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minimal weather stuff + multiple bugfixes
This commit is contained in:
parent
9067469f7c
commit
4defd8b75c
9 changed files with 146 additions and 91 deletions
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@ -17,6 +17,7 @@
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#include "ModelInfo.h"
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#include "Object.h"
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#include "Pad.h"
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#include "PedAttractor.h"
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#include "Phones.h"
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#include "Pickups.h"
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#include "Plane.h"
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@ -1116,6 +1117,14 @@ void CReplay::StoreStuffInMem(void)
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for (int i = 0; i < NUMPLAYERS; i++)
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nHandleOfPlayerPed[i] = CPools::GetPedPool()->GetIndex(CWorld::Players[i].m_pPed);
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#endif
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int i = CPools::GetPedPool()->GetSize();
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while (--i >= 0) {
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CPed* ped = CPools::GetPedPool()->GetSlot(i);
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if (!ped)
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continue;
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if (ped->m_attractor)
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GetPedAttractorManager()->DeRegisterPed(ped, ped->m_attractor);
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}
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CPools::GetVehiclePool()->Store(pBuf0, pBuf1);
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CPools::GetPedPool()->Store(pBuf2, pBuf3);
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CPools::GetObjectPool()->Store(pBuf4, pBuf5);
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@ -5248,12 +5248,8 @@ int8 CRunningScript::ProcessCommands500To599(int32 command)
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ScriptParams[3] / 255.0f, ScriptParams[4] / 255.0f, ScriptParams[5] / 255.0f, 0, true);
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return 0;
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}
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case COMMAND_STORE_WEATHER:
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CWeather::StoreWeatherState();
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return 0;
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case COMMAND_RESTORE_WEATHER:
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CWeather::RestoreWeatherState();
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return 0;
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//case COMMAND_STORE_WEATHER:
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//case COMMAND_RESTORE_WEATHER:
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case COMMAND_STORE_CLOCK:
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CClock::StoreClock();
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return 0;
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@ -60,6 +60,7 @@ int32 CStats::HighestScores[CStats::TOTAL_HIGHEST_SCORES];
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int32 CStats::Sprayings;
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float CStats::AutoPaintingBudget;
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int32 CStats::NoMoreHurricanes;
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void CStats::Init()
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{
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@ -119,6 +120,7 @@ void CStats::Init()
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Sprayings = 0;
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AutoPaintingBudget = 0.0f;
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NoMoreHurricanes = 0;
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}
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void CStats::RegisterFastestTime(int32 index, int32 time)
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@ -64,6 +64,7 @@ public:
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static int32 HighestScores[TOTAL_HIGHEST_SCORES];
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static int32 Sprayings;
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static float AutoPaintingBudget;
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static int32 NoMoreHurricanes;
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public:
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static void Init(void);
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@ -143,7 +143,8 @@ CRenderer::RenderOneNonRoad(CEntity *e)
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resetLights = e->SetupLighting();
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if(e->IsVehicle()){
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CVisibilityPlugins::SetupVehicleVariables(e->GetClump());
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// unfortunately can't use GetClump here
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CVisibilityPlugins::SetupVehicleVariables((RpClump*)e->m_rwObject);
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CVisibilityPlugins::InitAlphaAtomicList();
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}
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@ -8,6 +8,7 @@
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#include "DMAudio.h"
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#include "General.h"
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#include "Pad.h"
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#include "PlayerPed.h"
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#include "Particle.h"
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#include "RenderBuffer.h"
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#include "Stats.h"
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@ -40,41 +41,60 @@ float CWeather::Rain;
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float CWeather::InterpolationValue;
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float CWeather::WetRoads;
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float CWeather::Rainbow;
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float CWeather::SunGlare;
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float CWeather::WindClipped;
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float CWeather::TrafficLightBrightness;
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bool CWeather::bScriptsForceRain;
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bool CWeather::Stored_StateStored;
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float CWeather::Stored_InterpolationValue;
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int16 CWeather::Stored_OldWeatherType;
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int16 CWeather::Stored_NewWeatherType;
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float CWeather::Stored_Rain;
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tRainStreak Streaks[NUM_RAIN_STREAKS];
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const int16 WeatherTypesList[] = {
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY,
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WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY, WEATHER_RAINY,
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WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_CLOUDY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_CLOUDY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_CLOUDY, WEATHER_CLOUDY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
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};
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const int16 WeatherTypesList_WithHurricanes[] = {
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_CLOUDY,
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WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_CLOUDY, WEATHER_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_CLOUDY, WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_RAINY,
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WEATHER_CLOUDY, WEATHER_RAINY, WEATHER_CLOUDY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_FOGGY, WEATHER_FOGGY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
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WEATHER_CLOUDY, WEATHER_HURRICANE, WEATHER_HURRICANE, WEATHER_HURRICANE,
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WEATHER_CLOUDY, WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_SUNNY,
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WEATHER_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY,
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WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY, WEATHER_EXTRA_SUNNY
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};
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const float Windiness[] = {
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0.0f, // WEATHER_SUNNY
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0.25f,// WEATHER_SUNNY
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0.7f, // WEATHER_CLOUDY
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1.0f, // WEATHER_RAINY
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0.5f // WEATHER_FOGGY
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0.0f, // WEATHER_FOGGY
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0.0f, // WEATHER_EXTRA_SUNNY
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2.0f, // WEATHER_HURRICANE
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0.0f
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};
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#define MIN_TIME_BETWEEN_LIGHTNING_FLASH_CHANGES (50)
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@ -105,10 +125,9 @@ const float Windiness[] = {
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void CWeather::Init(void)
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{
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NewWeatherType = WEATHER_SUNNY;
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NewWeatherType = WEATHER_EXTRA_SUNNY;
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bScriptsForceRain = false;
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OldWeatherType = WEATHER_CLOUDY;
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Stored_StateStored = false;
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OldWeatherType = WEATHER_EXTRA_SUNNY;
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InterpolationValue = 0.0f;
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WhenToPlayLightningSound = 0;
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WeatherTypeInList = 0;
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@ -128,16 +147,8 @@ void CWeather::Update(void)
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NewWeatherType = ForcedWeatherType;
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else {
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WeatherTypeInList = (WeatherTypeInList + 1) % ARRAY_SIZE(WeatherTypesList);
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NewWeatherType = WeatherTypesList[WeatherTypeInList];
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#ifdef FIX_BUGS
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NewWeatherType = CStats::NoMoreHurricanes ? WeatherTypesList[WeatherTypeInList] : WeatherTypesList_WithHurricanes[WeatherTypeInList];
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}
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if (NewWeatherType == WEATHER_RAINY)
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CStats::mmRain += CGeneral::GetRandomNumber() & 7;
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#else
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if (NewWeatherType == WEATHER_RAINY)
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CStats::mmRain += CGeneral::GetRandomNumber() & 7;
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}
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#endif
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}
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InterpolationValue = fNewInterpolation;
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if (CPad::GetPad(1)->GetRightShockJustDown()) {
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@ -189,14 +200,14 @@ void CWeather::Update(void)
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}
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// Wet roads
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if (OldWeatherType == WEATHER_RAINY) {
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if (NewWeatherType == WEATHER_RAINY)
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if (OldWeatherType == WEATHER_RAINY || OldWeatherType == WEATHER_HURRICANE) {
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if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE)
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WetRoads = 1.0f;
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else
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WetRoads = 1.0f - InterpolationValue;
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}
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else {
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if (NewWeatherType == WEATHER_RAINY)
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if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE)
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WetRoads = InterpolationValue;
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else
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WetRoads = 0.0f;
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@ -204,10 +215,10 @@ void CWeather::Update(void)
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// Rain
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float fNewRain;
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if (NewWeatherType == WEATHER_RAINY) {
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if (NewWeatherType == WEATHER_RAINY || NewWeatherType == WEATHER_HURRICANE) {
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// if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
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fNewRain = ((uint16)CTimer::GetTimeInMilliseconds() >> 14) * 0.33f;
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if (OldWeatherType != WEATHER_RAINY) {
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if (OldWeatherType != WEATHER_RAINY && OldWeatherType != WEATHER_HURRICANE) {
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if (InterpolationValue < 0.4f)
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// if rain has just started (<24 minutes), always 0.5
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fNewRain = 0.5f;
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@ -218,19 +229,14 @@ void CWeather::Update(void)
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}
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else
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fNewRain = 0.0f;
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if (Rain != fNewRain) { // ok to use comparasion
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if (Rain < fNewRain)
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Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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else
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Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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}
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Rain = fNewRain;
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// Clouds
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if (OldWeatherType != WEATHER_SUNNY)
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if (OldWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
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CloudCoverage = 1.0f - InterpolationValue;
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else
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CloudCoverage = 0.0f;
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if (NewWeatherType != WEATHER_SUNNY)
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if (NewWeatherType != WEATHER_SUNNY && OldWeatherType != WEATHER_EXTRA_SUNNY)
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CloudCoverage += InterpolationValue;
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// Fog
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@ -240,12 +246,76 @@ void CWeather::Update(void)
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Foggyness = 0.0f;
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if (NewWeatherType == WEATHER_FOGGY)
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Foggyness += InterpolationValue;
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if (OldWeatherType == WEATHER_RAINY && NewWeatherType == WEATHER_SUNNY && InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
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// Extra Sunnyness
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if (OldWeatherType == WEATHER_EXTRA_SUNNY)
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ExtraSunnyness = 1.0f - InterpolationValue;
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else
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ExtraSunnyness = 0.0f;
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if (NewWeatherType == WEATHER_EXTRA_SUNNY)
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ExtraSunnyness += InterpolationValue;
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// Rainbow
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if (OldWeatherType == WEATHER_RAINY && (NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
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InterpolationValue < 0.5f && CClock::GetHours() > 6 && CClock::GetHours() < 21)
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Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
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else
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Rainbow = 0.0f;
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// Sun Glare
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if (OldWeatherType == WEATHER_EXTRA_SUNNY)
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SunGlare = 1.0f - InterpolationValue;
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else
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SunGlare = 0.0f;
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if (NewWeatherType == WEATHER_EXTRA_SUNNY)
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SunGlare += InterpolationValue;
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if (SunGlare > 0.0f) {
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SunGlare *= Min(1.0f, 7.0 * CTimeCycle::GetSunPosition().z);
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SunGlare = clamp(SunGlare, 0.0f, 1.0f);
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// TODO(MIAMI): if (CSpecialFX::bSnapShotActive)...
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}
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Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
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WindClipped = Max(1.0f, Wind);
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if (CClock::GetHours() == 20)
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TrafficLightBrightness = CClock::GetMinutes() / 60.0f;
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else if (CClock::GetHours() > 6 && CClock::GetHours() < 20)
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TrafficLightBrightness = 0.0f;
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else if (CClock::GetHours() == 6)
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TrafficLightBrightness = 1.0f - CClock::GetMinutes() / 60.0f;
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else
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TrafficLightBrightness = 1.0f;
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TrafficLightBrightness = Max(WetRoads, TrafficLightBrightness);
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TrafficLightBrightness = Max(Rain, TrafficLightBrightness);
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AddRain();
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if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) &&
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!CGame::IsInInterior() && !CCutsceneMgr::IsRunning() && (CTimer::GetFrameCounter() & 7) == 0) {
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#ifdef FIX_BUGS
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if (FindPlayerPed() && (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f &&
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CClock::GetHours() > 6 && CClock::GetHours() < 18))
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#else
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if (!FindPlayerPed()->CheckIfInTheAir() || FindPlayerPed()->CheckIfInTheAir() && FindPlayerPed()->GetPosition().z < 7.5f &&
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CClock::GetHours() > 6 && CClock::GetHours() < 18)
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#endif
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AddHeatHaze();
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}
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if ((NewWeatherType == WEATHER_SUNNY || NewWeatherType == WEATHER_EXTRA_SUNNY) && !CGame::IsInInterior() && !CCutsceneMgr::IsRunning())
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AddBeastie();
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}
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void CWeather::AddHeatHaze()
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{
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/* TODO(MIAMI) */
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}
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void CWeather::AddBeastie()
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{
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/* TODO(MIAMI) */
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}
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void CWeather::ForceWeather(int16 weather)
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@ -511,23 +581,3 @@ void CWeather::RenderRainStreaks(void)
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TempBufferVerticesStored = 0;
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TempBufferIndicesStored = 0;
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}
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void CWeather::StoreWeatherState()
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{
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Stored_StateStored = true;
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Stored_InterpolationValue = InterpolationValue;
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Stored_Rain = Rain;
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Stored_NewWeatherType = NewWeatherType;
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Stored_OldWeatherType = OldWeatherType;
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}
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void CWeather::RestoreWeatherState()
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{
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#ifdef FIX_BUGS // it's not used anyway though
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Stored_StateStored = false;
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#endif
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InterpolationValue = Stored_InterpolationValue;
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Rain = Stored_Rain;
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NewWeatherType = Stored_NewWeatherType;
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OldWeatherType = Stored_OldWeatherType;
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}
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@ -1,21 +1,17 @@
|
|||
enum {
|
||||
WEATHER_SUNNY,
|
||||
WEATHER_RANDOM = -1,
|
||||
WEATHER_SUNNY = 0,
|
||||
WEATHER_CLOUDY,
|
||||
WEATHER_RAINY,
|
||||
WEATHER_FOGGY
|
||||
WEATHER_FOGGY,
|
||||
WEATHER_EXTRA_SUNNY,
|
||||
WEATHER_HURRICANE,
|
||||
WEATHER_TOTAL
|
||||
};
|
||||
|
||||
class CWeather
|
||||
{
|
||||
public:
|
||||
enum {
|
||||
WEATHER_RANDOM = -1,
|
||||
WEATHER_SUNNY = 0,
|
||||
WEATHER_CLOUDY = 1,
|
||||
WEATHER_RAINY = 2,
|
||||
WEATHER_FOGGY = 3,
|
||||
WEATHER_TOTAL = 4
|
||||
};
|
||||
static int32 SoundHandle;
|
||||
|
||||
static int32 WeatherTypeInList;
|
||||
|
@ -38,13 +34,11 @@ public:
|
|||
static float InterpolationValue;
|
||||
static float WetRoads;
|
||||
static float Rainbow;
|
||||
static float SunGlare;
|
||||
static float WindClipped;
|
||||
static float TrafficLightBrightness;
|
||||
|
||||
static bool bScriptsForceRain;
|
||||
static bool Stored_StateStored;
|
||||
static float Stored_InterpolationValue;
|
||||
static int16 Stored_OldWeatherType;
|
||||
static int16 Stored_NewWeatherType;
|
||||
static float Stored_Rain;
|
||||
|
||||
static void RenderRainStreaks(void);
|
||||
static void Update(void);
|
||||
|
@ -53,9 +47,9 @@ public:
|
|||
static void ReleaseWeather();
|
||||
static void ForceWeather(int16);
|
||||
static void ForceWeatherNow(int16);
|
||||
static void StoreWeatherState();
|
||||
static void RestoreWeatherState();
|
||||
static void AddRain();
|
||||
static void AddHeatHaze();
|
||||
static void AddBeastie();
|
||||
};
|
||||
|
||||
enum {
|
||||
|
|
|
@ -139,6 +139,8 @@ static float PitchToCamera;
|
|||
void
|
||||
CVisibilityPlugins::SetupVehicleVariables(RpClump *vehicle)
|
||||
{
|
||||
if (vehicle->object.type != rpCLUMP)
|
||||
return;
|
||||
DistToCameraSq = GetDistanceSquaredFromCamera(RpClumpGetFrame(vehicle));
|
||||
RwV3d distToCam;
|
||||
RwV3dSub(&distToCam, ms_pCameraPosn, &RwFrameGetMatrix(RpClumpGetFrame(vehicle))->pos);
|
||||
|
|
|
@ -186,7 +186,7 @@ bool CCarGenerator::CheckForBlockage(int32 mi)
|
|||
CWorld::FindObjectsKindaColliding(CVector(m_vecPos), pColModel->boundingSphere.radius, 1, &entities, 8, pEntities, false, true, true, false, false);
|
||||
for (int i = 0; i < entities; i++) {
|
||||
if (m_vecPos.z + pColModel->boundingBox.min.z < pEntities[i]->GetPosition().z + pEntities[i]->GetColModel()->boundingBox.max.z + 1.0f &&
|
||||
m_vecPos.z + pColModel->boundingBox.max.z < pEntities[i]->GetPosition().z + pEntities[i]->GetColModel()->boundingBox.min.z - 1.0f) {
|
||||
m_vecPos.z + pColModel->boundingBox.max.z > pEntities[i]->GetPosition().z + pEntities[i]->GetColModel()->boundingBox.min.z - 1.0f) {
|
||||
m_bIsBlocking = true;
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue