for (int i = 0; i < MAX_CLEANUP; i++){
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@ -207,17 +218,6 @@ void CMissionCleanup::RemoveEntityFromList(int32 id, uint8 type)
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}
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}
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static void PossiblyWakeThisEntity(CPhysical* pEntity)
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{
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if (!pEntity->m_bIsStaticWaitingForCollision)
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return;
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if (CColStore::HasCollisionLoaded(pEntity->GetPosition())) {
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pEntity->m_bIsStaticWaitingForCollision = false;
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if (!pEntity->IsStatic())
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pEntity->AddToMovingList();
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}
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}
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void CMissionCleanup::CheckIfCollisionHasLoadedForMissionObject()
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{
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for (int i = 0; i < MAX_CLEANUP; i++) {
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@ -1798,7 +1798,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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if (m_bIsMissionScript)
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ped->m_bIsStaticWaitingForCollision = true;
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ped->bIsStaticWaitingForCollision = true;
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CWorld::Add(ped);
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ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
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CPopulation::ms_nTotalMissionPeds++;
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@ -2018,7 +2018,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
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boat->AutoPilot.m_nCruiseSpeed = boat->AutoPilot.m_fMaxTrafficSpeed = 20.0f;
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if (m_bIsMissionScript)
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boat->m_bIsStaticWaitingForCollision = true;
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boat->bIsStaticWaitingForCollision = true;
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CWorld::Add(boat);
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handle = CPools::GetVehiclePool()->GetIndex(boat);
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}
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@ -2044,7 +2044,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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car->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
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car->bHasBeenOwnedByPlayer = true;
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if (m_bIsMissionScript)
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car->m_bIsStaticWaitingForCollision = true;
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car->bIsStaticWaitingForCollision = true;
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CWorld::Add(car);
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handle = CPools::GetVehiclePool()->GetIndex(car);
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}
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@ -7422,7 +7422,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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if (m_bIsMissionScript)
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ped->m_bIsStaticWaitingForCollision = true;
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ped->bIsStaticWaitingForCollision = true;
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CWorld::Add(ped);
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ped->m_nZoneLevel = CTheZones::GetLevelFromPosition(pos);
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CPopulation::ms_nTotalMissionPeds++;
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@ -75,7 +75,7 @@ CWorld::Add(CEntity *ent)
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if(ent->IsBuilding() || ent->IsDummy()) return;
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if(!ent->bIsStatic) ((CPhysical *)ent)->AddToMovingList();
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if(!ent->IsStatic()) ((CPhysical *)ent)->AddToMovingList();
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}
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void
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@ -90,7 +90,7 @@ CWorld::Remove(CEntity *ent)
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if(ent->IsBuilding() || ent->IsDummy()) return;
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if(!ent->bIsStatic) ((CPhysical *)ent)->RemoveFromMovingList();
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if(!ent->IsStatic()) ((CPhysical *)ent)->RemoveFromMovingList();
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}
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void
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@ -1951,7 +1951,7 @@ CWorld::Process(void)
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RemoveEntityInsteadOfProcessingIt(movingEnt);
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} else {
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movingEnt->ProcessControl();
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if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
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if(movingEnt->IsStatic()) { movingEnt->RemoveFromMovingList(); }
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}
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}
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bForceProcessControl = true;
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@ -1962,7 +1962,7 @@ CWorld::Process(void)
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RemoveEntityInsteadOfProcessingIt(movingEnt);
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} else {
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movingEnt->ProcessControl();
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if(movingEnt->bIsStatic) { movingEnt->RemoveFromMovingList(); }
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if(movingEnt->IsStatic()) { movingEnt->RemoveFromMovingList(); }
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}
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}
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}
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@ -2115,7 +2115,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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CObject *pObject = (CObject *)pEntity;
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CVehicle *pVehicle = (CVehicle *)pEntity;
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if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
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if(pEntity->bIsStatic) {
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if(pEntity->IsStatic()) {
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if(pEntity->IsObject()) {
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if (fPower > pObject->m_fUprootLimit || IsFence(pObject->GetModelIndex())) {
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if (IsGlass(pObject->GetModelIndex())) {
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@ -2139,7 +2139,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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}
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}
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}
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if(pEntity->bIsStatic) {
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if(pEntity->IsStatic()) {
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float fDamageMultiplier =
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(fRadius - fMagnitude) * 2.0f / fRadius;
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float fDamage = 300.0f * Min(fDamageMultiplier, 1.0f);
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@ -2150,7 +2150,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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pEntity->AddToMovingList();
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}
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}
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if(!pEntity->bIsStatic) {
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if(!pEntity->IsStatic()) {
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float fDamageMultiplier = Min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f);
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CVector vecForceDir =
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vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier /
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@ -74,7 +74,7 @@ CEntity::CEntity(void)
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bDistanceFade = false;
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m_flagE2 = false;
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m_bIsStaticWaitingForCollision = false;
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bIsStaticWaitingForCollision = false;
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m_scanCode = 0;
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m_modelIndex = -1;
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@ -84,7 +84,7 @@ public:
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// flagsE
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uint32 m_flagE2 : 1;
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// TODO(MIAMI)
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uint32 m_bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
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uint16 m_scanCode;
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uint16 m_randomSeed;
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@ -99,7 +99,7 @@ public:
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eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
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void SetStatus(eEntityStatus status) { m_status = status; }
