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author | Nikolay Korolev <nickvnuk@gmail.com> | 2020-11-10 22:08:32 +0100 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2020-11-10 22:08:32 +0100 |
commit | ef2089cafbdbd37589d17a4af9e1989f04672777 (patch) | |
tree | b4b1e77e277272a52de8fcca35496cec3f5e337f /src/core/World.cpp | |
parent | fixes (diff) | |
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Diffstat (limited to 'src/core/World.cpp')
-rw-r--r-- | src/core/World.cpp | 250 |
1 files changed, 170 insertions, 80 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp index 14c06a81..e3b8837f 100644 --- a/src/core/World.cpp +++ b/src/core/World.cpp @@ -15,6 +15,7 @@ #include "Object.h" #include "ParticleObject.h" #include "Ped.h" +#include "Pickups.h" #include "PlayerPed.h" #include "Population.h" #include "ProjectileInfo.h" @@ -28,6 +29,7 @@ #include "WaterLevel.h" #include "World.h" +// --MIAMI: file done #define OBJECT_REPOSITION_OFFSET_Z 2.0f @@ -157,6 +159,7 @@ CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemov CProjectileInfo::RemoveAllProjectiles(); CShadows::TidyUpShadows(); } + CPickups::RemoveUnnecessaryPickups(pos, radius); } bool @@ -333,11 +336,24 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP { bool deadPeds = false; bool bikers = false; + bool carTyres = false; float mindist = dist; CPtrNode *node; CEntity *e; CColModel *colmodel; - + CColModel tyreCol; + CColSphere tyreSpheres[6]; + CColPoint tyreColPoint; + float tyreDist; + + if(bIncludeCarTyres && list.first && ((CEntity*)list.first->item)->IsVehicle()){ + carTyres = true; + tyreCol.numTriangles = 0; + tyreCol.numBoxes = 0; + tyreCol.numLines = 0; + tyreCol.spheres = tyreSpheres; + tyreCol.numSpheres = ARRAY_SIZE(tyreSpheres); + } if(list.first && bIncludeDeadPeds && ((CEntity *)list.first->item)->IsPed()) deadPeds = true; if(list.first && bIncludeBikers && ((CEntity *)list.first->item)->IsPed()) bikers = true; @@ -346,10 +362,11 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP if(e->m_scanCode != GetCurrentScanCode() && e != pIgnoreEntity && (e->bUsesCollision || deadPeds || bikers) && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) { colmodel = nil; + tyreDist = mindist; e->m_scanCode = GetCurrentScanCode(); if(e->IsPed()) { - if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD || bikers) { + if(e->bUsesCollision || deadPeds && ((CPed *)e)->m_nPedState == PED_DEAD || bikers && ((CPed*)e)->InVehicle() && (((CPed*)e)->m_pMyVehicle->IsBike() || ((CPed*)e)->m_pMyVehicle->IsBoat())) { colmodel = ((CPedModelInfo *)CModelInfo::GetModelInfo(e->GetModelIndex()))->AnimatePedColModelSkinned(e->GetClump()); } else colmodel = nil; @@ -360,8 +377,18 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist, ignoreSeeThrough, ignoreShootThrough)) entity = e; + if(carTyres && ((CVehicle*)e)->SetUpWheelColModel(&tyreCol) && CCollision::ProcessLineOfSight(line, e->GetMatrix(), tyreCol, tyreColPoint, tyreDist, false, ignoreShootThrough)){ + float dp1 = DotProduct(line.p1 - line.p0, e->GetRight()); + float dp2 = DotProduct(point.point - e->GetPosition(), e->GetRight()); + if(tyreDist < mindist || dp1 < -0.85f && dp2 > 0.0f || dp1 > 0.85f && dp2 < 0.0f){ + mindist = tyreDist; + point = tyreColPoint; + entity = e; + } + } } } + tyreCol.spheres = nil; if(mindist < dist) { dist = mindist; @@ -695,18 +722,10 @@ CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, in if(minY <= 0) minY = 0; int maxX = GetSectorIndexX(centre.x + radius); -#ifdef FIX_BUGS if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X - 1; -#else - if(maxX >= NUMSECTORS_X) maxX = NUMSECTORS_X; -#endif int maxY = GetSectorIndexY(centre.y + radius); -#ifdef FIX_BUGS if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y - 1; -#else - if(maxY >= NUMSECTORS_Y) maxY = NUMSECTORS_Y; -#endif AdvanceCurrentScanCode(); @@ -781,13 +800,18 @@ CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float *nEntitiesFound = 0; const CVector2D vecSectorStartPos(position.x - radius, position.y - radius); const CVector2D vecSectorEndPos(position.x + radius, position.y + radius); - const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0); - const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0); - const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(GetSectorIndexX(vecSectorStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecSectorStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y); +#endif for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { - CSector *pSector = CWorld::GetSector(x, y); + CSector *pSector = GetSector(x, y); if(bBuildings) { CWorld::FindObjectsOfTypeInRangeSectorList( modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, @@ -1050,13 +1074,18 @@ CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bC *nCollidingEntities = 0; const CVector2D vecSectorStartPos(position.x - radius, position.y - radius); const CVector2D vecSectorEndPos(position.x + radius, position.y + radius); - const int32 nStartX = Max(CWorld::GetSectorIndexX(vecSectorStartPos.x), 0); - const int32 nStartY = Max(CWorld::GetSectorIndexY(vecSectorStartPos.y), 0); - const int32 nEndX = Min(CWorld::GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(GetSectorIndexX(vecSectorStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecSectorStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecSectorEndPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y); +#endif for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { - CSector *pSector = CWorld::GetSector(x, y); + CSector *pSector = GetSector(x, y); if(bBuildings) { CWorld::FindObjectsKindaCollidingSectorList( pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly, @@ -1129,13 +1158,18 @@ CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &v { CWorld::AdvanceCurrentScanCode(); *nIntersecting = 0; - const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0); - const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0); - const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecStartPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecStartPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecSectorPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecSectorPos.y), NUMSECTORS_Y); +#endif for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { - CSector *pSector = CWorld::GetSector(x, y); + CSector *pSector = GetSector(x, y); if(bBuildings) { CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS], vecStartPos, vecEndPos, nIntersecting, @@ -1210,13 +1244,18 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CBox &boundingBox, const { CWorld::AdvanceCurrentScanCode(); *nEntitiesFound = 0; - const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); - const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); - const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1); - const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); + const int32 nStartX = Max(GetSectorIndexX(fStartX), 0); + const int32 nStartY = Max(GetSectorIndexY(fStartY), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y); +#endif for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { - CSector *pSector = CWorld::GetSector(x, y); + CSector *pSector = GetSector(x, y); if(bBuildings) { CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList( pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position, @@ -1290,13 +1329,18 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CV { CWorld::AdvanceCurrentScanCode(); *nIntersecting = 0; - const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0); - const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0); - const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y); +#endif for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { - CSector *pSector = CWorld::GetSector(x, y); + CSector *pSector = GetSector(x, y); if(bVehicles) { CWorld::FindMissionEntitiesIntersectingCubeSectorList( pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting, @@ -1504,13 +1548,18 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2) float fStartY = y1 - 10.0f; float fEndX = x2 + 10.0f; float fEndY = y2 + 10.0f; - const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0); - const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0); - const int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X - 1); - const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); + const int32 nStartX = Max(GetSectorIndexX(fStartX), 0); + const int32 nStartY = Max(GetSectorIndexY(fStartY), 0); +#ifdef FIX_BUGS + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y - 1); +#else + const int32 nEndX = Min(GetSectorIndexX(fEndX), NUMSECTORS_X); + const int32 nEndY = Min(GetSectorIndexY(fEndY), NUMSECTORS_Y); +#endif for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { - CSector *pSector = CWorld::GetSector(x, y); + CSector *pSector = GetSector(x, y); CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2, y2, fStartX, fStartY, fEndX, fEndY); CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1, @@ -1638,7 +1687,7 @@ CWorld::RemoveFallenCars(void) CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex); if(veh) { if(veh->GetPosition().z < MAP_Z_LOW_LIMIT) { - if(veh->VehicleCreatedBy == MISSION_VEHICLE || veh == FindPlayerVehicle() || + if(veh->VehicleCreatedBy == MISSION_VEHICLE && !veh->bRenderScorched || veh == FindPlayerVehicle() || (veh->pDriver && veh->pDriver->IsPlayer())) { int closestNode = ThePaths.FindNodeClosestToCoors(veh->GetPosition(), PATH_CAR, 999999.9f, false, false); @@ -1825,37 +1874,55 @@ CWorld::RepositionOneObject(CEntity *pEntity) { int16 modelId = pEntity->GetModelIndex(); if (modelId == MI_PARKINGMETER || modelId == MI_PHONEBOOTH1 || modelId == MI_WASTEBIN || - modelId == MI_BIN || modelId == MI_POSTBOX1 || modelId == MI_NEWSSTAND || modelId == MI_TRAFFICCONE || - modelId == MI_DUMP1 || modelId == MI_ROADWORKBARRIER1 || modelId == MI_BUSSIGN1 || modelId == MI_NOPARKINGSIGN1 || - modelId == MI_PHONESIGN || modelId == MI_FIRE_HYDRANT || modelId == MI_BOLLARDLIGHT || - modelId == MI_PARKTABLE || modelId == MI_PARKINGMETER2 || modelId == MI_TELPOLE02 || - modelId == MI_PARKBENCH || modelId == MI_BARRIER1 || IsTreeModel(modelId) || - IsLightThatNeedsRepositioning(modelId) + modelId == MI_BIN || modelId == MI_POSTBOX1 || modelId == MI_NEWSSTAND || modelId == MI_TRAFFICCONE || + modelId == MI_DUMP1 || modelId == MI_ROADWORKBARRIER1 || modelId == MI_BUSSIGN1 || modelId == MI_NOPARKINGSIGN1 || + modelId == MI_PHONESIGN || modelId == MI_FIRE_HYDRANT || modelId == MI_BOLLARDLIGHT || + modelId == MI_PARKTABLE || modelId == MI_PARKINGMETER2 || modelId == MI_TELPOLE02 || + modelId == MI_PARKBENCH || modelId == MI_BARRIER1 || IsTreeModel(modelId) ) { - CVector &position = pEntity->GetMatrix().GetPosition(); - CColModel *pColModel = pEntity->GetColModel(); + CVector& position = pEntity->GetMatrix().GetPosition(); + CColModel* pColModel = pEntity->GetColModel(); float fBoundingBoxMinZ = pColModel->boundingBox.min.z; float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z; - if(fHeight < OBJECT_REPOSITION_OFFSET_Z) fHeight = OBJECT_REPOSITION_OFFSET_Z; + if (fHeight < OBJECT_REPOSITION_OFFSET_Z) fHeight = OBJECT_REPOSITION_OFFSET_Z; position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y, - position.z + fHeight, nil) - - fBoundingBoxMinZ; + position.z + fHeight, nil) - + fBoundingBoxMinZ; pEntity->m_matrix.UpdateRW(); pEntity->UpdateRwFrame(); - } else if(modelId == MI_BUOY) { - float fWaterLevel = 0.0f; + } else if(IsLightThatNeedsRepositioning(modelId)) { + CVector position = pEntity->GetMatrix().GetPosition(); + CColModel* pColModel = pEntity->GetColModel(); + float fBoundingBoxMinZ = pColModel->boundingBox.min.z; + float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z; + if (fHeight < OBJECT_REPOSITION_OFFSET_Z) fHeight = OBJECT_REPOSITION_OFFSET_Z; + if (pColModel->numBoxes == 1) + position = pEntity->GetMatrix() * CVector( + (pColModel->boxes[0].min.x + pColModel->boxes[0].max.x) / 2, + (pColModel->boxes[0].min.y + pColModel->boxes[0].max.y) / 2, + pColModel->boxes[0].min.z); + else if (pColModel->numSpheres > 0) { + position.z = 1000.0f; + for (int i = 0; i < pColModel->numSpheres; i++) { + if (pColModel->spheres[i].center.z < position.z) + position = pColModel->spheres[i].center; + } + if (position.z < 1000.0f) + position = pEntity->GetMatrix() * position; + } + pEntity->GetMatrix().GetPosition().z = FindGroundZFor3DCoord(position.x, position.y, pEntity->GetMatrix().GetPosition().z + fHeight, nil) - fBoundingBoxMinZ; + pEntity->GetMatrix().UpdateRW(); + pEntity->UpdateRwFrame(); + + } + if(modelId == MI_BUOY) { bool bFound = true; const CVector &position = pEntity->GetPosition(); float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound); - if(CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z, - &fWaterLevel)) { - if(!bFound || fWaterLevel > fGroundZ) { - CColModel *pColModel = pEntity->GetColModel(); - float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z; - pEntity->GetMatrix().GetPosition().z = 0.2f * fHeight + fWaterLevel - 0.5f * fHeight; - } - } + CColModel *pColModel = pEntity->GetColModel(); + float fHeight = pColModel->boundingBox.max.z - pColModel->boundingBox.min.z; + pEntity->GetMatrix().GetPosition().z = 0.2f * fHeight + 6.0f - 0.5f * fHeight; } } @@ -1874,6 +1941,27 @@ CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason) } void +CWorld::SetPedsChoking(float x, float y, float z, float radius, CEntity* reason) +{ + int32 