mirror of
https://github.com/GTAmodding/re3.git
synced 2025-10-04 05:19:59 +00:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
commit
3b0cd93f89
26 changed files with 1587 additions and 228 deletions
|
@ -667,7 +667,7 @@ CAutomobile::ProcessControl(void)
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if(!strongGrip1 && !CVehicle::bCheat3)
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gripCheat = false;
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float acceleration = pHandling->Transmission.CalculateDriveAcceleration(m_fGasPedal, m_nCurrentGear, m_fChangeGearTime, fwdSpeed, gripCheat);
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acceleration /= fForceMultiplier;
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acceleration /= m_fForceMultiplier;
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// unused
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if(GetModelIndex() == MI_MIAMI_RCBARON ||
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@ -718,7 +718,7 @@ CAutomobile::ProcessControl(void)
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else
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traction = 0.004f;
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traction *= pHandling->fTractionMultiplier / 4.0f;
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traction /= fForceMultiplier;
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traction /= m_fForceMultiplier;
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if(CVehicle::bCheat3)
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traction *= 4.0f;
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@ -3791,7 +3791,7 @@ CAutomobile::BlowUpCar(CEntity *culprit)
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}
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ChangeLawEnforcerState(false);
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gFireManager.StartFire(this, culprit, 0.8f, 1); // TODO
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gFireManager.StartFire(this, culprit, 0.8f, true);
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CDarkel::RegisterCarBlownUpByPlayer(this);
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if(GetModelIndex() == MI_RCBANDIT)
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CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR_QUICK, GetPosition(), 0);
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@ -4054,7 +4054,7 @@ CAutomobile::HasCarStoppedBecauseOfLight(void)
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if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nNextRouteNode)
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break;
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if(i < curnode->numLinks &&
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ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO
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ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3)
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return true;
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}
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@ -4064,7 +4064,7 @@ CAutomobile::HasCarStoppedBecauseOfLight(void)
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if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nPrevRouteNode)
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break;
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if(i < curnode->numLinks &&
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ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3) // TODO
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ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3)
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return true;
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}
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@ -1,12 +1,25 @@
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#include "common.h"
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#include "patcher.h"
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#include "Boat.h"
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#include "General.h"
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#include "Timecycle.h"
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#include "HandlingMgr.h"
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#include "CarCtrl.h"
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#include "RwHelper.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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#include "Camera.h"
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#include "Darkel.h"
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#include "Explosion.h"
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#include "Particle.h"
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#include "WaterLevel.h"
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#include "Pools.h"
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#include "Floater.h"
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#include "World.h"
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#include "Pools.h"
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#include "Pad.h"
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#include "Boat.h"
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#define INVALID_ORIENTATION (-9999.99f)
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float &fShapeLength = *(float*)0x600E78;
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float &fShapeTime = *(float*)0x600E7C;
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@ -19,10 +32,6 @@ float WAKE_LIFETIME = 400.0f;
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CBoat * (&CBoat::apFrameWakeGeneratingBoats)[4] = *(CBoat * (*)[4])*(uintptr*)0x8620E0;
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WRAPPER void CBoat::ProcessControl() { EAXJMP(0x53EF10); }
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WRAPPER void CBoat::ProcessControlInputs(uint8) { EAXJMP(0x53EC70); }
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WRAPPER void CBoat::BlowUpCar(CEntity* ent) { EAXJMP(0x541CB0); }
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CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
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{
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CVehicleModelInfo *minfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
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@ -47,35 +56,31 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
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m_fGasPedal = 0.0f;
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m_fBrakePedal = 0.0f;
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field_288 = 0.25f;
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field_28C = 0.35f;
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field_290 = 0.7f;
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field_294 = 0.998f;
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field_298 = 0.999f;
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field_29C = 0.85f;
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field_2A0 = 0.96f;
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field_2A4 = 0.96f;
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m_fPropellerZ = 0.25f;
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m_fPropellerY = 0.35f;
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m_waterMoveDrag = CVector(0.7f, 0.998f, 0.999f);
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m_waterTurnDrag = CVector(0.85f, 0.96f, 0.96f);
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_unk2 = false;
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m_fTurnForceZ = 7.0f;
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field_2FC = 7.0f;
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m_vecMoveForce = CVector(0.0f, 0.0f, 0.0f);
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m_fVolumeUnderWater = 7.0f;
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m_fPrevVolumeUnderWater = 7.0f;
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m_vecBuoyancePoint = CVector(0.0f, 0.0f, 0.0f);
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field_300 = 0;
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m_bBoatFlag1 = true;
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m_bBoatFlag2 = true;
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m_nDeltaVolumeUnderWater = 0;
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bBoatInWater = true;
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bPropellerInWater = true;
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bIsInWater = true;
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unk1 = 0.0f;
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m_bIsAnchored = true;
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field_2C4 = -9999.99f;
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m_fOrientation = INVALID_ORIENTATION;
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bTouchingWater = true;
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field_2CC = 0.0f;
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field_2D0 = 0;
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m_fDamage = 0.0f;
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m_pSetOnFireEntity = nil;
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m_nNumWakePoints = 0;
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for (int16 i = 0; i < 32; i++)
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for (int16 i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++)
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m_afWakePointLifeTime[i] = 0.0f;
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m_nAmmoInClip = 20;
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@ -94,6 +99,541 @@ CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
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pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
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}
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void
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CBoat::ProcessControl(void)
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{
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if(m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
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PruneWakeTrail();
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int r, g, b;
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RwRGBA splashColor, jetColor;
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r = 114.75f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
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g = 114.75f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
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b = 114.75f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
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r = clamp(r, 0, 255);
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g = clamp(g, 0, 255);
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b = clamp(b, 0, 255);
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splashColor.red = r;
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splashColor.green = g;
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splashColor.blue = b;
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splashColor.alpha = CGeneral::GetRandomNumberInRange(128, 150);
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r = 242.25f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
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g = 242.25f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
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b = 242.25f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
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r = clamp(r, 0, 255);
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g = clamp(g, 0, 255);
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b = clamp(b, 0, 255);
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jetColor.red = r;
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jetColor.green = g;
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jetColor.blue = b;
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jetColor.alpha = CGeneral::GetRandomNumberInRange(96, 128);
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CGeneral::GetRandomNumber(); // unused
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ProcessCarAlarm();
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switch(m_status){
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case STATUS_PLAYER:
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m_bIsAnchored = false;
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m_fOrientation = INVALID_ORIENTATION;
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ProcessControlInputs(0);
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if(GetModelIndex() == MI_PREDATOR)
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DoFixedMachineGuns();
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break;
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case STATUS_SIMPLE:
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m_bIsAnchored = false;
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m_fOrientation = INVALID_ORIENTATION;
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CPhysical::ProcessControl();
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bBoatInWater = true;
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bPropellerInWater = true;
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bIsInWater = true;
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return;
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case STATUS_PHYSICS:
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m_bIsAnchored = false;
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m_fOrientation = INVALID_ORIENTATION;
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CCarCtrl::SteerAIBoatWithPhysics(this);
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break;
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case STATUS_ABANDONED:
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case STATUS_WRECKED:
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bBoatInWater = true;
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bPropellerInWater = true;
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bIsInWater = true;
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m_fSteerAngle = 0.0;
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bIsHandbrakeOn = false;
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m_fBrakePedal = 0.5f;
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m_fGasPedal = 0.0f;
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if((GetPosition() - CWorld::Players[CWorld::PlayerInFocus].GetPos()).Magnitude() > 150.0f){
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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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return;
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}
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break;
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}
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float collisionDamage = pHandling->fCollisionDamageMultiplier * m_fDamageImpulse;
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if(collisionDamage > 25.0f && m_status != STATUS_WRECKED && m_fHealth >= 150.0f){
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float prevHealth = m_fHealth;
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if(this == FindPlayerVehicle()){
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if(bTakeLessDamage)
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m_fHealth -= (collisionDamage-25.0f)/6.0f;
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else
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m_fHealth -= (collisionDamage-25.0f)/2.0f;
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}else{
