diff options
Diffstat (limited to 'src/entities/Physical.cpp')
-rw-r--r-- | src/entities/Physical.cpp | 60 |
1 files changed, 30 insertions, 30 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp index d37405ec..842104a4 100644 --- a/src/entities/Physical.cpp +++ b/src/entities/Physical.cpp @@ -54,7 +54,7 @@ CPhysical::CPhysical(void) bInfiniteMass = false; bIsInWater = false; bHitByTrain = false; - m_phy_flagA80 = false; + bSkipLineCol = false; m_fDistanceTravelled = 0.0f; m_treadable[PATH_CAR] = nil; @@ -350,7 +350,7 @@ CPhysical::ProcessControl(void) bWasPostponed = false; bHasHitWall = false; - if(m_status == STATUS_SIMPLE) + if(GetStatus() == STATUS_SIMPLE) return; m_nCollisionRecords = 0; @@ -538,7 +538,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl float timestepB; if(A->bPedPhysics){ if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() && - (B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall)) + (B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall)) timestepB = 2200.0f / B->m_fMass; else timestepB = 10.0f; @@ -757,7 +757,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl fA.y *= 1.4f; if(colpoint.normal.z < 0.7f) fA.z *= 0.3f; - if(A->m_status == STATUS_PLAYER) + if(A->GetStatus() == STATUS_PLAYER) pointposA *= 0.8f; if(CWorld::bNoMoreCollisionTorque){ A->ApplyFrictionMoveForce(fA*-0.3f); @@ -769,7 +769,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl fB.y *= 1.4f; if(colpoint.normal.z < 0.7f) fB.z *= 0.3f; - if(B->m_status == STATUS_PLAYER) + if(B->GetStatus() == STATUS_PLAYER) pointposB *= 0.8f; if(CWorld::bNoMoreCollisionTorque){ // BUG: the game actually uses A here, but this can't be right @@ -815,7 +815,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV if(normalSpeed < 0.0f){ float minspeed = 0.0104f * CTimer::GetTimeStep(); #ifdef GTA3_1_1_PATCH - if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED))) && + if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) && #else if((IsObject() || IsVehicle() && GetUp().z < -0.3f) && #endif @@ -1341,8 +1341,8 @@ collision: } } - if(B->m_status == STATUS_SIMPLE){ - B->m_status = STATUS_PHYSICS; + if(B->GetStatus() == STATUS_SIMPLE){ + B->SetStatus(STATUS_PHYSICS); if(B->IsVehicle()) CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B); } @@ -1401,7 +1401,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) continue; } - A->m_phy_flagA80 = false; + A->bSkipLineCol = false; skipCollision = false; altcollision = false; @@ -1411,13 +1411,13 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) (B->IsVehicle() || B->IsPed()) && A->GetUp().z < 0.66f){ skipCollision = true; - A->m_phy_flagA80 = true; + A->bSkipLineCol = true; Aobj->m_pCollidingEntity = B; }else if((A->IsVehicle() || A->IsPed()) && B->GetUp().z < 0.66f && IsTrafficLight(B->GetModelIndex())){ skipCollision = true; - A->m_phy_flagA80 = true; + A->bSkipLineCol = true; Bobj->m_pCollidingEntity = A; }else if(A->IsObject() && B->IsVehicle()){ if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES) @@ -1460,18 +1460,18 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) skipCollision = true; }else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){ skipCollision = true; - A->m_phy_flagA80 = true; + A->bSkipLineCol = true; }else if(A->IsPed() && Aped->m_pCollidingEntity == B){ skipCollision = true; if(!Aped->bKnockedUpIntoAir) - A->m_phy_flagA80 = true; + A->bSkipLineCol = true; }else if(B->IsPed() && Bped->m_pCollidingEntity == A){ skipCollision = true; - A->m_phy_flagA80 = true; + A->bSkipLineCol = true; }else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) || B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){ skipCollision = true; - A->m_phy_flagA80 = true; + A->bSkipLineCol = true; }else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f) altcollision = true; @@ -1544,7 +1544,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) }else adhesion = 0.0f; }else if(A->IsVehicle()){ - if(A->m_status == STATUS_WRECKED) + if(A->GetStatus() == STATUS_WRECKED) adhesion *= 3.0f; else if(A->GetUp().z > 0.3f) adhesion = 0.0f; @@ -1561,7 +1561,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) m_vecMoveSpeed += moveSpeed / numResponses; m_vecTurnSpeed += turnSpeed / numResponses; if(!CWorld::bNoMoreCollisionTorque && - A->m_status == STATUS_PLAYER && A->IsVehicle() && + A->GetStatus() == STATUS_PLAYER && A->IsVehicle() && Abs(A->m_vecMoveSpeed.x) > 0.2f && Abs(A->m_vecMoveSpeed.y) > 0.2f){ A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions; @@ -1713,8 +1713,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists) Aobj->ObjectDamage(maxImpulseB); } - if(B->m_status == STATUS_SIMPLE){ - B->m_status = STATUS_PHYSICS; + if(B->GetStatus() == STATUS_SIMPLE){ + B->SetStatus(STATUS_PHYSICS); if(B->IsVehicle()) CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B); } @@ -1758,7 +1758,7 @@ void CPhysical::ProcessShift(void) { m_fDistanceTravelled = 0.0f; - if(m_status == STATUS_SIMPLE){ + if(GetStatus() == STATUS_SIMPLE){ bIsStuck = false; bIsInSafePosition = true; RemoveAndAdd(); @@ -1804,7 +1804,7 @@ CPhysical::ProcessCollision(void) m_fDistanceTravelled = 0.0f; m_bIsVehicleBeingShifted = false; - m_phy_flagA80 = false; + bSkipLineCol = false; if(!bUsesCollision){ bIsStuck = false; @@ -1813,9 +1813,9 @@ CPhysical::ProcessCollision(void) return; } - if(m_status == STATUS_SIMPLE){ - if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){ - m_status = STATUS_PHYSICS; + if(GetStatus() == STATUS_SIMPLE){ + if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){ + SetStatus(STATUS_PHYSICS); if(IsVehicle()) CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this); } @@ -1840,7 +1840,7 @@ CPhysical::ProcessCollision(void) n = NUMSTEPS(0.3f); step = savedTimeStep / n; }else if(IsVehicle() && distSq >= sq(0.4f)){ - if(m_status == STATUS_PLAYER) + if(GetStatus() == STATUS_PLAYER) n = NUMSTEPS(0.2f); else n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f); @@ -1886,7 +1886,7 @@ CPhysical::ProcessCollision(void) // TODO: get rid of copy paste? if(CheckCollision()){ if(IsPed() && m_vecMoveSpeed.z == 0.0f && - !ped->m_ped_flagA2 && + !ped->bWasStanding && ped->bIsStanding) savedMatrix.GetPosition().z = GetPosition().z; GetMatrix() = savedMatrix; @@ -1894,7 +1894,7 @@ CPhysical::ProcessCollision(void) return; } if(IsPed() && m_vecMoveSpeed.z == 0.0f && - !ped->m_ped_flagA2 && + !ped->bWasStanding && ped->bIsStanding) savedMatrix.GetPosition().z = GetPosition().z; GetMatrix() = savedMatrix; @@ -1917,11 +1917,11 @@ CPhysical::ProcessCollision(void) ApplyTurnSpeed(); GetMatrix().Reorthogonalise(); m_bIsVehicleBeingShifted = false; - m_phy_flagA80 = false; + bSkipLineCol = false; if(!m_vecMoveSpeed.IsZero() || !m_vecTurnSpeed.IsZero() || bHitByTrain || - m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){ + GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){ if(IsVehicle()) ((CVehicle*)this)->bVehicleColProcessed = true; if(CheckCollision()){ @@ -1931,7 +1931,7 @@ CPhysical::ProcessCollision(void) } bHitByTrain = false; m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude(); - m_phy_flagA80 = false; + bSkipLineCol = false; bIsStuck = false; bIsInSafePosition = true; |