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CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
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bool IsStatic(void) { return bIsStatic && m_bIsStaticWaitingForCollision; }
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bool IsStatic(void) { return bIsStatic || bIsStaticWaitingForCollision; }
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#ifdef COMPATIBLE_SAVES
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void SaveEntityFlags(uint8*& buf);
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void LoadEntityFlags(uint8*& buf);
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@ -324,7 +324,7 @@ 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->bIsStatic)
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if(ent->IsBuilding() || ent->IsStatic())
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this->bHasHitWall = true;
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}
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return numSpheres;
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@ -539,7 +539,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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timestepB = B->bIsHeavy ? 2.0f : 1.0f;
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float speedA, speedB;
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if(B->bIsStatic){
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if(B->IsStatic()){
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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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@ -622,7 +622,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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}
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}
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if(B->bIsStatic)
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if(B->IsStatic())
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return false;
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if(!B->bInfiniteMass)
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B->AddToMovingList();
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@ -1079,7 +1079,7 @@ 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->bIsStatic){
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Aobj->IsStatic()){
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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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@ -1096,7 +1096,7 @@ 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->bIsStatic){
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Bobj->IsStatic()){
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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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@ -1414,7 +1414,7 @@ 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->bIsStatic){
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!Aobj->IsStatic()){
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if(Aobj->m_pCollidingEntity == B)
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skipCollision = true;
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else{
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@ -1433,7 +1433,7 @@ 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->bIsStatic){
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!Bobj->IsStatic()){
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if(Bobj->m_pCollidingEntity == A)
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skipCollision = true;
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else{
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@ -14853,11 +14853,11 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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if (!collidingEnt->IsBuilding())
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((CPhysical*)collidingEnt)->AddCollisionRecord(this);
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if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->bIsStatic)) {
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if (ourCollidedSpheres > 0 && (collidingEnt->IsBuilding() || collidingEnt->IsStatic())) {
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bHasHitWall = true;
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}
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}
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if (collidingEnt->IsBuilding() || collidingEnt->bIsStatic) {
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if (collidingEnt->IsBuilding() || collidingEnt->IsStatic()) {
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if (bWasStanding) {
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CVector sphereNormal;
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@ -1213,7 +1213,7 @@ CRenderer::IsEntityCullZoneVisible(CEntity *ent)
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return !(ped->m_pCurSurface && ped->m_pCurSurface->bZoneCulled2);
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case ENTITY_TYPE_OBJECT:
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obj = (CObject*)ent;
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if(!obj->bIsStatic)
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if(!obj->IsStatic())
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return true;
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return !(obj->m_pCurSurface && obj->m_pCurSurface->bZoneCulled2);
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}
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@ -2190,7 +2190,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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}
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// move body cast
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if(phys->bIsStatic){
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if(phys->IsStatic()){
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phys->bIsStatic = false;
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phys->m_nStaticFrames = 0;
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phys->ApplyMoveForce(m_vecMoveSpeed / Sqrt(speed));
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@ -156,11 +156,11 @@ void CBulletInfo::Update(void)
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if (pHitEntity->IsObject()) {
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CObject* pObject = (CObject*)pHitEntity;
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if (!pObject->bInfiniteMass) {
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if (pObject->bIsStatic && pObject->m_fUprootLimit <= 0.0f) {
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if (pObject->IsStatic() && pObject->m_fUprootLimit <= 0.0f) {
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pObject->bIsStatic = false;
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pObject->AddToMovingList();
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}
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if (!pObject->bIsStatic)
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if (!pObject->IsStatic())
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pObject->ApplyMoveForce(-BULLET_HIT_FORCE * point.normal);
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}
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}
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@ -1047,13 +1047,13 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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if ( !victimObject->bInfiniteMass )
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{
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if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
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if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
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{
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victimObject->bIsStatic = false;
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victimObject->AddToMovingList();
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}
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if ( !victimObject->bIsStatic )
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if ( !victimObject->IsStatic())
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{
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CVector moveForce = point->normal*-4.0f;
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victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
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@ -1296,13 +1296,13 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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if ( !victimObject->bInfiniteMass )
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{
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if ( victimObject->bIsStatic && victimObject->m_fUprootLimit <= 0.0f )
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if ( victimObject->IsStatic() && victimObject->m_fUprootLimit <= 0.0f )
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{
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victimObject->bIsStatic = false;
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victimObject->AddToMovingList();
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}
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if ( !victimObject->bIsStatic )
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if ( !victimObject->IsStatic())
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{
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CVector moveForce = point.normal*-5.0f;
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victimObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);
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@ -2232,7 +2232,7 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
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object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
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object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
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if ( object->bIsStatic )
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if ( object->IsStatic())
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{
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object->bIsStatic = false;
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object->AddToMovingList();
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