Merge remote-tracking branch 'origin/master' into miami

# Conflicts:
#	src/control/Script.cpp
#	src/core/Cam.cpp
#	src/core/Camera.cpp
#	src/core/Camera.h
#	src/render/Fluff.cpp
#	src/render/Hud.cpp
This commit is contained in:
Sergeanur 2020-06-15 17:44:47 +03:00
commit 655eaa36ce
9 changed files with 134 additions and 28 deletions

View file

@ -244,10 +244,18 @@ CCam::Process(void)
case MODE_PLAYER_FALLEN_WATER:
Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
// case MODE_CAM_ON_TRAIN_ROOF:
// case MODE_CAM_RUNNING_SIDE_TRAIN:
// case MODE_BLOOD_ON_THE_TRACKS:
// case MODE_IM_THE_PASSENGER_WOOWOO:
/* case MODE_CAM_ON_TRAIN_ROOF:
Process_Cam_On_Train_Roof(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_CAM_RUNNING_SIDE_TRAIN:
Process_Cam_Running_Side_Train(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_BLOOD_ON_THE_TRACKS:
Process_Blood_On_The_Tracks(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
case MODE_IM_THE_PASSENGER_WOOWOO:
Process_Im_The_Passenger_Woo_Woo(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;*/
case MODE_SYPHON_CRIM_IN_FRONT:
Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
break;
@ -2742,7 +2750,7 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
while(Beta >= PI) Beta -= 2*PI;
while(Beta < -PI) Beta += 2*PI;
if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
@ -4316,6 +4324,88 @@ CCam::ProcessArrestCamTwo(void)
}
void
CCam::Process_Im_The_Passenger_Woo_Woo(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = 50.0f;
Source = CamTargetEntity->GetPosition();
Source.z += 2.5f;
Front = CamTargetEntity->GetForward();
Front.Normalise();
Source += 1.35f*Front;
float heading = CGeneral::GetATanOfXY(Front.x, Front.y) + DEGTORAD(45.0f);
Front.x = Cos(heading);
Front.y = Sin(heading);
Up = CamTargetEntity->GetUp();
GetVectorsReadyForRW();
}
void
CCam::Process_Blood_On_The_Tracks(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = 50.0f;
Source = CamTargetEntity->GetPosition();
Source.z += 5.45f;
static CVector Test = -CamTargetEntity->GetForward();
#ifdef FIX_BUGS
if(ResetStatics){
Test = -CamTargetEntity->GetForward();
ResetStatics = false;
}
#endif
Source.x += 19.45*Test.x;
Source.y += 19.45*Test.y;
Front = Test;
Front.Normalise();
Up = CamTargetEntity->GetUp();
GetVectorsReadyForRW();
}
void
CCam::Process_Cam_Running_Side_Train(const CVector &CameraTarget, float TargetOrientation, float, float)
{
FOV = 60.0f;
Source = CamTargetEntity->GetPosition();
Source.z += 4.0f;
CVector fwd = CamTargetEntity->GetForward();
float heading = CGeneral::GetATanOfXY(fwd.x, fwd.y) - DEGTORAD(15.0f);
Source.x -= Cos(heading)*10.0f;
Source.y -= Sin(heading)*10.0f;
heading -= DEGTORAD(5.0f);
Front = fwd;
Front.x += Cos(heading);
Front.y += Sin(heading);
Front.z -= 0.056f;
Front.Normalise();
Up = CamTargetEntity->GetUp();
GetVectorsReadyForRW();
}
void
CCam::Process_Cam_On_Train_Roof(const CVector &CameraTarget, float TargetOrientation, float, float)
{
static float RoofMultiplier = 1.5f;
Source = CamTargetEntity->GetPosition();
Source.z += 4.8f;
Front = CamTargetEntity->GetForward();
Front.Normalise();
Source += Front*RoofMultiplier;
Up = CamTargetEntity->GetUp();
Up.Normalise();
GetVectorsReadyForRW();
}
#ifdef FREE_CAM
void
CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float)

View file

@ -2974,6 +2974,13 @@ CCamera::Process_Train_Camera_Control(void)
if(node >= m_uiNumberOfTrainCamNodes)
node = 0;
}
#ifdef FIX_BUGS
// Not really a bug but be nice and respect the debug mode
if(DebugCamMode){
TakeControl(target, DebugCamMode, JUMP_CUT, CAMCONTROL_SCRIPT);
return;
}
#endif
if(found){
SetWideScreenOn();

View file

@ -240,6 +240,11 @@ public:
bool GetLookFromLampPostPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut);
bool GetLookOverShoulderPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut);
void Process_Im_The_Passenger_Woo_Woo(const CVector& CameraTarget, float TargetOrientation, float, float);
void Process_Blood_On_The_Tracks(const CVector& CameraTarget, float TargetOrientation, float, float);
void Process_Cam_Running_Side_Train(const CVector& CameraTarget, float TargetOrientation, float, float);
void Process_Cam_On_Train_Roof(const CVector& CameraTarget, float TargetOrientation, float, float);
// custom stuff
void Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float);
void Process_FollowCar_SA(const CVector &CameraTarget, float TargetOrientation, float, float);

View file

@ -941,7 +941,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
if(e != entityToIgnore && e->bUsesCollision &&
!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
CVector diff = spherePos - e->GetPosition();
CVector diff = spherePos - e->GetBoundCentre();
float distance = diff.Magnitude();
if(e->GetBoundRadius() + radius > distance) {

View file

@ -160,11 +160,11 @@ void CMovingThings::Init()
void CMovingThings::Shutdown()
{
int i;
for (i = 0; i < 11; ++i)
for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
aScrollBars[i].SetVisibility(false);
for (i = 0; i < 2; ++i)
for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
aTowerClocks[i].SetVisibility(false);
for (i = 0; i < 3; ++i)
for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
aDigitalClocks[i].SetVisibility(false);
}
@ -186,17 +186,17 @@ void CMovingThings::Update()
aMovingThings[i].Update();
}
/* I don't think these are done yet?
for (i = 0; i < 11; ++i)
for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
{
if (aScrollBars[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
aScrollBars[i].Update();
}
for (i = 0; i < 2; ++i)
for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
{
if (aTowerClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
aTowerClocks[i].Update();
}
for (i = 0; i < 3; ++i)
for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
{
if (aDigitalClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
aDigitalClocks[i].Update();
@ -209,17 +209,17 @@ void CMovingThings::Render()
CSmokeTrails::Update();
int i;
for (i = 0; i < 11; ++i)
for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
{
if (aScrollBars[i].IsVisible())
aScrollBars[i].Render();
}
for (i = 0; i < 2; ++i)
for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
{
if (aTowerClocks[i].IsVisible())
aTowerClocks[i].Render();
}
for (i = 0; i < 3; ++i)
for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
{
if (aDigitalClocks[i].IsVisible())
aDigitalClocks[i].Render();
@ -320,7 +320,8 @@ const char* FindDigitalClockMessage()
}
else
{
int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) * 0.0043611112f - 1.0f);
// they didn't use rad2deg here because of 3.14
int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) / (4.0f * 180.0f / 3.14f) - 1.0f);
String_DigitalClock[0] = '0' + temperature / 10;
if (String_DigitalClock[0] == '0')
String_DigitalClock[0] = ' ';
@ -335,7 +336,7 @@ const char* FindDigitalClockMessage()
// ---------- CScrollBar ----------
void CScrollBar::Init(CVector position, uint8 type, float sizeX, float sizeY, float sizeZ, uint8 red, uint8 green, uint8 blue, float scale)
{
for (int i = 0; i < 40; ++i)
for (int i = 0; i < ARRAY_SIZE(m_MessageBar); ++i)
m_MessageBar[i] = 0;
m_pMessage = ". ";
@ -641,16 +642,16 @@ void CScrollBar::Update()
}
// Scroll
for (int i = 0; i < 39; i++)
for (int i = 0; i < ARRAY_SIZE(m_MessageBar)-1; i++)
m_MessageBar[i] = m_MessageBar[i + 1];
m_MessageBar[39] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0;
m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0;
// Introduce some random displaying glitches; signs aren't supposed to be perfect :P
switch (CGeneral::GetRandomNumber() & 0xFF)
{
case 0x0D: m_MessageBar[39] = 0; break;
case 0xE3: m_MessageBar[39] = 0xE3; break;
case 0x64: m_MessageBar[39] = ~m_MessageBar[39]; break;
case 0x0D: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0; break;
case 0xE3: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0xE3; break;
case 0x64: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = ~m_MessageBar[ARRAY_SIZE(m_MessageBar)-1]; break;
}
}
@ -677,7 +678,7 @@ void CScrollBar::Render()
CVector coronaCoord, screenCoord;
float screenW, screenH;
for (int i = 1; i < 40; ++i)
for (int i = 1; i < ARRAY_SIZE(m_MessageBar); ++i)
{
for (int j = 0; j < 5; ++j)
{

View file

@ -154,8 +154,8 @@ void CHud::Draw()
return;
if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) {
bool DrawCrossHair = 0;
bool DrawCrossHairPC = 0;
bool DrawCrossHair = false;
bool DrawCrossHairPC = false;
CPlayerPed *playerPed = FindPlayerPed();
eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;

View file

@ -920,6 +920,8 @@ CBoat::AddWakePoint(CVector point)
}
m_avec2dWakePoints[0] = point;
m_afWakePointLifeTime[0] = 400.0f;
if(m_nNumWakePoints < ARRAY_SIZE(m_afWakePointLifeTime))
m_nNumWakePoints++;
}
}else{
m_avec2dWakePoints[0] = point;

View file

@ -663,8 +663,8 @@ PlayAnnouncement(uint8 sound, uint8 station)
void
ProcessTrainAnnouncements(void)
{
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
for (int i = 0; i < ARRAY_SIZE(StationDist); i++) {
for (int j = 0; j < ARRAY_SIZE(EngineTrackPosition); j++) {
if (!bTrainArrivalAnnounced[i]) {
float preDist = StationDist[i] - 100.0f;
if (preDist < 0.0f)

View file

@ -22,6 +22,7 @@
#include "Weapon.h"
#include "WeaponInfo.h"
#include "World.h"
#include "SurfaceTable.h"
#define BULLET_LIFETIME (1000)
#define NUM_PED_BLOOD_PARTICLES (8)
@ -228,7 +229,7 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl
#ifdef FIX_BUGS // original code is not going work anyway...
CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
CColBox box;
box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), 0, 0);
box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), SURFACE_DEFAULT, 0);
return CCollision::TestLineBox(line, box);
#else
float minP = 0.0f;