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Try to build with mingw
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0f07a323c9
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90 changed files with 1107 additions and 1051 deletions
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@ -777,10 +777,10 @@ CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float
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*nEntitiesFound = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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@ -1045,10 +1045,10 @@ CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bC
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*nCollidingEntities = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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const int32 nStartX = max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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@ -1124,10 +1124,10 @@ CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &v
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{
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CWorld::AdvanceCurrentScanCode();
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*nIntersecting = 0;
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const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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@ -1205,10 +1205,10 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &boundingBox, co
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{
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CWorld::AdvanceCurrentScanCode();
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*nEntitiesFound = 0;
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const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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@ -1285,10 +1285,10 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CV
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{
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CWorld::AdvanceCurrentScanCode();
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*nIntersecting = 0;
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const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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@ -1499,10 +1499,10 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
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float fStartY = y1 - 10.0f;
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float fEndX = x2 + 10.0f;
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float fEndY = y2 + 10.0f;
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const int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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@ -1544,13 +1544,13 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1
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}
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if(bInsideSphere) {
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if(pVehicle->GetPosition().x <= (x1 + x2) * 0.5f)
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pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
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pVehicle->m_vecMoveSpeed.x = Min(pVehicle->m_vecMoveSpeed.x, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
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pVehicle->m_vecMoveSpeed.x = Max(pVehicle->m_vecMoveSpeed.x, 0.0f);
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if(pVehicle->GetPosition().y <= (y1 + y2) * 0.5f)
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pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
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pVehicle->m_vecMoveSpeed.y = Min(pVehicle->m_vecMoveSpeed.y, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
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pVehicle->m_vecMoveSpeed.y = Max(pVehicle->m_vecMoveSpeed.y, 0.0f);
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}
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}
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}
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@ -2086,10 +2086,10 @@ CWorld::TriggerExplosion(const CVector &position, float fRadius, float fPower, C
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{
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CVector2D vecStartPos(position.x - fRadius, position.y - fRadius);
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CVector2D vecEndPos(position.x + fRadius, position.y + fRadius);
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const int32 nStartX = max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1);
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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@ -2144,7 +2144,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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if(pEntity->bIsStatic) {
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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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float fDamage = 300.0f * Min(fDamageMultiplier, 1.0f);
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pObject->ObjectDamage(fDamage);
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}
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} else {
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@ -2153,18 +2153,18 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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}
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}
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if(!pEntity->bIsStatic) {
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float fDamageMultiplier = min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f);
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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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max(fMagnitude, 0.01f));
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vecForceDir.z = max(vecForceDir.z, 0.0f);
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if(pEntity == FindPlayerPed()) vecForceDir.z = min(vecForceDir.z, 1.0f);
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Max(fMagnitude, 0.01f));
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vecForceDir.z = Max(vecForceDir.z, 0.0f);
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if(pEntity == FindPlayerPed()) vecForceDir.z = Min(vecForceDir.z, 1.0f);
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pEntity->ApplyMoveForce(vecForceDir);
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if(!pEntity->bPedPhysics) {
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float fBoundRadius = pEntity->GetBoundRadius();
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float fDistanceZ = position.z - pEntity->GetPosition().z;
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float fPointZ = fBoundRadius;
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if(max(fDistanceZ, -fBoundRadius) < fBoundRadius) {
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if(Max(fDistanceZ, -fBoundRadius) < fBoundRadius) {
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if(fDistanceZ <= -fBoundRadius)
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fPointZ = -fBoundRadius;
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else
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