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if(collisionDamage > 60.0f && pDriver)
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pDriver->Say(SOUND_PED_CAR_COLLISION);
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if(bTakeLessDamage)
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m_fHealth -= (collisionDamage-25.0f)/12.0f;
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else
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m_fHealth -= (collisionDamage-25.0f)/4.0f;
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}
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if(m_fHealth <= 0.0f && prevHealth > 0.0f){
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m_fHealth = 1.0f;
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m_pSetOnFireEntity = m_pDamageEntity;
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}
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}
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// Damage particles
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if(m_fHealth <= 600.0f && m_status != STATUS_WRECKED &&
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Abs(GetPosition().x - TheCamera.GetPosition().x) < 200.0f &&
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Abs(GetPosition().y - TheCamera.GetPosition().y) < 200.0f){
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float speedSq = m_vecMoveSpeed.MagnitudeSqr();
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CVector smokeDir = 0.8f*m_vecMoveSpeed;
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CVector smokePos;
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switch(GetModelIndex()){
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case MI_SPEEDER:
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smokePos = CVector(0.4f, -2.4f, 0.8f);
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smokeDir += 0.05f*GetRight();
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smokeDir.z += 0.2f*m_vecMoveSpeed.z;
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break;
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case MI_REEFER:
|
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smokePos = CVector(2.0f, -1.0f, 0.5f);
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smokeDir += 0.07f*GetRight();
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break;
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case MI_PREDATOR:
|
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default:
|
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smokePos = CVector(-1.5f, -0.5f, 1.2f);
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smokeDir += -0.08f*GetRight();
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||||
break;
|
||||
}
|
||||
|
||||
smokePos = GetMatrix() * smokePos;
|
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|
||||
// On fire
|
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if(m_fHealth < 150.0f){
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CParticle::AddParticle(PARTICLE_CARFLAME, smokePos,
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CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(2.25f/200.0f, 0.09f)),
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nil, 0.9f);
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CVector smokePos2 = smokePos;
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smokePos2.x += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
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smokePos2.y += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
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smokePos2.z += CGeneral::GetRandomNumberInRange(2.25f/4.0f, 2.25f);
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, smokePos2, CVector(0.0f, 0.0f, 0.0f));
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|
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m_fDamage += CTimer::GetTimeStepInMilliseconds();
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if(m_fDamage > 5000.0f)
|
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BlowUpCar(m_pSetOnFireEntity);
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}
|
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|
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if(speedSq < 0.25f && (CTimer::GetFrameCounter() + m_randomSeed) & 1)
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CParticle::AddParticle(PARTICLE_ENGINE_STEAM, smokePos, smokeDir);
|
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if(speedSq < 0.25f && m_fHealth <= 350.0f)
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||||
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, smokePos, 1.25f*smokeDir);
|
||||
}
|
||||
|
||||
CPhysical::ProcessControl();
|
||||
|
||||
CVector buoyanceImpulse(0.0f, 0.0f, 0.0f);
|
||||
CVector buoyancePoint(0.0f, 0.0f, 0.0f);
|
||||
if(mod_Buoyancy.ProcessBuoyancy(this, pHandling->fBuoyancy, &buoyancePoint, &buoyanceImpulse)){
|
||||
// Process boat in water
|
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if(0.1f * m_fMass * GRAVITY*CTimer::GetTimeStep() < buoyanceImpulse.z){
|
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bBoatInWater = true;
|
||||
bIsInWater = true;
|
||||
}else{
|
||||
bBoatInWater = false;
|
||||
bIsInWater = false;
|
||||
}
|
||||
|
||||
m_fVolumeUnderWater = mod_Buoyancy.m_volumeUnderWater;
|
