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1007 lines
31 KiB
C++
1007 lines
31 KiB
C++
#include "common.h"
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#include "General.h"
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#include "Timecycle.h"
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#include "HandlingMgr.h"
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#include "CarAI.h"
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#include "CarCtrl.h"
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#include "RwHelper.h"
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#include "ModelIndices.h"
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#include "VisibilityPlugins.h"
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#include "DMAudio.h"
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#include "Camera.h"
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#include "Darkel.h"
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#include "Explosion.h"
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#include "Particle.h"
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#include "WaterLevel.h"
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#include "Floater.h"
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#include "World.h"
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#include "Pools.h"
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#include "Pad.h"
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#include "Boat.h"
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#include "AnimBlendAssociation.h"
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#include "RpAnimBlend.h"
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#include "Record.h"
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#define INVALID_ORIENTATION (-9999.99f)
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float fShapeLength = 0.4f;
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float fShapeTime = 0.05f;
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float fRangeMult = 0.75f; //0.6f; // 0.75f gta 3
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float fTimeMult;
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float MAX_WAKE_LENGTH = 50.0f;
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float MIN_WAKE_INTERVAL = 1.0f;
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float WAKE_LIFETIME = 400.0f;
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CBoat *CBoat::apFrameWakeGeneratingBoats[4];
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const uint32 CBoat::nSaveStructSize =
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#ifdef COMPATIBLE_SAVES
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1156;
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#else
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sizeof(CBoat);
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#endif
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CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner)
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{
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CVehicleModelInfo *minfo = (CVehicleModelInfo*)CModelInfo::GetModelInfo(mi);
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m_vehType = VEHICLE_TYPE_BOAT;
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m_fAccelerate = 0.0f;
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m_fBrake = 0.0f;
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m_fSteeringLeftRight = 0.0f;
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m_nPadID = 0;
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m_fMovingHiRotation = 0.0f;
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SetModelIndex(mi);
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pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)minfo->m_handlingId);
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minfo->ChooseVehicleColour(m_currentColour1, m_currentColour2);
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m_fMass = pHandling->fMass;
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m_fTurnMass = pHandling->fTurnMass / 2.0f;
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m_vecCentreOfMass = pHandling->CentreOfMass;
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m_fAirResistance = pHandling->Dimension.x * pHandling->Dimension.z / m_fMass;
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m_fElasticity = 0.1f;
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m_fBuoyancy = pHandling->fBuoyancy;
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m_fSteerAngle = 0.0f;
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m_fGasPedal = 0.0f;
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m_fBrakePedal = 0.0f;
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m_fPropellerZ = 0.25f;
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m_fPropellerY = 0.35f;
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m_waterMoveDrag = CVector(0.7f, 0.998f, 0.999f);
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m_waterTurnDrag = CVector(0.85f, 0.96f, 0.96f);
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_unk2 = false;
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m_fVolumeUnderWater = 7.0f;
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m_fPrevVolumeUnderWater = 7.0f;
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m_vecBuoyancePoint = CVector(0.0f, 0.0f, 0.0f);
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m_nDeltaVolumeUnderWater = 0;
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bBoatInWater = true;
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bPropellerInWater = true;
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bIsInWater = true;
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m_phys_unused1 = 0.0f;
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m_bIsAnchored = true;
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m_fOrientation = INVALID_ORIENTATION;
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bTouchingWater = true;
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m_fDamage = 0.0f;
