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script revision
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parent
ff0e039599
commit
4c822e8375
8 changed files with 155 additions and 144 deletions
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@ -2853,6 +2853,7 @@ CAutomobile::ProcessBuoyancy(void)
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if(impulseRatio > 0.5f){
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bIsInWater = true;
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bIsDrowning = true;
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if(m_vecMoveSpeed.z < -0.1f)
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m_vecMoveSpeed.z = -0.1f;
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@ -2867,8 +2868,11 @@ CAutomobile::ProcessBuoyancy(void)
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if(pPassengers[i]->IsPlayer() || !bWaterTight)
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pPassengers[i]->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
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}
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}else
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}
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else {
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bIsInWater = false;
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bIsDrowning = false;
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}
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static uint32 nGenerateRaindrops = 0;
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static uint32 nGenerateWaterCircles = 0;
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@ -2950,6 +2954,7 @@ CAutomobile::ProcessBuoyancy(void)
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}
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}else{
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bIsInWater = false;
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bIsDrowning = false;
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bTouchingWater = false;
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static RwRGBA splashCol = {155, 155, 185, 196};
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@ -273,9 +273,17 @@ CBoat::ProcessControl(void)
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if(0.1f * m_fMass * GRAVITY*CTimer::GetTimeStep() < buoyanceImpulse.z){
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bBoatInWater = true;
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bIsInWater = true;
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if (GetUp().z < -0.6f && Abs(GetMoveSpeed().x) < 0.05 && Abs(GetMoveSpeed().y) < 0.05) {
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bIsDrowning = true;
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if (pDriver)
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pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
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}
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else
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bIsDrowning = false;
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}else{
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bBoatInWater = false;
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bIsInWater = false;
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bIsDrowning = false;
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}
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m_fVolumeUnderWater = mod_Buoyancy.m_volumeUnderWater;
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@ -519,6 +527,7 @@ CBoat::ProcessControl(void)
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}else{
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bBoatInWater = false;
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bIsInWater = false;
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bIsDrowning = false;
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}
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if(m_bIsAnchored){
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@ -104,6 +104,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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m_nCarHornPattern = 0;
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m_nCarHornDelay = 0;
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bPartOfConvoy = false;
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bIsDrowning = false;
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bCreatedAsPoliceVehicle = false;
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bParking = false;
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m_nAlarmState = 0;
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@ -182,10 +182,16 @@ public:
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uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
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uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
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uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
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uint8 bPartOfConvoy : 1;
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//uint8 bHeliMinimumTilt : 1; // This heli should have almost no tilt really
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//uint8 bAudioChangingGear : 1; // sounds like vehicle is changing gear
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uint8 bIsDrowning : 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
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//uint8 bTyresDontBurst : 1; // If this is set the tyres are invincible
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uint8 bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
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//uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed
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uint8 bParking : 1;
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//uint8 bCanPark : 1;
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uint8 m_bombType : 3;
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