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m_vecBuoyancePoint = buoyancePoint;
|
||||
ApplyMoveForce(buoyanceImpulse);
|
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if(!onLand)
|
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ApplyTurnForce(buoyanceImpulse, buoyancePoint);
|
||||
|
||||
if(!onLand && bBoatInWater && GetUp().z > 0.0f){
|
||||
float impulse;
|
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if(m_fGasPedal > 0.05f)
|
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impulse = m_vecMoveSpeed.MagnitudeSqr()*pHandling->fSuspensionForceLevel*buoyanceImpulse.z*CTimer::GetTimeStep()*0.5f*m_fGasPedal;
|
||||
else
|
||||
impulse = 0.0f;
|
||||
impulse = min(impulse, GRAVITY*pHandling->fSuspensionDampingLevel*m_fMass*CTimer::GetTimeStep());
|
||||
ApplyMoveForce(impulse*GetUp());
|
||||
ApplyTurnForce(impulse*GetUp(), buoyancePoint - pHandling->fSuspensionBias*GetForward());
|
||||
}
|
||||
|
||||
// Handle boat moving forward
|
||||
if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude() > 0.01f){
|
||||
if(bBoatInWater)
|
||||
AddWakePoint(GetPosition());
|
||||
|
||||
float steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward());
|
||||
if(m_modelIndex == MI_GHOST)
|
||||
steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward())*0.3f;
|
||||
if(steerFactor < 0.0f) steerFactor = 0.0f;
|
||||
|
||||
CVector propeller(0.0f, -pHandling->Dimension.y*m_fPropellerY, -pHandling->Dimension.z*m_fPropellerZ);
|
||||
propeller = Multiply3x3(GetMatrix(), propeller);
|
||||
CVector propellerWorld = GetPosition() + propeller;
|
||||
|
||||
float steerSin = Sin(-m_fSteerAngle * steerFactor);
|
||||
float steerCos = Cos(-m_fSteerAngle * steerFactor);
|
||||
float waterLevel;
|
||||
CWaterLevel::GetWaterLevel(propellerWorld, &waterLevel, true);
|
||||
if(propellerWorld.z-0.5f < waterLevel){
|
||||
float propellerDepth = waterLevel - (propellerWorld.z - 0.5f);
|
||||
if(propellerDepth > 1.0f)
|
||||
propellerDepth = 1.0f;
|
||||
else
|
||||
propellerDepth = SQR(propellerDepth);
|
||||
bPropellerInWater = true;
|
||||
|
||||
if(Abs(m_fGasPedal) > 0.05f){
|
||||
CVector forceDir = Multiply3x3(GetMatrix(), CVector(-steerSin, steerCos, -Abs(m_fSteerAngle)));
|
||||
CVector force = propellerDepth * m_fGasPedal * 40.0f * pHandling->Transmission.fEngineAcceleration * pHandling->fMass * forceDir;
|
||||
if(force.z > 0.2f)
|
||||
force.z = SQR(1.2f - force.z) + 0.2f;
|
||||
if(onLand){
|
||||
if(m_fGasPedal < 0.0f){
|
||||
force.x *= 5.0f;
|
||||
force.y *= 5.0f;
|
||||
}
|
||||
if(force.z < 0.0f)
|
||||
force.z = 0.0f;
|
||||
ApplyMoveForce(force * CTimer::GetTimeStep());
|
||||
}else{
|
||||
ApplyMoveForce(force * CTimer::GetTimeStep());
|
||||
ApplyTurnForce(force * CTimer::GetTimeStep(), propeller - pHandling->fTractionBias*GetUp());
|
||||
float rightForce = DotProduct(GetRight(), force);
|
||||
ApplyTurnForce(-rightForce*GetRight() * CTimer::GetTimeStep(), GetUp());
|
||||
}
|
||||
|
||||
// Spray some particles
|
||||
CVector jetDir = -0.04f * force;
|
||||
if(m_fGasPedal > 0.0f){
|
||||
if(m_status == STATUS_PLAYER){
|
||||
bool cameraHack = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
|
||||
TheCamera.WhoIsInControlOfTheCamera == CAMCONTROL_OBBE;
|
||||
CVector sternPos = GetColModel()->boundingBox.min;
|
||||
sternPos.x = 0.0f;
|
||||
sternPos.z = 0.0f;
|
||||
sternPos = Multiply3x3(GetMatrix(), sternPos);
|
||||
|
||||
CVector jetPos = GetPosition() + sternPos;
|
||||
if(cameraHack)
|
||||
jetPos.z = 1.0f;
|
||||
else
|
||||
jetPos.z = 0.0f;
|
||||
|
||||
CVector wakePos = GetPosition() + sternPos;
|
||||
wakePos.z -= 0.65f;
|
||||
|
||||
CVector wakeDir = 0.75f * jetDir;
|
||||
|
||||
CParticle::AddParticle(PARTICLE_BOAT_THRUSTJET, jetPos, jetDir, nil, 0.0f, jetColor);
|
||||
CParticle::AddParticle(PARTICLE_CAR_SPLASH, jetPos, 0.25f * jetDir, nil, 1.0f, splashColor,
|
||||
CGeneral::GetRandomNumberInRange(0, 30),
|
||||
CGeneral::GetRandomNumberInRange(0, 90), 3);
|
||||
if(!cameraHack)
|
||||
CParticle::AddParticle(PARTICLE_BOAT_WAKE, wakePos, wakeDir, nil, 0.0f, jetColor);
|
||||
}else if((CTimer::GetFrameCounter() + m_randomSeed) & 1){
|
||||
jetDir.z = 0.018f;
|
||||
jetDir.x *= 0.01f;
|
||||
jetDir.y *= 0.01f;
|
||||
propellerWorld.z += 1.5f;
|
||||
|
||||
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 1.5f, jetColor);
|
||||
CParticle::AddParticle(PARTICLE_CAR_SPLASH, propellerWorld, 0.1f * jetDir, nil, 0.5f, splashColor,
|
||||
CGeneral::GetRandomNumberInRange(0, 30),
|
||||
CGeneral::GetRandomNumberInRange(0, 90), 3);
|
||||
}
|
||||
}
|
||||
}else if(!onLand){
|
||||
float force = 50.0f*DotProduct(m_vecMoveSpeed, GetForward());
|
||||
if(force > 10.0f) force = 10.0f;
|
||||
CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f));
|
||||
ApplyMoveForce(propellerForce * CTimer::GetTimeStep()*0.5f);
|
||||
ApplyTurnForce(propellerForce * CTimer::GetTimeStep()*0.5f, propeller);
|
||||
}
|
||||
}else
|
||||
bPropellerInWater = false;
|
||||
}
|
||||
|
||||
// Slow down or push down boat as it approaches the world limits
|
||||
m_vecMoveSpeed.x = min(m_vecMoveSpeed.x, -(GetPosition().x - 1900.0f)*0.01f); // east
|
||||
m_vecMoveSpeed.x = max(m_vecMoveSpeed.x, -(GetPosition().x - -1515.0f)*0.01f); // west
|
||||
m_vecMoveSpeed.y = min(m_vecMoveSpeed.y, -(GetPosition().y - 600.0f)*0.01f); // north
|
||||
m_vecMoveSpeed.y = max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*0.01f); // south
|
||||