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m_pSetOnFireEntity = nil;
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m_nNumWakePoints = 0;
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for (int16 i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++)
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m_afWakePointLifeTime[i] = 0.0f;
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m_nAmmoInClip = 20;
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}
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void
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CBoat::SetModelIndex(uint32 id)
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{
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CVehicle::SetModelIndex(id);
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SetupModelNodes();
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}
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void
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CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
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{
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pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
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}
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void
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CBoat::ProcessControl(void)
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{
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bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
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PruneWakeTrail();
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int r, g, b;
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RwRGBA splashColor, jetColor;
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r = 114.75f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
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g = 114.75f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
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b = 114.75f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
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r = clamp(r, 0, 255);
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g = clamp(g, 0, 255);
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b = clamp(b, 0, 255);
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splashColor.red = r;
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splashColor.green = g;
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splashColor.blue = b;
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splashColor.alpha = CGeneral::GetRandomNumberInRange(128, 150);
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r = 242.25f*(CTimeCycle::GetAmbientRed() + 0.5f*CTimeCycle::GetDirectionalRed());
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g = 242.25f*(CTimeCycle::GetAmbientGreen() + 0.5f*CTimeCycle::GetDirectionalGreen());
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b = 242.25f*(CTimeCycle::GetAmbientBlue() + 0.5f*CTimeCycle::GetDirectionalBlue());
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r = clamp(r, 0, 255);
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g = clamp(g, 0, 255);
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b = clamp(b, 0, 255);
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jetColor.red = r;
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jetColor.green = g;
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jetColor.blue = b;
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jetColor.alpha = CGeneral::GetRandomNumberInRange(96, 128);
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CGeneral::GetRandomNumber(); // unused
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ProcessCarAlarm();
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switch(GetStatus()){
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case STATUS_PLAYER:
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m_bIsAnchored = false;
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m_fOrientation = INVALID_ORIENTATION;
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ProcessControlInputs(0);
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if(GetModelIndex() == MI_PREDATOR)
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DoFixedMachineGuns();
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if (!CRecordDataForChase::IsRecording())
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DoDriveByShootings();
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break;
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case STATUS_SIMPLE:
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m_bIsAnchored = false;
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m_fOrientation = INVALID_ORIENTATION;
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CCarAI::UpdateCarAI(this);
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CPhysical::ProcessControl();
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bBoatInWater = true;
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bPropellerInWater = true;
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bIsInWater = true;
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return;
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case STATUS_PHYSICS:
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m_bIsAnchored = false;
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m_fOrientation = INVALID_ORIENTATION;
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CCarAI::UpdateCarAI(this);
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CCarCtrl::SteerAICarWithPhysics(this);
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break;
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case STATUS_ABANDONED:
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case STATUS_WRECKED:
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bBoatInWater = true;
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bPropellerInWater = true;
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bIsInWater = true;
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m_fSteerAngle = 0.0;
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bIsHandbrakeOn = false;
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m_fBrakePedal = 0.5f;
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m_fGasPedal = 0.0f;
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if((GetPosition() - CWorld::Players[CWorld::PlayerInFocus].GetPos()).Magnitude() > 150.0f){
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m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
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return;
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}
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break;
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default: break;
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}
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float collisionDamage = pHandling->fCollisionDamageMultiplier * m_fDamageImpulse;
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#ifdef FIX_BUGS
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if (collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && m_fHealth >= 150.0f && !bCollisionProof) {
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#else
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if(collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && m_fHealth >= 150.0f){
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#endif
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float prevHealth = m_fHealth;
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if(this == FindPlayerVehicle()){
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if(bTakeLessDamage)
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m_fHealth -= (collisionDamage-25.0f)/6.0f;
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else
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m_fHealth -= (collisionDamage-25.0f)/2.0f;
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}else{
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if(collisionDamage > 60.0f && pDriver)
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pDriver->Say(SOUND_PED_CAR_COLLISION);
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if(bTakeLessDamage)
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m_fHealth -= (collisionDamage-25.0f)/12.0f;
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else
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m_fHealth -= (collisionDamage-25.0f)/4.0f;
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}
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if(m_fHealth <= 0.0f && prevHealth > 0.0f){
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m_fHealth = 1.0f;
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m_pSetOnFireEntity = m_pDamageEntity;
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}
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}
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// Damage particles
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if(m_fHealth <= 600.0f && GetStatus() != STATUS_WRECKED &&
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Abs(GetPosition().x - TheCamera.GetPosition().x) < 200.0f &&
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Abs(GetPosition().y - TheCamera.GetPosition().y) < 200.0f){
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float speedSq = m_vecMoveSpeed.MagnitudeSqr();
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CVector smokeDir = 0.8f*m_vecMoveSpeed;
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CVector smokePos;
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switch(GetModelIndex()){
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case MI_SPEEDER:
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smokePos = CVector(0.4f, -2.4f, 0.8f);
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smokeDir += 0.05f*GetRight();
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smokeDir.z += 0.2f*m_vecMoveSpeed.z;
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break;
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case MI_REEFER:
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smokePos = CVector(2.0f, -1.0f, 0.5f);
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smokeDir += 0.07f*GetRight();
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break;
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case MI_PREDATOR:
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default:
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smokePos = CVector(-1.5f, -0.5f, 1.2f);
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smokeDir += -0.08f*GetRight();
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break;
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}
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smokePos = GetMatrix() * smokePos;
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// On fire
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if(m_fHealth < 150.0f){
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CParticle::AddParticle(PARTICLE_CARFLAME, smokePos,
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CVector(0.0f, 0.0f, CGeneral::GetRandomNumberInRange(2.25f/200.0f, 0.09f)),
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nil, 0.9f);
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CVector smokePos2 = smokePos;
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smokePos2.x += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
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smokePos2.y += CGeneral::GetRandomNumberInRange(-2.25f/4.0f, 2.25f/4.0f);
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smokePos2.z += CGeneral::GetRandomNumberInRange(2.25f/4.0f, 2.25f);
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, smokePos2, CVector(0.0f, 0.0f, 0.0f));
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m_fDamage += CTimer::GetTimeStepInMilliseconds();
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if(m_fDamage > 5000.0f)
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BlowUpCar(m_pSetOnFireEntity);
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}
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if(speedSq < 0.25f && (CTimer::GetFrameCounter() + m_randomSeed) & 1)
