mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-15 22:29:03 +00:00
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:
commit
655eaa36ce
9 changed files with 134 additions and 28 deletions
100
src/core/Cam.cpp
100
src/core/Cam.cpp
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@ -244,10 +244,18 @@ CCam::Process(void)
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case MODE_PLAYER_FALLEN_WATER:
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Process_Player_Fallen_Water(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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// case MODE_CAM_ON_TRAIN_ROOF:
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// case MODE_CAM_RUNNING_SIDE_TRAIN:
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// case MODE_BLOOD_ON_THE_TRACKS:
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// case MODE_IM_THE_PASSENGER_WOOWOO:
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/* case MODE_CAM_ON_TRAIN_ROOF:
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Process_Cam_On_Train_Roof(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_CAM_RUNNING_SIDE_TRAIN:
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Process_Cam_Running_Side_Train(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_BLOOD_ON_THE_TRACKS:
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Process_Blood_On_The_Tracks(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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case MODE_IM_THE_PASSENGER_WOOWOO:
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Process_Im_The_Passenger_Woo_Woo(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;*/
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case MODE_SYPHON_CRIM_IN_FRONT:
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Process_Syphon_Crim_In_Front(CameraTarget, TargetOrientation, SpeedVar, TargetSpeedVar);
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break;
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@ -2742,7 +2750,7 @@ CCam::Process_1rstPersonPedOnPC(const CVector&, float TargetOrientation, float,
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while(Beta >= PI) Beta -= 2*PI;
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while(Beta < -PI) Beta += 2*PI;
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if(Alpha > DEGTORAD(60.0f)) Alpha = DEGTORAD(60.0f);
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if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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else if(Alpha < -DEGTORAD(89.5f)) Alpha = -DEGTORAD(89.5f);
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TargetCoors.x = 3.0f * Cos(Alpha) * Cos(Beta) + Source.x;
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TargetCoors.y = 3.0f * Cos(Alpha) * Sin(Beta) + Source.y;
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@ -4316,6 +4324,88 @@ CCam::ProcessArrestCamTwo(void)
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}
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void
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CCam::Process_Im_The_Passenger_Woo_Woo(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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FOV = 50.0f;
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Source = CamTargetEntity->GetPosition();
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Source.z += 2.5f;
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Front = CamTargetEntity->GetForward();
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Front.Normalise();
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Source += 1.35f*Front;
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float heading = CGeneral::GetATanOfXY(Front.x, Front.y) + DEGTORAD(45.0f);
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Front.x = Cos(heading);
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Front.y = Sin(heading);
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Up = CamTargetEntity->GetUp();
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GetVectorsReadyForRW();
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}
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void
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CCam::Process_Blood_On_The_Tracks(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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FOV = 50.0f;
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Source = CamTargetEntity->GetPosition();
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Source.z += 5.45f;
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static CVector Test = -CamTargetEntity->GetForward();
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#ifdef FIX_BUGS
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if(ResetStatics){
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Test = -CamTargetEntity->GetForward();
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ResetStatics = false;
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}
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#endif
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Source.x += 19.45*Test.x;
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Source.y += 19.45*Test.y;
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Front = Test;
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Front.Normalise();
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Up = CamTargetEntity->GetUp();
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GetVectorsReadyForRW();
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}
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void
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CCam::Process_Cam_Running_Side_Train(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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FOV = 60.0f;
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Source = CamTargetEntity->GetPosition();
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Source.z += 4.0f;
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CVector fwd = CamTargetEntity->GetForward();
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float heading = CGeneral::GetATanOfXY(fwd.x, fwd.y) - DEGTORAD(15.0f);
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Source.x -= Cos(heading)*10.0f;
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Source.y -= Sin(heading)*10.0f;
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heading -= DEGTORAD(5.0f);
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Front = fwd;
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Front.x += Cos(heading);
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Front.y += Sin(heading);
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Front.z -= 0.056f;
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Front.Normalise();
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Up = CamTargetEntity->GetUp();
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GetVectorsReadyForRW();
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}
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void
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CCam::Process_Cam_On_Train_Roof(const CVector &CameraTarget, float TargetOrientation, float, float)
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{
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static float RoofMultiplier = 1.5f;
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Source = CamTargetEntity->GetPosition();
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Source.z += 4.8f;
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Front = CamTargetEntity->GetForward();
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Front.Normalise();
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Source += Front*RoofMultiplier;
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Up = CamTargetEntity->GetUp();
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Up.Normalise();
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GetVectorsReadyForRW();
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}
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#ifdef FREE_CAM
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void
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CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float)
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@ -2974,6 +2974,13 @@ CCamera::Process_Train_Camera_Control(void)
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if(node >= m_uiNumberOfTrainCamNodes)
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node = 0;
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}
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#ifdef FIX_BUGS
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// Not really a bug but be nice and respect the debug mode
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if(DebugCamMode){
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TakeControl(target, DebugCamMode, JUMP_CUT, CAMCONTROL_SCRIPT);
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return;
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}
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#endif
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if(found){
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SetWideScreenOn();
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@ -240,6 +240,11 @@ public:
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bool GetLookFromLampPostPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut);
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bool GetLookOverShoulderPos(CEntity *Target, CPed *Cop, CVector &TargetCoors, CVector &SourceOut);
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void Process_Im_The_Passenger_Woo_Woo(const CVector& CameraTarget, float TargetOrientation, float, float);
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void Process_Blood_On_The_Tracks(const CVector& CameraTarget, float TargetOrientation, float, float);
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void Process_Cam_Running_Side_Train(const CVector& CameraTarget, float TargetOrientation, float, float);
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void Process_Cam_On_Train_Roof(const CVector& CameraTarget, float TargetOrientation, float, float);
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// custom stuff
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void Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrientation, float, float);
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void Process_FollowCar_SA(const CVector &CameraTarget, float TargetOrientation, float, float);
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@ -941,7 +941,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
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if(e != entityToIgnore && e->bUsesCollision &&
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!(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
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CVector diff = spherePos - e->GetPosition();
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CVector diff = spherePos - e->GetBoundCentre();
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float distance = diff.Magnitude();
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if(e->GetBoundRadius() + radius > distance) {
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@ -160,11 +160,11 @@ void CMovingThings::Init()
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void CMovingThings::Shutdown()
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{
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int i;
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for (i = 0; i < 11; ++i)
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for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
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aScrollBars[i].SetVisibility(false);
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for (i = 0; i < 2; ++i)
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for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
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aTowerClocks[i].SetVisibility(false);
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for (i = 0; i < 3; ++i)
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for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
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aDigitalClocks[i].SetVisibility(false);
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}
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@ -186,17 +186,17 @@ void CMovingThings::Update()
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aMovingThings[i].Update();
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}
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/* I don't think these are done yet?
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for (i = 0; i < 11; ++i)
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for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
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{
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if (aScrollBars[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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aScrollBars[i].Update();
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}
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for (i = 0; i < 2; ++i)
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for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
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{
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if (aTowerClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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aTowerClocks[i].Update();
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}
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for (i = 0; i < 3; ++i)
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for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
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{
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if (aDigitalClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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aDigitalClocks[i].Update();
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@ -209,17 +209,17 @@ void CMovingThings::Render()
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CSmokeTrails::Update();
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int i;
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for (i = 0; i < 11; ++i)
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for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
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{
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if (aScrollBars[i].IsVisible())
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aScrollBars[i].Render();
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}
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for (i = 0; i < 2; ++i)
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for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
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{
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if (aTowerClocks[i].IsVisible())
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aTowerClocks[i].Render();
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}
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for (i = 0; i < 3; ++i)
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for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
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{
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if (aDigitalClocks[i].IsVisible())
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aDigitalClocks[i].Render();
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@ -320,7 +320,8 @@ const char* FindDigitalClockMessage()
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}
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else
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{
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int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) * 0.0043611112f - 1.0f);
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// they didn't use rad2deg here because of 3.14
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int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) / (4.0f * 180.0f / 3.14f) - 1.0f);
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String_DigitalClock[0] = '0' + temperature / 10;
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if (String_DigitalClock[0] == '0')
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String_DigitalClock[0] = ' ';
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// ---------- CScrollBar ----------
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void CScrollBar::Init(CVector position, uint8 type, float sizeX, float sizeY, float sizeZ, uint8 red, uint8 green, uint8 blue, float scale)
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{
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for (int i = 0; i < 40; ++i)
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for (int i = 0; i < ARRAY_SIZE(m_MessageBar); ++i)
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m_MessageBar[i] = 0;
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m_pMessage = ". ";
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}
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// Scroll
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for (int i = 0; i < 39; i++)
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for (int i = 0; i < ARRAY_SIZE(m_MessageBar)-1; i++)
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m_MessageBar[i] = m_MessageBar[i + 1];
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m_MessageBar[39] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0;
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m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0;
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// Introduce some random displaying glitches; signs aren't supposed to be perfect :P
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switch (CGeneral::GetRandomNumber() & 0xFF)
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{
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case 0x0D: m_MessageBar[39] = 0; break;
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case 0xE3: m_MessageBar[39] = 0xE3; break;
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case 0x64: m_MessageBar[39] = ~m_MessageBar[39]; break;
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case 0x0D: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0; break;
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case 0xE3: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0xE3; break;
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case 0x64: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = ~m_MessageBar[ARRAY_SIZE(m_MessageBar)-1]; break;
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}
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}
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@ -677,7 +678,7 @@ void CScrollBar::Render()
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CVector coronaCoord, screenCoord;
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float screenW, screenH;
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for (int i = 1; i < 40; ++i)
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for (int i = 1; i < ARRAY_SIZE(m_MessageBar); ++i)
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{
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for (int j = 0; j < 5; ++j)
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{
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@ -154,8 +154,8 @@ void CHud::Draw()
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return;
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if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) {
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bool DrawCrossHair = 0;
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bool DrawCrossHairPC = 0;
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bool DrawCrossHair = false;
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bool DrawCrossHairPC = false;
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CPlayerPed *playerPed = FindPlayerPed();
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eWeaponType WeaponType = playerPed->GetWeapon()->m_eWeaponType;
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@ -920,6 +920,8 @@ CBoat::AddWakePoint(CVector point)
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}
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m_avec2dWakePoints[0] = point;
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m_afWakePointLifeTime[0] = 400.0f;
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if(m_nNumWakePoints < ARRAY_SIZE(m_afWakePointLifeTime))
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m_nNumWakePoints++;
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}
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}else{
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m_avec2dWakePoints[0] = point;
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@ -663,8 +663,8 @@ PlayAnnouncement(uint8 sound, uint8 station)
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void
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ProcessTrainAnnouncements(void)
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{
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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for (int i = 0; i < ARRAY_SIZE(StationDist); i++) {
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for (int j = 0; j < ARRAY_SIZE(EngineTrackPosition); j++) {
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if (!bTrainArrivalAnnounced[i]) {
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float preDist = StationDist[i] - 100.0f;
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if (preDist < 0.0f)
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@ -22,6 +22,7 @@
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#include "Weapon.h"
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#include "WeaponInfo.h"
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#include "World.h"
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#include "SurfaceTable.h"
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#define BULLET_LIFETIME (1000)
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#define NUM_PED_BLOOD_PARTICLES (8)
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@ -228,7 +229,7 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl
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#ifdef FIX_BUGS // original code is not going work anyway...
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CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
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CColBox box;
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box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), 0, 0);
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box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), SURFACE_DEFAULT, 0);
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return CCollision::TestLineBox(line, box);
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#else
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float minP = 0.0f;
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