poolSize = CPools::GetPedPool()->GetSize(); + for (int32 i = poolSize - 1; i >= 0; i--) { + CPed* pPed = CPools::GetPedPool()->GetSlot(i); + if (pPed && pPed->m_nPedState != PED_DEAD && !pPed->bInVehicle && !pPed->m_pFire && !pPed->bFireProof && pPed->CharCreatedBy != MISSION_CHAR) { + if (Abs(pPed->GetPosition().z - z) < 5.0f && Abs(pPed->GetPosition().x - x) < radius && + Abs(pPed->GetPosition().y - y) < radius) { + if (!pPed->IsPlayer()) + pPed->SetFlee(CVector2D(x, y), 10000); +#ifdef FIX_BUGS + pPed->InflictDamage(reason, WEAPONTYPE_TEARGAS, 1.0f, PEDPIECE_TORSO, 0); +#else + pPed->InflictDamage(nil, WEAPONTYPE_TEARGAS, 1.0f, PEDPIECE_TORSO, 0); +#endif + } + } + } +} + +void CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity *reason) { int32 poolSize = CPools::GetPedPool()->GetSize(); @@ -1925,11 +2013,12 @@ CWorld::Process(void) if(csObj && csObj->m_entryInfoList.first) { if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) { -// TODO(MIAMI): doRender argument - RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), - 0.02f * (csObj->IsObject() - ? CTimer::GetTimeStepNonClipped() - : CTimer::GetTimeStep())); + if (csObj->IsObject()) + RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), 0.02f * CTimer::GetTimeStepNonClipped()); + else { + csObj->bOffscreen = !csObj->GetIsOnScreen(); + RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), 0.02f * CTimer::GetTimeStep(), !csObj->bOffscreen); + } } csObj->ProcessControl(); csObj->ProcessCollision(); @@ -1949,11 +2038,12 @@ CWorld::Process(void) #endif if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) { -// TODO(MIAMI): doRender argument - RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), - 0.02f * (movingEnt->IsObject() - ? CTimer::GetTimeStepNonClipped() - : CTimer::GetTimeStep())); + if (movingEnt->IsObject()) + RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), 0.02f * CTimer::GetTimeStepNonClipped()); + else { + movingEnt->bOffscreen = !movingEnt->GetIsOnScreen(); + RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), 0.02f * CTimer::GetTimeStep(), !movingEnt->bOffscreen); + } } } for(CPtrNode *node = ms_listMovingEntityPtrs.first; node; node = node->next) { @@ -2037,7 +2127,7 @@ CWorld::Process(void) movingEnt->bIsStuck = true; if(movingEnt->GetStatus() == STATUS_PLAYER) { printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->GetModelIndex()); - movingEnt->m_vecMoveSpeed *= 0.3f; + movingEnt->m_vecMoveSpeed *= Pow(0.707f, CTimer::GetTimeStep()); movingEnt->ApplyMoveSpeed(); movingEnt->ApplyTurnSpeed(); } @@ -2102,13 +2192,13 @@ CWorld::TriggerExplosion(const CVector &position, float fRadius, float fPower, C { CVector2D vecStartPos(position.x - fRadius, position.y - fRadius); CVector2D vecEndPos(position.x + fRadius, position.y + fRadius); - const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0); - const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0); - const int32 nEndX = Min(CWorld::GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); - const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); + const int32 nStartX = Max(GetSectorIndexX(vecStartPos.x), 0); + const int32 nStartY = Max(GetSectorIndexY(vecStartPos.y), 0); + const int32 nEndX = Min(GetSectorIndexX(vecEndPos.x), NUMSECTORS_X - 1); + const int32 nEndY = Min(GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1); for(int32 y = nStartY; y <= nEndY; y++) { for(int32 x = nStartX; x <= nEndX; x++) { - CSector *pSector = CWorld::GetSector(x, y); + CSector *pSector = GetSector(x, y); CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius, fPower, pCreator, bProcessVehicleBombTimer); CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower, @@ -2146,7 +2236,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa pObject->bHasBeenDamaged) { if(pEntity->IsObject() && modelId != MI_EXPLODINGBARREL && - modelId != MI_PETROLPUMP) + modelId != MI_PETROLPUMP && modelId != MI_PETROLPUMP2) pObject->bHasBeenDamaged = true; } else { CVector pos = pEntity->GetPosition(); @@ -2171,7 +2261,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa if(!pEntity->GetIsStatic()) { float fDamageMultiplier = Min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f); CVector vecForceDir = - vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier / + vecDistance * (fPower * pEntity->m_fMass / 14000.0f * fDamageMultiplier / Max(fMagnitude, 0.01f)); vecForceDir.z = Max(vecForceDir.z, 0.0f); if(pEntity == FindPlayerPed()) vecForceDir.z = Min(vecForceDir.z, 1.0f); |