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CParticle::AddParticle(PARTICLE_ENGINE_STEAM, smokePos, smokeDir);
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if(speedSq < 0.25f && m_fHealth <= 350.0f)
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CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, smokePos, 1.25f*smokeDir);
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}
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CPhysical::ProcessControl();
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CVector buoyanceImpulse(0.0f, 0.0f, 0.0f);
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CVector buoyancePoint(0.0f, 0.0f, 0.0f);
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if(mod_Buoyancy.ProcessBuoyancy(this, pHandling->fBuoyancy, &buoyancePoint, &buoyanceImpulse)){
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// Process boat in water
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if(0.1f * m_fMass * GRAVITY*CTimer::GetTimeStep() < buoyanceImpulse.z){
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bBoatInWater = true;
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bIsInWater = true;
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if (GetUp().z < -0.6f && Abs(GetMoveSpeed().x) < 0.05 && Abs(GetMoveSpeed().y) < 0.05) {
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bIsDrowning = true;
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if (pDriver)
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pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
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}
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else
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bIsDrowning = false;
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}else{
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bBoatInWater = false;
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bIsInWater = false;
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bIsDrowning = false;
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}
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m_fVolumeUnderWater = mod_Buoyancy.m_volumeUnderWater;
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m_vecBuoyancePoint = buoyancePoint;
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ApplyMoveForce(buoyanceImpulse);
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if(!onLand)
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ApplyTurnForce(buoyanceImpulse, buoyancePoint);
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if(!onLand && bBoatInWater && GetUp().z > 0.0f){
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float impulse;
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if(m_fGasPedal > 0.05f)
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impulse = m_vecMoveSpeed.MagnitudeSqr()*pHandling->fSuspensionForceLevel*buoyanceImpulse.z*CTimer::GetTimeStep()*0.5f*m_fGasPedal;
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else
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impulse = 0.0f;
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impulse = Min(impulse, GRAVITY*pHandling->fSuspensionDampingLevel*m_fMass*CTimer::GetTimeStep());
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ApplyMoveForce(impulse*GetUp());
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ApplyTurnForce(impulse*GetUp(), buoyancePoint - pHandling->fSuspensionBias*GetForward());
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}
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// Handle boat moving forward
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if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude() > 0.01f){
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if(bBoatInWater)
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AddWakePoint(GetPosition());
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float steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward());
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// if (GetModelIndex() == MI_GHOST)
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// steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward())*0.3f;
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if(steerFactor < 0.0f) steerFactor = 0.0f;
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CVector propeller(0.0f, -pHandling->Dimension.y*m_fPropellerY, -pHandling->Dimension.z*m_fPropellerZ);
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propeller = Multiply3x3(GetMatrix(), propeller);
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CVector propellerWorld = GetPosition() + propeller;
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float steerSin = Sin(-m_fSteerAngle * steerFactor);
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float steerCos = Cos(-m_fSteerAngle * steerFactor);
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float waterLevel;
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CWaterLevel::GetWaterLevel(propellerWorld, &waterLevel, true);
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if(propellerWorld.z-0.5f < waterLevel){
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float propellerDepth = waterLevel - (propellerWorld.z - 0.5f);
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if(propellerDepth > 1.0f)
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propellerDepth = 1.0f;
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else
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propellerDepth = SQR(propellerDepth);
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bPropellerInWater = true;
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if(Abs(m_fGasPedal) > 0.05f){
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CVector forceDir = Multiply3x3(GetMatrix(), CVector(-steerSin, steerCos, -Abs(m_fSteerAngle)));
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CVector force = propellerDepth * m_fGasPedal * 40.0f * pHandling->Transmission.fEngineAcceleration * pHandling->fMass * forceDir;
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if(force.z > 0.2f)
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force.z = SQR(1.2f - force.z) + 0.2f;
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if(onLand){
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if(m_fGasPedal < 0.0f){
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force.x *= 5.0f;
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force.y *= 5.0f;
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}
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if(force.z < 0.0f)
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force.z = 0.0f;
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ApplyMoveForce(force * CTimer::GetTimeStep());
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}else{
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ApplyMoveForce(force * CTimer::GetTimeStep());
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ApplyTurnForce(force * CTimer::GetTimeStep(), propeller - pHandling->fTractionBias*GetUp());
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float rightForce = DotProduct(GetRight(), force);
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ApplyTurnForce(-rightForce*GetRight() * CTimer::GetTimeStep(), GetUp());
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}
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// Spray some particles
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CVector jetDir = -0.04f * force;
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if(m_fGasPedal > 0.0f){
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if(GetStatus() == STATUS_PLAYER){
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bool cameraHack = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
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TheCamera.WhoIsInControlOfTheCamera == CAMCONTROL_OBBE;
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CVector sternPos = GetColModel()->boundingBox.min;
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sternPos.x = 0.0f;
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sternPos.z = 0.0f;
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sternPos = Multiply3x3(GetMatrix(), sternPos);
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CVector jetPos = GetPosition() + sternPos;
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if(cameraHack)
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jetPos.z = 1.0f;
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else
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jetPos.z = 0.0f;
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#ifdef PC_PARTICLE
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CVector wakePos = GetPosition() + sternPos;
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wakePos.z -= 0.65f;
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#else
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CVector wakePos = GetPosition() + sternPos;
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wakePos.z = -0.3f;
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#endif
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CVector wakeDir = 0.75f * jetDir;
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CParticle::AddParticle(PARTICLE_BOAT_THRUSTJET, jetPos, jetDir, nil, 0.0f, jetColor);
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#ifdef PC_PARTICLE
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, jetPos, 0.25f * jetDir, nil, 1.0f, splashColor,
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CGeneral::GetRandomNumberInRange(0, 30),
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CGeneral::GetRandomNumberInRange(0, 90), 3);
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#endif
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//TODO: MIAMI:
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//if(!cameraHack)
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// CParticle::AddParticle(PARTICLE_BOAT_WAKE, wakePos, wakeDir, nil, 0.0f, jetColor);
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}else if((CTimer::GetFrameCounter() + m_randomSeed) & 1){
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#ifdef PC_PARTICLE
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jetDir.z = 0.018f;
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jetDir.x *= 0.01f;
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jetDir.y *= 0.01f;
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propellerWorld.z += 1.5f;
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 1.5f, jetColor);
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#else
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jetDir.z = 0.018f;
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jetDir.x *= 0.03f;
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jetDir.y *= 0.03f;
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propellerWorld.z += 1.0f;
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CParticle::AddParticle(PARTICLE_BOAT_SPLASH, propellerWorld, jetDir, nil, 0.0f, jetColor);
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#endif
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#ifdef PC_PARTICLE
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, propellerWorld, 0.1f * jetDir, nil, 0.5f, splashColor,
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CGeneral::GetRandomNumberInRange(0, 30),
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CGeneral::GetRandomNumberInRange(0, 90), 3);
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#endif
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}
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}
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}else if(!onLand){
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float force = 50.0f*DotProduct(m_vecMoveSpeed, GetForward());
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if(force > 10.0f) force = 10.0f;
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CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f));
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ApplyMoveForce(propellerForce * CTimer::GetTimeStep()*0.5f);
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ApplyTurnForce(propellerForce * CTimer::GetTimeStep()*0.5f, propeller);
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}
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}else
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bPropellerInWater = false;
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}
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// Slow down or push down boat as it approaches the world limits
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MAX_X-100.0f))*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - (WORLD_MIN_X+100.0f))*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MAX_Y-100.0f))*0.01f); // north
|
|
m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - (WORLD_MIN_Y+100.0f))*0.01f); // south
|
|
|
|
if(!onLand && bBoatInWater)
|
|
ApplyWaterResistance();
|
|
|
|
// No idea what exactly is going on here besides drag in YZ
|
|
float fx = Pow(m_waterTurnDrag.x, CTimer::GetTimeStep());
|
|
float fy = Pow(m_waterTurnDrag.y, CTimer::GetTimeStep());
|
|
float fz = Pow(m_waterTurnDrag.z, CTimer::GetTimeStep());
|
|
m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space
|
|
// TODO: figure this out
|
|
float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx;
|
|
m_vecTurnSpeed.y *= fy;
|
|
m_vecTurnSpeed.z *= fz;
|
|
float forceUp = (magic - 1.0f) * m_vecTurnSpeed.x * m_fTurnMass;
|
|
m_vecTurnSpeed = Multiply3x3(GetMatrix(), m_vecTurnSpeed); // back to world
|
|
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
|
|
ApplyTurnForce(CVector(0.0f, 0.0f, forceUp), com + GetForward());
|
|
|
|
m_nDeltaVolumeUnderWater = (m_fVolumeUnderWater-m_fPrevVolumeUnderWater)*10000;
|
|
|
|
// Falling into water
|
|
if(!onLand && bBoatInWater && GetUp().z > 0.0f && m_nDeltaVolumeUnderWater > 200){
|
|
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_SPLASH, m_nDeltaVolumeUnderWater);
|
|
|
|
float speedUp = m_vecMoveSpeed.MagnitudeSqr() * m_nDeltaVolumeUnderWater * 0.0004f;
|
|
if(speedUp + m_vecMoveSpeed.z > pHandling->fBrakeDeceleration)
|
|
speedUp = pHandling->fBrakeDeceleration - m_vecMoveSpeed.z;
|
|
if(speedUp < 0.0f) speedUp = 0.0f;
|
|
float speedFwd = DotProduct(m_vecMoveSpeed, GetForward());
|
|
speedFwd *= -m_nDeltaVolumeUnderWater * 0.01f * pHandling->fBrakeBias;
|
|
CVector speed = speedFwd*GetForward() + CVector(0.0f, 0.0f, speedUp);
|
|
CVector splashImpulse = speed * m_fMass;
|
|
ApplyMoveForce(splashImpulse);
|
|
ApplyTurnForce(splashImpulse, buoyancePoint);
|
|
}
|
|
|
|
// Spray particles on sides of boat
|
|
#ifdef PC_PARTICLE
|
|
if(m_nDeltaVolumeUnderWater > 75)
|
|
#else
|
|
if(m_nDeltaVolumeUnderWater > 120)
|
|
#endif
|
|
{
|
|
float speed = m_vecMoveSpeed.Magnitude();
|
|
float splash1Size = speed;
|
|
float splash2Size = float(m_nDeltaVolumeUnderWater) * 0.005f * 0.2f;
|
|
float front = 0.9f * GetColModel()->boundingBox.max.y;
|
|
if(splash1Size > 0.75f) splash1Size = 0.75f;
|
|
|
|
CVector dir, pos;
|
|
|
|
// right
|
|
#ifdef PC_PARTICLE
|
|
dir = -0.5f*m_vecMoveSpeed;
|
|
dir.z += 0.1f*speed;
|
|
dir += 0.5f*GetRight()*speed;
|
|
pos = front*GetForward() + 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
|
|
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
|
|
#else
|
|
dir = 0.3f*m_vecMoveSpeed;
|
|
dir.z += 0.05f*speed;
|
|
dir += 0.5f*GetRight()*speed;
|
|
pos = (GetPosition() + m_vecBuoyancePoint) + (1.5f*GetRight());
|
|
#endif
|
|
|
|
#ifdef PC_PARTICLE
|
|
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
|
|
CGeneral::GetRandomNumberInRange(0, 30),
|
|
CGeneral::GetRandomNumberInRange(0, 90), 1);
|
|
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
|
|
#else
|
|
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
|
|
#endif
|
|
|
|
|
|
// left
|
|
#ifdef PC_PARTICLE
|
|
dir = -0.5f*m_vecMoveSpeed;
|
|
dir.z += 0.1f*speed;
|
|
dir -= 0.5f*GetRight()*speed;
|
|
pos = front*GetForward() - 0.5f*GetRight() + GetPosition() + m_vecBuoyancePoint;
|
|
CWaterLevel::GetWaterLevel(pos, &pos.z, true);
|
|
#else
|
|
dir = 0.3f*m_vecMoveSpeed;
|
|
dir.z += 0.05f*speed;
|
|
dir -= 0.5f*GetRight()*speed;
|
|
pos = (GetPosition() + m_vecBuoyancePoint) - (1.5f*GetRight());
|
|
#endif
|
|
|
|
#ifdef PC_PARTICLE
|
|
CParticle::AddParticle(PARTICLE_CAR_SPLASH, pos, 0.75f * dir, nil, splash1Size, splashColor,
|
|
CGeneral::GetRandomNumberInRange(0, 30),
|
|
CGeneral::GetRandomNumberInRange(0, 90), 1);
|
|
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size, jetColor);
|
|
#else
|
|
CParticle::AddParticle(PARTICLE_BOAT_SPLASH, pos, dir, nil, splash2Size);
|
|
#endif
|
|
}
|
|
|
|
m_fPrevVolumeUnderWater = m_fVolumeUnderWater;
|
|
}else{
|
|
bBoatInWater = false;
|
|
bIsInWater = false;
|
|
bIsDrowning = false;
|
|
}
|
|
|
|
if(m_bIsAnchored){
|
|
m_vecMoveSpeed.x = 0.0f;
|
|
m_vecMoveSpeed.y = 0.0f;
|
|
|
|
if(m_fOrientation == INVALID_ORIENTATION){
|
|
m_fOrientation = GetForward().Heading();
|
|
}else{
|
|
// is this some inlined CPlaceable method?
|
|
CVector pos = GetPosition();
|
|
GetMatrix().RotateZ(m_fOrientation - GetForward().Heading());
|
|
GetMatrix().GetPosition() = pos;
|
|
}
|
|
}
|
|
|
|
ProcessDelayedExplosion();
|
|
}
|
|
|
|
void
|
|
CBoat::ProcessControlInputs(uint8 pad)
|
|
{
|
|
m_nPadID = pad;
|
|
if(m_nPadID > 3)
|
|
m_nPadID = 3;
|
|
|
|
m_fBrake += (CPad::GetPad(pad)->GetBrake()/255.0f - m_fBrake)*0.1f;
|
|
m_fBrake = clamp(m_fBrake, 0.0f, 1.0f);
|
|
|
|
if(m_fBrake < 0.05f){
|
|
m_fBrake = 0.0f;
|
|
m_fAccelerate += (CPad::GetPad(pad)->GetAccelerate()/255.0f - m_fAccelerate)*0.1f;
|
|
m_fAccelerate = clamp(m_fAccelerate, 0.0f, 1.0f);
|
|
}else
|
|
m_fAccelerate = -m_fBrake*0.2f;
|
|
|
|
m_fSteeringLeftRight += (-CPad::GetPad(pad)->GetSteeringLeftRight()/128.0f - m_fSteeringLeftRight)*0.2f;
|
|
m_fSteeringLeftRight = clamp(m_fSteeringLeftRight, -1.0f, 1.0f);
|
|
|
|
float steeringSq = m_fSteeringLeftRight < 0.0f ? -SQR(m_fSteeringLeftRight) : SQR(m_fSteeringLeftRight);
|
|
m_fSteerAngle = pHandling->fSteeringLock * DEGTORAD(steeringSq);
|
|
m_fGasPedal = m_fAccelerate;
|
|
}
|
|
|
|
void
|
|
CBoat::ApplyWaterResistance(void)
|
|
{
|
|
float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward());
|
|
// TODO: figure out how this works
|
|
float magic = (SQR(fwdSpeed) + 0.05f) * (0.001f * SQR(m_fVolumeUnderWater) * m_fMass) + 1.0f;
|
|
magic = Abs(magic);
|
|
// FRAMETIME
|
|
float fx = Pow(m_waterMoveDrag.x/magic, 0.5f*CTimer::GetTimeStep());
|
|
float fy = Pow(m_waterMoveDrag.y/magic, 0.5f*CTimer::GetTimeStep());
|
|
float fz = Pow(m_waterMoveDrag.z/magic, 0.5f*CTimer::GetTimeStep());
|
|
|
|
m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space
|
|
m_vecMoveSpeed.x *= fx;
|
|
m_vecMoveSpeed.y *= fy;
|
|
m_vecMoveSpeed.z *= fz;
|
|
float force = (fy - 1.0f) * m_vecMoveSpeed.y * m_fMass;
|
|
m_vecMoveSpeed = Multiply3x3(GetMatrix(), m_vecMoveSpeed); // back to world
|
|
|
|
ApplyTurnForce(force*GetForward(), -GetUp());
|
|
|
|
if(m_vecMoveSpeed.z > 0.0f)
|
|
m_vecMoveSpeed.z *= fz;
|
|
else
|
|
m_vecMoveSpeed.z *= (1.0f - fz)*0.5f + fz;
|
|
}
|
|
|
|
RwObject*
|
|
GetBoatAtomicObjectCB(RwObject *object, void *data)
|
|
{
|
|
RpAtomic *atomic = (RpAtomic*)object;
|
|
assert(RwObjectGetType(object) == rpATOMIC);
|
|
if(RpAtomicGetFlags(atomic) & rpATOMICRENDER)
|
|
*(RpAtomic**)data = atomic;
|
|
return object;
|
|
|
|
|
|
}
|
|
|
|
void
|
|
CBoat::BlowUpCar(CEntity *culprit)
|
|
{
|
|
RpAtomic *atomic;
|
|
RwFrame *frame;
|
|
RwMatrix *matrix;
|
|
CObject *obj;
|
|
|
|
if(!bCanBeDamaged)
|
|
return;
|
|
|
|
// explosion pushes vehicle up
|
|
m_vecMoveSpeed.z += 0.13f;
|
|
SetStatus(STATUS_WRECKED);
|
|
bRenderScorched = true;
|
|
|
|
m_fHealth = 0.0;
|
|
m_nBombTimer = 0;
|
|
TheCamera.CamShake(0.7f, GetPosition().x, GetPosition().y, GetPosition().z);
|
|
|
|
if(this == FindPlayerVehicle())
|
|
FindPlayerPed()->m_fHealth = 0.0f; // kill player
|
|
if(pDriver){
|
|
CDarkel::RegisterKillByPlayer(pDriver, WEAPONTYPE_EXPLOSION);
|
|
pDriver->SetDead();
|
|
pDriver->FlagToDestroyWhenNextProcessed();
|
|
}
|
|
|
|
bEngineOn = false;
|
|
bLightsOn = false;
|
|
ChangeLawEnforcerState(false);
|
|
|
|
CExplosion::AddExplosion(this, culprit, EXPLOSION_CAR, GetPosition(), 0);
|
|
if(m_aBoatNodes[BOAT_MOVING] == nil)
|
|
return;
|
|
|
|
// much like CAutomobile::SpawnFlyingComponent from here on
|
|
|
|
atomic = nil;
|
|
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
|
|
if(atomic == nil)
|
|
return;
|
|
|
|
obj = new CObject();
|
|
if(obj == nil)
|
|
return;
|
|
|
|
obj->SetModelIndexNoCreate(MI_CAR_WHEEL);
|
|
|
|
// object needs base model
|
|
obj->RefModelInfo(GetModelIndex());
|
|
|
|
// create new atomic
|
|
matrix = RwFrameGetLTM(m_aBoatNodes[BOAT_MOVING]);
|
|
frame = RwFrameCreate();
|
|
atomic = RpAtomicClone(atomic);
|
|
*RwFrameGetMatrix(frame) = *matrix;
|
|
RpAtomicSetFrame(atomic, frame);
|
|
CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil);
|
|
obj->AttachToRwObject((RwObject*)atomic);
|
|
|
|
// init object
|
|
obj->m_fMass = 10.0f;
|
|
obj->m_fTurnMass = 25.0f;
|
|
obj->m_fAirResistance = 0.99f;
|
|
obj->m_fElasticity = 0.1f;
|
|
obj->m_fBuoyancy = obj->m_fMass*GRAVITY/0.75f;
|
|
obj->ObjectCreatedBy = TEMP_OBJECT;
|
|
obj->bIsStatic = false;
|
|
obj->bIsPickup = false;
|
|
|
|
// life time
|
|
CObject::nNoTempObjects++;
|
|
obj->m_nEndOfLifeTime = CTimer::GetTimeInMilliseconds() + 20000;
|
|
|
|
obj->m_vecMoveSpeed = m_vecMoveSpeed;
|
|
if(GetUp().z > 0.0f)
|
|
obj->m_vecMoveSpeed.z = 0.3f;
|
|
else
|
|
obj->m_vecMoveSpeed.z = 0.0f;
|
|
|
|
obj->m_vecTurnSpeed = m_vecTurnSpeed*2.0f;
|
|
obj->m_vecTurnSpeed.x = 0.5f;
|
|
|
|
// push component away from boat
|
|
CVector dist = obj->GetPosition() - GetPosition();
|
|
dist.Normalise();
|
|
if(GetUp().z > 0.0f)
|
|
dist += GetUp();
|
|
obj->GetMatrix().GetPosition() += GetUp();
|
|
|
|
CWorld::Add(obj);
|
|
|
|
atomic = nil;
|
|
RwFrameForAllObjects(m_aBoatNodes[BOAT_MOVING], GetBoatAtomicObjectCB, &atomic);
|
|
if(atomic)
|
|
RpAtomicSetFlags(atomic, 0);
|
|
}
|
|
|
|
RwIm3DVertex KeepWaterOutVertices[4];
|
|
RwImVertexIndex KeepWaterOutIndices[6];
|
|
|
|
void
|
|
CBoat::Render()
|
|
{
|
|
CMatrix matrix;
|
|
|
|
if (m_aBoatNodes[BOAT_MOVING] != nil) {
|
|
matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING]));
|
|
|
|
CVector pos = matrix.GetPosition();
|
|
matrix.SetRotateZ(m_fMovingHiRotation);
|
|
matrix.Translate(pos);
|
|
|
|
matrix.UpdateRW();
|
|
if (CVehicle::bWheelsOnlyCheat) {
|
|
RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING]));
|
|
}
|
|
}
|
|
m_fMovingHiRotation += 0.05f;
|
|
((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2);
|
|
if (!CVehicle::bWheelsOnlyCheat)
|
|
CEntity::Render();
|
|
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255);
|
|
KeepWaterOutIndices[0] = 0;
|
|
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255);
|
|
KeepWaterOutIndices[1] = 2;
|
|
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255);
|
|
KeepWaterOutIndices[2] = 1;
|
|
RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255);
|
|
KeepWaterOutIndices[3] = 1;
|
|
KeepWaterOutIndices[4] = 2;
|
|
KeepWaterOutIndices[5] = 3;
|
|
switch (GetModelIndex()) {
|
|
case MI_SPEEDER:
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.15f, 3.61f, 1.03f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.15f, 0.06f, 1.03f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.15f, 0.06f, 1.03f);
|
|
break;
|
|
case MI_REEFER:
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.9f, 2.83f, 1.0f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.9f, 2.83f, 1.0f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.66f, -4.48f, 0.83f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.66f, -4.48f, 0.83f);
|
|
break;
|
|
case MI_PREDATOR:
|
|
default:
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.45f, 1.9f, 0.96f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.45f, 1.9f, 0.96f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.45f, -3.75f, 0.96f);
|
|
RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.45f, -3.75f, 0.96f);
|
|
break;
|
|
}
|
|
KeepWaterOutVertices[0].u = 0.0f;
|
|
KeepWaterOutVertices[0].v = 0.0f;
|
|
KeepWaterOutVertices[1].u = 1.0f;
|
|
KeepWaterOutVertices[1].v = 0.0f;
|
|
KeepWaterOutVertices[2].u = 0.0f;
|
|
KeepWaterOutVertices[2].v = 1.0f;
|
|
KeepWaterOutVertices[3].u = 1.0f;
|
|
KeepWaterOutVertices[3].v = 1.0f;
|
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
|
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
|
|
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
|
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
|
|
RwIm3DEnd();
|
|
}
|
|
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
|
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
|
}
|
|
|
|
void
|
|
CBoat::Teleport(CVector v)
|
|
{
|
|
CWorld::Remove(this);
|
|
SetPosition(v);
|
|
SetOrientation(0.0f, 0.0f, 0.0f);
|
|
SetMoveSpeed(0.0f, 0.0f, 0.0f);
|
|
SetTurnSpeed(0.0f, 0.0f, 0.0f);
|
|
CWorld::Add(this);
|
|
}
|
|
|
|
bool
|
|
CBoat::IsSectorAffectedByWake(CVector2D sector, float fSize, CBoat **apBoats)
|
|
{
|
|
uint8 numVerts = 0;
|
|
|
|
if ( apFrameWakeGeneratingBoats[0] == NULL )
|
|
return false;
|
|
|
|
for ( int32 i = 0; i < 4; i++ )
|
|
{
|
|
CBoat *pBoat = apFrameWakeGeneratingBoats[i];
|
|
if ( !pBoat )
|
|
break;
|
|
|
|
for ( int j = 0; j < pBoat->m_nNumWakePoints; j++ )
|
|
{
|
|
float fDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[j]) * fShapeTime + float(j) * fShapeLength + fSize;
|
|
|
|
if ( Abs(pBoat->m_avec2dWakePoints[j].x - sector.x) < fDist
|
|
&& Abs(pBoat->m_avec2dWakePoints[i].y - sector.y) < fDist )
|
|
{
|
|
apBoats[numVerts] = pBoat;
|
|
numVerts = 1; // += ?
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return numVerts != 0;
|
|
}
|
|
|
|
float
|
|
CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
|
|
{
|
|
for ( int i = 0; i < pBoat->m_nNumWakePoints; i++ )
|
|
{
|
|
float fMaxDist = (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fShapeTime + float(i) * fShapeLength;
|
|
|
|
CVector2D vecDist = pBoat->m_avec2dWakePoints[i] - CVector2D(vecVertex);
|
|
|
|
float fDist = vecDist.MagnitudeSqr();
|
|
|
|
if ( fDist < SQR(fMaxDist) )
|
|
return 1.0f - Min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
|
|
}
|
|
|
|
return 0.0f;
|
|
}
|
|
|
|
void
|
|
CBoat::SetupModelNodes()
|
|
{
|
|
int i;
|
|
for(i = 0; i < ARRAY_SIZE(m_aBoatNodes); i++)
|
|
m_aBoatNodes[i] = nil;
|
|
CClumpModelInfo::FillFrameArray(GetClump(), m_aBoatNodes);
|
|
}
|
|
|
|
void
|
|
CBoat::FillBoatList()
|
|
{
|
|
int16 frameId = 0;
|
|
|
|
apFrameWakeGeneratingBoats[0] = nil;
|
|
apFrameWakeGeneratingBoats[1] = nil;
|
|
apFrameWakeGeneratingBoats[2] = nil;
|
|
apFrameWakeGeneratingBoats[3] = nil;
|
|
|
|
for (int i = CPools::GetVehiclePool()->GetSize() - 1; i >= 0; i--) {
|
|
CBoat *boat = (CBoat *)(CPools::GetVehiclePool()->GetSlot(i));
|
|
if (boat && boat->m_vehType == VEHICLE_TYPE_BOAT) {
|
|
int16 nNumWakePoints = boat->m_nNumWakePoints;
|
|
if (nNumWakePoints != 0) {
|
|
if (frameId >= ARRAY_SIZE(apFrameWakeGeneratingBoats)) {
|
|
int16 frameId2 = -1;
|
|
for (int16 j = 0; j < ARRAY_SIZE(apFrameWakeGeneratingBoats); j++) {
|
|
if (apFrameWakeGeneratingBoats[j]->m_nNumWakePoints < nNumWakePoints) {
|
|
frameId2 = j;
|
|
nNumWakePoints = apFrameWakeGeneratingBoats[j]->m_nNumWakePoints;
|
|
}
|
|
}
|
|
|
|
if (frameId2 != -1)
|
|
apFrameWakeGeneratingBoats[frameId2] = boat;
|
|
} else {
|
|
apFrameWakeGeneratingBoats[frameId++] = boat;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void
|
|
CBoat::PruneWakeTrail(void)
|
|
{
|
|
int i;
|
|
|
|
for(i = 0; i < ARRAY_SIZE(m_afWakePointLifeTime); i++){
|
|
if(m_afWakePointLifeTime[i] <= 0.0f)
|
|
break;
|
|
if(m_afWakePointLifeTime[i] <= CTimer::GetTimeStep()){
|
|
m_afWakePointLifeTime[i] = 0.0f;
|
|
break;
|
|
}
|
|
m_afWakePointLifeTime[i] -= CTimer::GetTimeStep();
|
|
}
|
|
m_nNumWakePoints = i;
|
|
}
|
|
|
|
void
|
|
CBoat::AddWakePoint(CVector point)
|
|
{
|
|
int i;
|
|
if(m_afWakePointLifeTime[0] > 0.0f){
|
|
if((CVector2D(GetPosition()) - m_avec2dWakePoints[0]).MagnitudeSqr() < SQR(1.0f)){
|
|
for(i = Min(m_nNumWakePoints, ARRAY_SIZE(m_afWakePointLifeTime)-1); i != 0; i--){
|
|
m_avec2dWakePoints[i] = m_avec2dWakePoints[i-1];
|
|
m_afWakePointLifeTime[i] = m_afWakePointLifeTime[i-1];
|
|
}
|
|
m_avec2dWakePoints[0] = point;
|
|
m_afWakePointLifeTime[0] = 400.0f;
|
|
}
|
|
}else{
|
|
m_avec2dWakePoints[0] = point;
|
|
m_afWakePointLifeTime[0] = 400.0f;
|
|
m_nNumWakePoints = 1;
|
|
}
|
|
}
|
|
|
|
void
|
|
CBoat::DoDriveByShootings(void)
|
|
{
|
|
CAnimBlendAssociation *anim = nil;
|
|
CPlayerInfo* playerInfo = ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed();
|
|
if (playerInfo && !playerInfo->m_bDriveByAllowed)
|
|
return;
|
|
|
|
CWeapon *weapon = pDriver->GetWeapon();
|
|
if(CWeaponInfo::GetWeaponInfo(weapon->m_eWeaponType)->m_nWeaponSlot != 5)
|
|
return;
|
|
|
|
weapon->Update(pDriver->m_audioEntityId, nil);
|
|
|
|
bool lookingLeft = false;
|
|
bool lookingRight = false;
|
|
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN){
|
|
if(CPad::GetPad(0)->GetLookLeft())
|
|
lookingLeft = true;
|
|
if(CPad::GetPad(0)->GetLookRight())
|
|
lookingRight = true;
|
|
}else{
|
|
if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft)
|
|
lookingLeft = true;
|
|
if(TheCamera.Cams[TheCamera.ActiveCam].LookingRight)
|
|
lookingRight = true;
|
|
}
|
|
|
|
if(lookingLeft || lookingRight){
|
|
if(lookingLeft){
|
|
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
|
|
if(anim)
|
|
anim->blendDelta = -1000.0f;
|
|
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
|
|
if(anim == nil || anim->blendDelta < 0.0f)
|
|
anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_L);
|
|
}else if(pDriver->m_pMyVehicle->pPassengers[0] == nil || TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){
|
|
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
|
|
if(anim)
|
|
anim->blendDelta = -1000.0f;
|
|
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
|
|
if(anim == nil || anim->blendDelta < 0.0f)
|
|
anim = CAnimManager::AddAnimation(pDriver->GetClump(), ASSOCGRP_STD, ANIM_DRIVEBY_R);
|
|
}
|
|
|
|
if (!anim || !anim->IsRunning()) {
|
|
if (CPad::GetPad(0)->GetCarGunFired() && CTimer::GetTimeInMilliseconds() > weapon->m_nTimer) {
|
|
weapon->FireFromCar(this, lookingLeft);
|
|
weapon->m_nTimer = CTimer::GetTimeInMilliseconds() + 70;
|
|
}
|
|
}
|
|
}else{
|
|
weapon->Reload();
|
|
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_L);
|
|
if(anim)
|
|
anim->blendDelta = -1000.0f;
|
|
anim = RpAnimBlendClumpGetAssociation(pDriver->GetClump(), ANIM_DRIVEBY_R);
|
|
if(anim)
|
|
anim->blendDelta = -1000.0f;
|
|
}
|
|
}
|
|
|
|
#ifdef COMPATIBLE_SAVES
|
|
void
|
|
CBoat::Save(uint8*& buf)
|
|
{
|
|
CVehicle::Save(buf);
|
|
SkipSaveBuf(buf, 1156 - 648);
|
|
}
|
|
|
|
void
|
|
CBoat::Load(uint8*& buf)
|
|
{
|
|
CVehicle::Load(buf);
|
|
SkipSaveBuf(buf, 1156 - 648);
|
|
}
|
|
#endif
|