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https://github.com/GTAmodding/re3.git
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Merge remote-tracking branch 'upstream/miami' into miami
This commit is contained in:
commit
5ec46bcdfb
9 changed files with 97 additions and 39 deletions
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@ -1127,7 +1127,7 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
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}
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}
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pVehicle->bWarnedPeds = true;
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS || pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS)
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return maxSpeed;
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return (maxSpeed + pVehicle->AutoPilot.GetCruiseSpeed()) / 2;
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}
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@ -1226,13 +1226,13 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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if (pVehicle->GetModelIndex() == MI_RCBANDIT){
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if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
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pPed->SetEvasiveStep(pVehicle, 0);
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}else if (dotVelocity > 0.3f){
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if (sideLength - 0.5f < sidewaysDistance)
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}else if (dotVelocity > 0.3f) {
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if (sideLength + 0.1f < sidewaysDistance)
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pPed->SetEvasiveStep(pVehicle, 0);
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else
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pPed->SetEvasiveDive(pVehicle, 0);
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}else{
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if (sideLength + 0.1f < sidewaysDistance)
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}else if (dotVelocity > 0.1f) {
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if (sideLength - 0.5f < sidewaysDistance)
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pPed->SetEvasiveStep(pVehicle, 0);
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else
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pPed->SetEvasiveDive(pVehicle, 0);
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@ -1261,7 +1261,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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CPlayerPed* pPlayerPed = (CPlayerPed*)pPed;
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if (pPlayerPed->IsPlayer() && dotDirection < frontSafe &&
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pPlayerPed->IsPedInControl() &&
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pPlayerPed->m_fMoveSpeed < 0.1f && pPlayerPed->bIsLooking &&
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pPlayerPed->m_fMoveSpeed < 1.0f && !pPlayerPed->bIsLooking &&
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CTimer::GetTimeInMilliseconds() > pPlayerPed->m_lookTimer) {
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pPlayerPed->AnnoyPlayerPed(false);
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pPlayerPed->SetLookFlag(pVehicle, true);
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@ -2751,10 +2751,12 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
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if (PickNextNodeAccordingStrategy(pVehicle)) {
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switch (pVehicle->AutoPilot.m_nCarMission){
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case MISSION_GOTOCOORDS:
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pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
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SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
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pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
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return;
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case MISSION_GOTOCOORDS_ACCURATE:
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pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE;
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SteerAICarWithPhysicsHeadingForTarget(pVehicle, nil, pVehicle->AutoPilot.m_vecDestinationCoors.x,
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pVehicle->AutoPilot.m_vecDestinationCoors.y, pSwerve, pAccel, pBrake, pHandbrake);
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return;
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@ -2268,7 +2268,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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car->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
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car->SetStatus(STATUS_PHYSICS);
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car->bEngineOn = true;
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car->AutoPilot.m_nCruiseSpeed = Max(car->AutoPilot.m_nCruiseSpeed, 6);
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car->AutoPilot.m_nCruiseSpeed = Max(1, car->AutoPilot.m_nCruiseSpeed);
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car->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
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return 0;
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}
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@ -2198,26 +2198,24 @@ CCamera::ProcessWideScreenOn(void)
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void
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CCamera::DrawBordersForWideScreen(void)
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{
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float bottomBorderTopY, topBorderBottomY;
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if (m_WideScreenOn) {
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float centerY = (SCREEN_HEIGHT / 2) * (m_ScreenReductionPercentage / 100.f);
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topBorderBottomY = centerY - SCREEN_SCALE_Y(22.f);
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bottomBorderTopY = SCREEN_HEIGHT - centerY - SCREEN_SCALE_Y(14.f);
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} else {
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topBorderBottomY = 0.f;
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bottomBorderTopY = SCREEN_HEIGHT;
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}
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if(m_BlurType == MBLUR_NONE || m_BlurType == MBLUR_NORMAL)
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SetMotionBlurAlpha(80);
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CSprite2d::DrawRect(
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#ifdef FIX_BUGS
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CRect(0.0f, (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - SCREEN_SCALE_Y(8.0f),
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#else
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CRect(0.0f, (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - 8.0f,
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#endif
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SCREEN_WIDTH, 0.0f),
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CRGBA(0, 0, 0, 255));
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// top border
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, topBorderBottomY), CRGBA(0, 0, 0, 255));
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CSprite2d::DrawRect(
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CRect(0.0f, SCREEN_HEIGHT,
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#ifdef FIX_BUGS
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SCREEN_WIDTH, SCREEN_HEIGHT - (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - SCREEN_SCALE_Y(8.0f)),
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#else
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SCREEN_WIDTH, SCREEN_HEIGHT - (SCREEN_HEIGHT/2) * m_ScreenReductionPercentage/100.0f - 8.0f),
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#endif
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CRGBA(0, 0, 0, 255));
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// bottom border
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CSprite2d::DrawRect(CRect(0.0f, bottomBorderTopY, SCREEN_WIDTH, SCREEN_HEIGHT), CRGBA(0, 0, 0, 255));
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}
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@ -3272,7 +3272,7 @@ CMenuManager::MessageScreen(const char *text, bool blackBg)
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DoRWStuffEndOfFrame();
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}
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// TODO(Miami)
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// --MIAMI: Done
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void
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CMenuManager::SmallMessageScreen(const char* text)
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{
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@ -3284,9 +3284,19 @@ CMenuManager::SmallMessageScreen(const char* text)
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CFont::SetFontStyle(FONT_LOCALE(FONT_STANDARD));
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CFont::SetCentreSize(SCREEN_SCALE_X(430.0f));
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CFont::SetCentreOn();
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CFont::SetColor(CRGBA(255, 217, 106, FadeIn(255)));
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CFont::SetColor(CRGBA(LABEL_COLOR.r, LABEL_COLOR.g, LABEL_COLOR.b, FadeIn(255)));
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CFont::SetDropShadowPosition(2);
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CFont::SetDropColor(CRGBA(0, 0, 0, 255));
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CFont::SetScale(SCREEN_SCALE_X(SMALLTEXT_X_SCALE), SCREEN_SCALE_Y(SMALLTEXT_Y_SCALE));
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CFont::PrintString(SCREEN_SCALE_X(320.0f), SCREEN_SCALE_Y(170.0f), TheText.Get(text));
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int numOfLines = CFont::GetNumberLines(SCREEN_WIDTH / 2.f, SCREEN_SCALE_Y(135.f), TheText.Get(text));
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float y;
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if (numOfLines > 1)
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y = SCREEN_SCALE_Y(192.f) - numOfLines * SCREEN_SCALE_Y(8.f);
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else
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y = SCREEN_SCALE_Y(182.f);
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CFont::PrintString(SCREEN_WIDTH / 2.f, y, TheText.Get(text));
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}
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void
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@ -2064,6 +2064,10 @@ CWorld::Process(void)
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movingPed->bInVehicle = false;
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movingPed->QuitEnteringCar();
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}
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} else if (movingPed->m_attachedTo) {
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movingPed->PositionAttachedPed();
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movingPed->GetMatrix().UpdateRW();
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movingPed->UpdateRwFrame();
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}
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}
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}
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@ -234,18 +234,13 @@ DoFade(void)
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fadeColor.a = alpha;
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}
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// This is CCamera::GetScreenRect in VC
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if(TheCamera.m_WideScreenOn){
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// what's this?
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float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f;
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rect.left = 0.0f;
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rect.right = SCREEN_WIDTH;
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#ifdef FIX_BUGS
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rect.top = y - SCREEN_SCALE_Y(8.0f);
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rect.bottom = SCREEN_HEIGHT - y - SCREEN_SCALE_Y(8.0f);
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#else
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rect.top = y - 8.0f;
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rect.bottom = SCREEN_HEIGHT - y - 8.0f;
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#endif // FIX_BUGS
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rect.top = y - SCREEN_SCALE_Y(22.0f);
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rect.bottom = SCREEN_HEIGHT - y - SCREEN_SCALE_Y(14.0f);
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}else{
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rect.left = 0.0f;
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rect.right = SCREEN_WIDTH;
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@ -18809,7 +18809,7 @@ CPed::AttachPedToEntity(CEntity *ent, CVector offset, uint16 type, float rot, eW
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m_attachedTo->RegisterReference(&m_attachedTo);
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m_vecAttachOffset = offset;
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m_attachType = type;
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m_attachRot = rot;
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m_attachRotStep = rot;
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if (IsPlayer()) {
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bUsesCollision = false;
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} else if (ent->IsVehicle()) {
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@ -18843,8 +18843,7 @@ CPed::AttachPedToEntity(CEntity *ent, CVector offset, uint16 type, float rot, eW
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SetCurrentWeapon(weapon);
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}
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// TODO(Miami)
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// PositionAttachedPed();
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PositionAttachedPed();
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}
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// --MIAMI: Done
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@ -19198,6 +19197,55 @@ CPed::DriveVehicle(void)
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}
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}
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// --MIAMI: Done
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void
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CPed::PositionAttachedPed()
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{
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CMatrix rotMatrix, targetMat;
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targetMat = m_attachedTo->GetMatrix();
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targetMat.GetPosition() += Multiply3x3(m_attachedTo->GetMatrix(), m_vecAttachOffset);
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float objAngle = m_attachedTo->GetForward().Heading();
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if (!IsPlayer()) {
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float targetAngle = objAngle;
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switch (m_attachType) {
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case 1:
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targetAngle += HALFPI;
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break;
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case 2:
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targetAngle += PI;
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break;
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case 3:
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targetAngle -= HALFPI;
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break;
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default:
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break;
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}
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targetAngle = CGeneral::LimitRadianAngle(targetAngle);
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m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
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float neededTurn = m_fRotationCur - targetAngle;
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if (neededTurn > PI)
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neededTurn -= TWOPI;
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else if (neededTurn < -PI)
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neededTurn += TWOPI;
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if (neededTurn > m_attachRotStep)
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m_fRotationCur = CGeneral::LimitRadianAngle(targetAngle + m_attachRotStep);
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else if (-m_attachRotStep > neededTurn)
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m_fRotationCur = CGeneral::LimitRadianAngle(targetAngle - m_attachRotStep);
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else
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m_fRotationCur = CGeneral::LimitRadianAngle(m_fRotationCur);
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}
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rotMatrix.SetRotateZ(m_fRotationCur - objAngle);
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targetMat = targetMat * rotMatrix;
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GetMatrix() = targetMat;
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if (m_attachedTo->IsVehicle() || m_attachedTo->IsObject()) {
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m_vecMoveSpeed = ((CPhysical*)m_attachedTo)->m_vecMoveSpeed;
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m_vecTurnSpeed = ((CPhysical*)m_attachedTo)->m_vecTurnSpeed;
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}
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}
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void
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PlayRandomAnimationsFromAnimBlock(CPed* ped, AssocGroupId animGroup, uint32 first, uint32 amount)
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{
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@ -616,7 +616,7 @@ public:
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CEntity *m_attachedTo;
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CVector m_vecAttachOffset;
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uint16 m_attachType;
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float m_attachRot;
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float m_attachRotStep;
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uint32 m_attachWepAmmo;
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uint32 m_threatFlags;
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uint32 m_threatCheck;
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@ -841,6 +841,7 @@ public:
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void DettachPedFromEntity();
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void PedShuffle();
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void DriveVehicle();
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void PositionAttachedPed();
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// Static methods
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static CVector GetLocalPositionToOpenCarDoor(CVehicle *veh, uint32 component, float offset);
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@ -20,7 +20,7 @@
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#include "TxdStore.h"
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#include "User.h"
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#include "World.h"
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#include <animation\CutsceneMgr.h>
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#include "CutsceneMgr.h"
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// Game has colors inlined in code.
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// For easier modification we collect them here:
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