|
||||
if(!onLand && bBoatInWater)
|
||||
ApplyWaterResistance();
|
||||
|
||||
// No idea what exactly is going on here besides drag in YZ
|
||||
float fx = Pow(m_waterTurnDrag.x, CTimer::GetTimeStep());
|
||||
float fy = Pow(m_waterTurnDrag.y, CTimer::GetTimeStep());
|
||||
float fz = Pow(m_waterTurnDrag.z, CTimer::GetTimeStep());
|
||||
m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space
|
||||
// TODO: figure this out
|
||||
float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx;
|
||||
m_vecTurnSpeed.y *= fy;
|
||||
m_vecTurnSpeed.z *= fz;
|
||||
float forceUp = (magic - 1.0f) * m_vecTurnSpeed.x * m_fTurnMass;
|
||||
m_vecTurnSpeed = Multiply3x3(GetMatrix(), m_vecTurnSpeed); // back to world
|
||||
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
||||
ApplyTurnForce(CVector(0.0f, 0.0f, forceUp), com + GetForward());
|
||||
|
||||
m_nDeltaVolumeUnderWater = (m_fVolumeUnderWater-m_fPrevVolumeUnderWater)*10000;
|
||||
|
||||
// Falling into water
|
||||
if(!onLand && bBoatInWater && GetUp().z > 0.0f && m_nDeltaVolumeUnderWater > 200){
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, m_nDeltaVolumeUnderWater);
|
||||
|
||||
float speedUp = m_vecMoveSpeed.MagnitudeSqr() * m_nDeltaVolumeUnderWater * 0.0004f;
|
||||
if(speedUp + m_vecMoveSpeed.z > pHandling->fBrakeDeceleration)
|
||||
speedUp = pHandling->fBrakeDeceleration - m_vecMoveSpeed.z;
|
||||
if(speedUp < 0.0f) speedUp = 0.0f;
|
||||
float speedFwd = DotProduct(m_vecMoveSpeed, GetForward());
|
||||
speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fTractionLoss;
|
||||
CVector speed = speedFwd*GetForward() + CVector(0.0f, 0.0f, speedUp);
|
||||
CVector splashImpulse = speed * m_fMass;
|
||||
ApplyMoveForce(splashImpulse);
|
||||
ApplyTurnForce(splashImpulse, buoyancePoint);
|
||||
}
|
||||
|
||||
// Spray particles on sides of boat
|
||||
if(m_nDeltaVolumeUnderWater > 75){
|
||||
float speed = m_vecMoveSpeed.Magnitude();
|
||||
float splash1Size = speed;
|
||||
float splash2Size = m_nDeltaVolumeUnderWater * 0.005f * 0.2f;
|
||||
float front = 0.9f * GetColModel()->boundingBox.max.y;
|
||||
if(splash1Size > 0.75f) splash1Size = 0.75f;
|
||||
|
||||
CVector dir, pos;
|
||||
|
||||
// right
|
||||
dir = -0.5f*m_vecMoveSpeed;
|
||||
dir.z += 0.1f*speed;
|
||||
dir += 0.5f*GetRight()*speed;
|
||||
pos = front*GetForward() + 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
|
||||
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
|
||||
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
|
||||
CGeneral::GetRandomNumberInRange(0, 30),
|
||||
CGeneral::GetRandomNumberInRange(0, 90), 1);
|
||||
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
|
||||
|
||||
// left
|
||||
dir = -0.5f*m_vecMoveSpeed;
|
||||
dir.z += 0.1f*speed;
|
||||
dir -= 0.5f*GetRight()*speed;
|
||||
pos = front*GetForward() - 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
|
||||
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
|
||||
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
|
||||
CGeneral::GetRandomNumberInRange(0, 30),
|
||||
CGeneral::GetRandomNumberInRange(0, 90), 1);
|
||||
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
|
||||
}
|
||||
|
||||
m_fPrevVolumeUnderWater = m_fVolumeUnderWater;
|
||||
}else{
|
||||
bBoatInWater = false;
|
||||
bIsInWater = false;
|
||||
}
|
||||
|
||||
if(m_bIsAnchored){
|
||||
m_vecMoveSpeed.x = 0.0f;
|
||||
m_vecMoveSpeed.y = 0.0f;
|
||||
|
||||
if(m_fOrientation == INVALID_ORIENTATION){
|
||||
m_fOrientation = GetForward().Heading();
|
||||
}else{
|
||||
// is this some inlined CPlaceable method?
|
||||
CVector pos = GetPosition();
|
||||
GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
|
||||
GetPosition() = pos;
|
||||
}
|
||||
}
|
||||
|
||||
ProcessDelayedExplosion();
|
||||
}
|
||||
|
||||
void
|
||||
CBoat::ProcessControlInputs(uint8 pad)
|
||||
{
|
||||
m_nPadID = pad;
|
||||
if(m_nPadID > 3)
|
||||
m_nPadID = 3;
|
||||
|
||||
m_fBrake += (CPad::GetPad(pad)->GetBrake()/255.0f - m_fBrake)*0.1f;
|
||||
m_fBrake = clamp(m_fBrake, 0.0f, 1.0f);
|
||||
|
||||
if(m_fBrake < 0.05f){
|
||||
m_fBrake = 0.0f;
|
||||
m_fAccelerate += (CPad::GetPad(pad)->GetAccelerate()/255.0f - m_fAccelerate)*0.1f;
|
||||
m_fAccelerate = clamp(m_fAccelerate, 0.0f, 1.0f);
|
||||
}else
|
||||
m_fAccelerate = -m_fBrake*0.2f;
|
||||
|
||||
m_fSteeringLeftRight += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteeringLeftRight)*0.2f;
|
||||
m_fSteeringLeftRight = clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
|
||||
|
||||
float steeringSq = m_fSteeringLeftRight < 0.0f ? -SQR(m_fSteeringLeftRight) : SQR(m_fSteeringLeftRight);
|
||||
m_fSteerAngle = pHandling->fSteeringLock * DEGTORAD(steeringSq);
|
||||
m_fGasPedal = m_fAccelerate;
|
||||
}
|
||||
|
||||
void
|
||||
CBoat::ApplyWaterResistance(void)
|
||||
{
|
||||
float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward());
|
||||
// TODO: figure out how this works
|
||||
float magic = (SQR(fwdSpeed) + 0.05f) * (0.001f * SQR(m_fVolumeUnderWater) * m_fMass) + 1.0f;
|
||||
magic = Abs(magic);
|
||||
// FRAMETIME
|
||||
float fx = Pow(m_waterMoveDrag.x/magic, 0.5f*CTimer::GetTimeStep());
|
||||
float fy = Pow(m_waterMoveDrag.y/magic, 0.5f*CTimer::GetTimeStep());
|
||||
float fz = Pow(m_waterMoveDrag.z/magic, 0.5f*CTimer::GetTimeStep());
|
||||
|
||||
m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space
|
||||
m_vecMoveSpeed.x *= fx;
|
||||
m_vecMoveSpeed.y *= fy;
|
||||
m_vecMoveSpeed.z *= fz;
|
||||
float force = (fy - 1.0f) * m_vecMoveSpeed.y * m_fMass;
|
||||
m_vecMoveSpeed = Multiply3x3(GetMatrix(), m_vecMoveSpeed); // back to world
|
||||
|
||||
ApplyTurnForce(force*GetForward(), -GetUp());
|
||||
|
||||
if(m_vecMoveSpeed.z > 0.0f)
|
||||
m_vecMoveSpeed.z *= fz;
|
||||
else
|
||||
m_vecMoveSpeed.z *= (1.0f - fz)*0.5f + fz;
|
||||
}
|
||||
|
||||
RwObject*
|
||||
GetBoatAtomicObjectCB(RwObject *object, void *data)
|
||||
{
|
||||
RpAtomic *atomic = (RpAtomic*)object;
|
||||
assert(RwObjectGetType(object) == rpATOMIC);
|
||||
if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
|
||||
*(RpAtomic**)data = atomic;
|
||||
return object;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
CBoat::BlowUpCar(CEntity *culprit)
|
||||
{
|
||||
RpAtomic *atomic;
|
||||
RwFrame *frame;
|
||||
RwMatrix *matrix;
|
||||
CObject *obj;
|
||||
|
||||
if(!bCanBeDamaged)
|
||||
return;
|
||||
|
||||
// explosion pushes vehicle up
|
||||
m_vecMoveSpeed.z += 0.13f;
|
||||
m_status = STATUS_WRECKED;
|
||||
bRenderScorched = true;
|
||||
|
||||
m_fHealth = 0.0;
|
||||
m_nBombTimer = 0;
|
||||
TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z);
|
||||
|
||||
if(this == FindPlayerVehicle())
|
||||
FindPlayerPed()->m_fHealth = 0.0f; // kill player
|
||||
if(pDriver){
|
||||
CDarkel::RegisterKillByPlayer(pDriver, WEAPONTYPE_EXPLOSION);
|
||||
pDriver->SetDead();
|
||||
pDriver->FlagToDestroyWhenNextProcessed();
|
||||
}
|
||||
|
||||
bEngineOn = false;
|
||||
bLightsOn = false;
|
||||
ChangeLawEnforcerState(false);
|
||||
|
||||
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
|
||||
if(m_aBoatNodes[BOAT_MOVING] == nil)
|
||||
return;
|
||||
|
||||
// much like CAutomobile::SpawnFlyingComponent from here on
|
||||
|
||||
atomic = nil;
|
||||
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
|
||||
if(atomic == nil)
|
||||
return;
|
||||
|
||||
obj = new CObject();
|
||||
if(obj == nil)
|
||||
return;
|
||||
|
||||
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
|
||||
|
||||
// object needs base model
|
||||
obj->RefModelInfo(GetModelIndex());
|
||||
|
||||
// create new atomic
|
||||
matrix = RwFrameGetLTM(m_aBoatNodes[BOAT_MOVING]);
|
||||
frame = RwFrameCreate();
|
||||
atomic = RpAtomicClone(atomic);
|
||||
*RwFrameGetMatrix(frame) = *matrix;
|
||||
RpAtomicSetFrame(atomic, frame);
|
||||
CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil);
|
||||
obj->AttachToRwObject((RwObject*)atomic);
|
||||
|
||||
// init object
|
||||
obj->m_fMass = 10.0f;
|
||||
obj->m_fTurnMass = 25.0f;
|
||||
obj->m_fAirResistance = 0.99f;
|
||||
obj->m_fElasticity = 0.1f;
|
||||
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
|
||||
obj->ObjectCreatedBy = TEMP_OBJECT;
|
||||
obj->bIsStatic = false;
|
||||
obj->bIsPickup = false;
|
||||
|
||||
// life time
|
||||
CObject::nNoTempObjects++;
|
||||
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
|
||||
|
||||
obj->m_vecMoveSpeed = m_vecMoveSpeed;
|
||||
if(GetUp().z > 0.0f)
|
||||
obj->m_vecMoveSpeed.z = 0.3f;
|
||||
else
|
||||
obj->m_vecMoveSpeed.z = 0.0f;
|
||||
|
||||
obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
|
||||
obj->m_vecTurnSpeed.x = 0.5f;
|
||||
|
||||
// push component away from boat
|
||||
CVector dist = obj->GetPosition() - GetPosition();
|
||||
dist.Normalise();
|
||||
if(GetUp().z > 0.0f)
|
||||
dist += GetUp();
|
||||
obj->GetPosition() += GetUp();
|
||||
|
||||
CWorld::Add(obj);
|
||||
|
||||
atomic = nil;
|
||||
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
|
||||
if(atomic)
|
||||
RpAtomicSetFlags(atomic, 0);
|
||||
}
|
||||
|
||||
RwIm3DVertex KeepWaterOutVertices[4];
|
||||
RwImVertexIndex KeepWaterOutIndices[6];
|
||||
|
||||
|
@ -102,8 +642,8 @@ CBoat::Render()
|
|||
{
|
||||
CMatrix matrix;
|
||||
|
||||
if (m_aBoatNodes[1] != nil) {
|
||||
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[1]));
|
||||
if (m_aBoatNodes[BOAT_MOVING] != nil) {
|
||||
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
|
||||
|
||||
CVector pos = matrix.GetPosition();
|
||||
matrix.SetRotateZ(m_fMovingHiRotation);
|
||||
|
@ -111,7 +651,7 @@ CBoat::Render()
|
|||
|
||||
matrix.UpdateRW();
|
||||
if (CVehicle::bWheelsOnlyCheat) {
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[1]));
|
||||
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
|
||||
}
|
||||
}
|
||||
m_fMovingHiRotation += 0.05f;
|
||||
|
@ -234,10 +774,9 @@ CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
|
|||
void
|
||||
CBoat::SetupModelNodes()
|
||||
{
|
||||
m_aBoatNodes[0] = nil;
|
||||
m_aBoatNodes[1] = nil;
|
||||
m_aBoatNodes[2] = nil;
|
||||
m_aBoatNodes[3] = nil;
|
||||
int i;
|
||||
for(i = 0; i < ARRAY_SIZE(m_aBoatNodes); i++)
|
||||
m_aBoatNodes[i] = nil;
|
||||
CClumpModelInfo::FillFrameArray(GetClump(), m_aBoatNodes);
|
||||
}
|
||||
|
||||
|
@ -275,6 +814,43 @@ CBoat::FillBoatList()
|
|||
}
|
||||
}
|
||||
|
||||
void
|
||||
CBoat::PruneWakeTrail(void)
|
||||
{
|
||||
int i;
|
||||
|
||||
for(i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++){
|
||||
if(m_afWakePointLifeTime[i] <= 0.0f)
|
||||
break;
|
||||
if(m_afWakePointLifeTime[i] <= CTimer::GetTimeStep()){
|
||||
m_afWakePointLifeTime[i] = 0.0f;
|
||||
break;
|
||||
}
|
||||
m_afWakePointLifeTime[i] -= CTimer::GetTimeStep();
|
||||
}
|
||||
m_nNumWakePoints = i;
|
||||
}
|
||||
|
||||
void
|
||||
CBoat::AddWakePoint(CVector point)
|
||||
{
|
||||
int i;
|
||||
if(m_afWakePointLifeTime[0] > 0.0f){
|
||||
if((CVector2D(GetPosition()) - m_avec2dWakePoints[0]).MagnitudeSqr() < SQR(1.0f)){
|
||||
for(i = min(m_nNumWakePoints, ARRAY_SIZE(m_afWakePointLifeTime)-1); i != 0; i--){
|
||||
m_avec2dWakePoints[i] = m_avec2dWakePoints[i-1];
|
||||
m_afWakePointLifeTime[i] = m_afWakePointLifeTime[i-1];
|
||||
}
|
||||
m_avec2dWakePoints[0] = point;
|
||||
m_afWakePointLifeTime[0] = 400.0f;
|
||||
}
|
||||
}else{
|
||||
m_avec2dWakePoints[0] = point;
|
||||
m_afWakePointLifeTime[0] = 400.0f;
|
||||
m_nNumWakePoints = 1;
|
||||
}
|
||||
}
|
||||
|
||||
#include <new>
|
||||
|
||||
class CBoat_ : public CBoat
|
||||
|
@ -291,4 +867,7 @@ STARTPATCHES
|
|||
InjectHook(0x542370, CBoat::IsSectorAffectedByWake, PATCH_JUMP);
|
||||
InjectHook(0x5424A0, CBoat::IsVertexAffectedByWake, PATCH_JUMP);
|
||||
InjectHook(0x542250, CBoat::FillBoatList, PATCH_JUMP);
|
||||
InjectHook(0x542140, &CBoat::AddWakePoint, PATCH_JUMP);
|
||||
InjectHook(0x5420D0, &CBoat::PruneWakeTrail, PATCH_JUMP);
|
||||
InjectHook(0x541A30, &CBoat::ApplyWaterResistance, PATCH_JUMP);
|
||||
ENDPATCHES
|
||||
|
|
|
@ -2,47 +2,41 @@
|
|||
|
||||
#include "Vehicle.h"
|
||||
|
||||
enum eBoatNodes
|
||||
{
|
||||
BOAT_MOVING = 1,
|
||||
BOAT_RUDDER,
|
||||
BOAT_WINDSCREEN
|
||||
};
|
||||
|
||||
class CBoat : public CVehicle
|
||||
{
|
||||
public:
|
||||
// 0x288
|
||||
float field_288;
|
||||
float field_28C;
|
||||
float field_290;
|
||||
float field_294;
|
||||
float field_298;
|
||||
float field_29C;
|
||||
float field_2A0;
|
||||
float field_2A4;
|
||||
float m_fPropellerZ;
|
||||
float m_fPropellerY;
|
||||
CVector m_waterMoveDrag;
|
||||
CVector m_waterTurnDrag;
|
||||
float m_fMovingHiRotation;
|
||||
int32 _unk0;
|
||||
RwFrame *m_aBoatNodes[4];
|
||||
uint8 m_bBoatFlag1 : 1;
|
||||
uint8 m_bBoatFlag2 : 1;
|
||||
uint8 m_bBoatFlag3 : 1;
|
||||
uint8 m_bBoatFlag4 : 1;
|
||||
uint8 m_bBoatFlag5 : 1;
|
||||
uint8 m_bBoatFlag6 : 1;
|
||||
uint8 m_bBoatFlag7 : 1;
|
||||
uint8 m_bBoatFlag8 : 1;
|
||||
uint8 bBoatInWater : 1;
|
||||
uint8 bPropellerInWater : 1;
|
||||
bool m_bIsAnchored;
|
||||
char _pad0[2];
|
||||
float field_2C4;
|
||||
float m_fOrientation;
|
||||
int32 _unk1;
|
||||
float field_2CC;
|
||||
CEntity *field_2D0;
|
||||
float m_fDamage;
|
||||
CEntity *m_pSetOnFireEntity;
|
||||
bool _unk2;
|
||||
char _pad1[3];
|
||||
float m_fAccelerate;
|
||||
float m_fBrake;
|
||||
float m_fSteeringLeftRight;
|
||||
uint8 m_nPadID;
|
||||
char _pad2[3];
|
||||
int32 _unk3;
|
||||
float m_fTurnForceZ;
|
||||
CVector m_vecMoveForce;
|
||||
float field_2FC;
|
||||
uint16 field_300;
|
||||
float m_fVolumeUnderWater;
|
||||
CVector m_vecBuoyancePoint;
|
||||
float m_fPrevVolumeUnderWater;
|
||||
int16 m_nDeltaVolumeUnderWater;
|
||||
uint16 m_nNumWakePoints;
|
||||
CVector2D m_avec2dWakePoints[32];
|
||||
float m_afWakePointLifeTime[32];
|
||||
|
@ -59,7 +53,10 @@ public:
|
|||
virtual bool IsComponentPresent(int32 component) { return true; }
|
||||
virtual void BlowUpCar(CEntity *ent);
|
||||
|
||||
void ApplyWaterResistance(void);
|
||||
void SetupModelNodes();
|
||||
void PruneWakeTrail(void);
|
||||
void AddWakePoint(CVector point);
|
||||
|
||||
static CBoat *(&apFrameWakeGeneratingBoats)[4];
|
||||
|
||||
|
|
|
@ -481,6 +481,55 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage
|
|||
FindPlayerPed()->SetWantedLevelNoDrop(1);
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::DoFixedMachineGuns(void)
|
||||
{
|
||||
if(CPad::GetPad(0)->GetCarGunFired() && !bGunSwitchedOff){
|
||||
if(CTimer::GetTimeInMilliseconds() > m_nGunFiringTime + 150){
|
||||
CVector source, target;
|
||||
float dx, dy, len;
|
||||
|
||||
dx = GetForward().x;
|
||||
dy = GetForward().y;
|
||||
len = Sqrt(SQR(dx) + SQR(dy));
|
||||
if(len < 0.1f) len = 0.1f;
|
||||
dx /= len;
|
||||
dy /= len;
|
||||
|
||||
m_nGunFiringTime = CTimer::GetTimeInMilliseconds();
|
||||
|
||||
source = GetMatrix() * CVector(2.0f, 2.5f, 1.0f);
|
||||
target = source + CVector(dx, dy, 0.0f)*60.0f;
|
||||
target += CVector(
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.02f);
|
||||
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
|
||||
FireOneInstantHitRound(&source, &target, 15);
|
||||
|
||||
source = GetMatrix() * CVector(-2.0f, 2.5f, 1.0f);
|
||||
target = source + CVector(dx, dy, 0.0f)*60.0f;
|
||||
target += CVector(
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.015f,
|
||||
((CGeneral::GetRandomNumber()&0xFF)-128) * 0.02f);
|
||||
CWeapon::DoTankDoomAiming(this, pDriver, &source, &target);
|
||||
FireOneInstantHitRound(&source, &target, 15);
|
||||
|
||||
DMAudio.PlayOneShot(m_audioEntityId, SOUND_WEAPON_SHOT_FIRED, 0.0f);
|
||||
|
||||
m_nAmmoInClip--;
|
||||
if(m_nAmmoInClip == 0){
|
||||
m_nAmmoInClip = 20;
|
||||
m_nGunFiringTime = CTimer::GetTimeInMilliseconds() + 1400;
|
||||
}
|
||||
}
|
||||
}else{
|
||||
if(CTimer::GetTimeInMilliseconds() > m_nGunFiringTime + 1400)
|
||||
m_nAmmoInClip = 20;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
CVehicle::ExtinguishCarFire(void)
|
||||
{
|
||||
|
|
|
@ -270,6 +270,7 @@ public:
|
|||
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
|
||||
bool ShufflePassengersToMakeSpace(void);
|
||||
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
|
||||
void DoFixedMachineGuns(void);
|
||||
|
||||
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
|
||||
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue