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Adding getters and setters for type and status
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parent
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commit
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41 changed files with 256 additions and 249 deletions
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@ -350,7 +350,7 @@ CPhysical::ProcessControl(void)
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bWasPostponed = false;
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bHasHitWall = false;
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if(m_status == STATUS_SIMPLE)
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if(GetStatus() == STATUS_SIMPLE)
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return;
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m_nCollisionRecords = 0;
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@ -538,7 +538,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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float timestepB;
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if(A->bPedPhysics){
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if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
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(B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall))
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(B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
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timestepB = 2200.0f / B->m_fMass;
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else
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timestepB = 10.0f;
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@ -757,7 +757,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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fA.y *= 1.4f;
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if(colpoint.normal.z < 0.7f)
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fA.z *= 0.3f;
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if(A->m_status == STATUS_PLAYER)
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if(A->GetStatus() == STATUS_PLAYER)
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pointposA *= 0.8f;
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if(CWorld::bNoMoreCollisionTorque){
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A->ApplyFrictionMoveForce(fA*-0.3f);
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@ -769,7 +769,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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fB.y *= 1.4f;
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if(colpoint.normal.z < 0.7f)
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fB.z *= 0.3f;
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if(B->m_status == STATUS_PLAYER)
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if(B->GetStatus() == STATUS_PLAYER)
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pointposB *= 0.8f;
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if(CWorld::bNoMoreCollisionTorque){
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// BUG: the game actually uses A here, but this can't be right
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@ -815,7 +815,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
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if(normalSpeed < 0.0f){
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float minspeed = 0.0104f * CTimer::GetTimeStep();
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#ifdef GTA3_1_1_PATCH
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if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED))) &&
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if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
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#else
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if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
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#endif
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@ -1341,8 +1341,8 @@ collision:
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}
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}
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if(B->m_status == STATUS_SIMPLE){
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B->m_status = STATUS_PHYSICS;
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if(B->GetStatus() == STATUS_SIMPLE){
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B->SetStatus(STATUS_PHYSICS);
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if(B->IsVehicle())
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CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
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}
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@ -1544,7 +1544,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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}else
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adhesion = 0.0f;
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}else if(A->IsVehicle()){
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if(A->m_status == STATUS_WRECKED)
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if(A->GetStatus() == STATUS_WRECKED)
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adhesion *= 3.0f;
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else if(A->GetUp().z > 0.3f)
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adhesion = 0.0f;
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@ -1561,7 +1561,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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m_vecMoveSpeed += moveSpeed / numResponses;
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m_vecTurnSpeed += turnSpeed / numResponses;
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if(!CWorld::bNoMoreCollisionTorque &&
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A->m_status == STATUS_PLAYER && A->IsVehicle() &&
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A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
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Abs(A->m_vecMoveSpeed.x) > 0.2f &&
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Abs(A->m_vecMoveSpeed.y) > 0.2f){
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A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
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@ -1713,8 +1713,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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Aobj->ObjectDamage(maxImpulseB);
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}
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if(B->m_status == STATUS_SIMPLE){
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B->m_status = STATUS_PHYSICS;
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if(B->GetStatus() == STATUS_SIMPLE){
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B->SetStatus(STATUS_PHYSICS);
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if(B->IsVehicle())
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CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
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}
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@ -1758,7 +1758,7 @@ void
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CPhysical::ProcessShift(void)
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{
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m_fDistanceTravelled = 0.0f;
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if(m_status == STATUS_SIMPLE){
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if(GetStatus() == STATUS_SIMPLE){
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bIsStuck = false;
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bIsInSafePosition = true;
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RemoveAndAdd();
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@ -1813,9 +1813,9 @@ CPhysical::ProcessCollision(void)
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return;
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}
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if(m_status == STATUS_SIMPLE){
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if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
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m_status = STATUS_PHYSICS;
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if(GetStatus() == STATUS_SIMPLE){
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if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){
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SetStatus(STATUS_PHYSICS);
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if(IsVehicle())
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CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
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}
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@ -1840,7 +1840,7 @@ CPhysical::ProcessCollision(void)
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n = NUMSTEPS(0.3f);
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step = savedTimeStep / n;
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}else if(IsVehicle() && distSq >= sq(0.4f)){
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if(m_status == STATUS_PLAYER)
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if(GetStatus() == STATUS_PLAYER)
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n = NUMSTEPS(0.2f);
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else
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n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
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@ -1921,7 +1921,7 @@ CPhysical::ProcessCollision(void)
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if(!m_vecMoveSpeed.IsZero() ||
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!m_vecTurnSpeed.IsZero() ||
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bHitByTrain ||
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m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
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GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
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if(IsVehicle())
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((CVehicle*)this)->bVehicleColProcessed = true;
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if(CheckCollision()){
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