diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index 6ce3bcb9..ede5741e 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -3834,7 +3834,7 @@ CCam::Process_Debug(const CVector&, float, float, float) Source.y += 1.0f; GetVectorsReadyForRW(); -// CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1; + CPad::GetPad(0)->DisablePlayerControls = PLAYERCONTROL_DISABLED_1; if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp index f5497b95..af62e180 100644 --- a/src/core/Camera.cpp +++ b/src/core/Camera.cpp @@ -618,7 +618,7 @@ CCamera::Process(void) CamUp = Cams[ActiveCam].Up; FOV = Cams[ActiveCam].FOV; } - WasPreviouslyInterSyhonFollowPed = false; // unused + WasPreviouslyInterSyhonFollowPed = false; // only used on PS2 } if(m_uiTransitionState != 0) @@ -717,7 +717,7 @@ CCamera::Process(void) } m_PreviousCameraPosition = GetPosition(); - // PS2: something going on with forward vector here + // PS2 normalizes a CVector2D GetForward() here. is it used anywhere? if(Cams[ActiveCam].DirectionWasLooking != LOOKING_FORWARD && Cams[ActiveCam].Mode != CCam::MODE_TOP_DOWN_PED){ Cams[ActiveCam].Source = Cams[ActiveCam].SourceBeforeLookBehind; @@ -1366,6 +1366,7 @@ CCamera::CamControl(void) // Restore with a jump cut if(m_bRestoreByJumpCut){ + // PS2 just sets m_bCamDirectlyBehind here if(ReqMode != CCam::MODE_FOLLOWPED && ReqMode != CCam::MODE_M16_1STPERSON && ReqMode != CCam::MODE_SNIPER && @@ -1381,6 +1382,7 @@ CCamera::CamControl(void) Cams[ActiveCam].CamTargetEntity = pTargetEntity; Cams[ActiveCam].m_cvecCamFixedModeSource = m_vecFixedModeSource; Cams[ActiveCam].m_cvecCamFixedModeUpOffSet = m_vecFixedModeUpOffSet; + // PS2 sets this to m_bLookingAtVector Cams[ActiveCam].m_bCamLookingAtVector = false; Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition; m_bRestoreByJumpCut = false; @@ -1519,7 +1521,7 @@ CCamera::CamControl(void) switchByJumpCut = true; if(Cams[ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){ CVector front = Cams[ActiveCam].Source - FindPlayerPed()->GetPosition(); - front.z = 0.0f; + front.z = 0.0f; // missing on PS2 front.Normalise(); #ifdef FIX_BUGS // this is almost as bad as the bugged code @@ -1556,6 +1558,7 @@ CCamera::CamControl(void) if((m_uiTransitionState == 0 || switchByJumpCut) && ReqMode != Cams[ActiveCam].Mode){ if(switchByJumpCut){ + // PS2 just sets m_bCamDirectlyBehind here if(!m_bPlayerIsInGarage || m_bJustCameOutOfGarage){ if(ReqMode != CCam::MODE_FOLLOWPED && ReqMode != CCam::MODE_M16_1STPERSON && @@ -1594,6 +1597,8 @@ CCamera::CamControl(void) if(ReqMode == CCam::MODE_FOLLOWPED && Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM) startTransition = false; +#ifndef PS2_CAM_TRANSITION + // done in Process on PS2 if(!m_bWaitForInterpolToFinish && m_bLookingAtPlayer && m_uiTransitionState != 0){ CVector playerDist; playerDist.x = FindPlayerPed()->GetPosition().x - GetPosition().x; @@ -1606,6 +1611,7 @@ CCamera::CamControl(void) m_bWaitForInterpolToFinish = true; } } +#endif if(m_bWaitForInterpolToFinish) startTransition = false; @@ -1615,10 +1621,14 @@ CCamera::CamControl(void) Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); } }else if(ReqMode == CCam::MODE_FIXED && pTargetEntity != Cams[ActiveCam].CamTargetEntity && m_bPlayerIsInGarage){ +#ifdef PS2_CAM_TRANSITION + StartTransitionWhenNotFinishedInter(ReqMode); +#else if(m_uiTransitionState != 0) StartTransitionWhenNotFinishedInter(ReqMode); else StartTransition(ReqMode); +#endif pTargetEntity->RegisterReference(&pTargetEntity); Cams[ActiveCam].CamTargetEntity->RegisterReference(&Cams[ActiveCam].CamTargetEntity); } @@ -2004,7 +2014,7 @@ CCamera::SetCamPositionForFixedMode(const CVector &Source, const CVector &UpOffS /* - * On PS2 the transition happens between Cams[1] and Cams[2]. + * On PS2 the transition happens between Cams[0] and Cams[1]. * On PC the whole system has been changed. */ void @@ -2042,8 +2052,10 @@ CCamera::StartTransition(int16 newMode) switchSyphonMode = true; if(Cams[ActiveCam].Mode == CCam::MODE_FIGHT_CAM && newMode == CCam::MODE_FOLLOWPED) switchFromFight = true; +#ifndef PS2_CAM_TRANSITION if(Cams[ActiveCam].Mode == CCam::MODE_FIXED) switchFromFixed = true; +#endif m_bUseTransitionBeta = false; @@ -2097,12 +2109,27 @@ CCamera::StartTransition(int16 newMode) switch(newMode){ case CCam::MODE_BEHINDCAR: +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; + Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta; +#endif + Cams[ActiveCam].BetaSpeed = 0.0f; + break; + + case CCam::MODE_BEHINDBOAT: +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; + Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta; +#endif Cams[ActiveCam].BetaSpeed = 0.0f; break; case CCam::MODE_FOLLOWPED: // Getting out of vehicle normally betaOffset = DEGTORAD(55.0f); +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; +#endif if(m_bJustCameOutOfGarage){ m_bUseTransitionBeta = true; /* @@ -2116,13 +2143,21 @@ CCamera::StartTransition(int16 newMode) */ // this is better: if(Cams[ActiveCam].Front.x != 0.0f || Cams[ActiveCam].Front.y != 0.0f) +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y) + PI; +#else Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y) + PI; +#endif else Cams[ActiveCam].m_fTransitionBeta = 0.0f; } if(m_bTargetJustCameOffTrain) m_bCamDirectlyInFront = true; +#ifdef PS2_CAM_TRANSITION + if(Cams[(ActiveCam+1)%2].Mode != CCam::MODE_CAM_ON_A_STRING) +#else if(Cams[ActiveCam].Mode != CCam::MODE_CAM_ON_A_STRING) +#endif break; m_bUseTransitionBeta = true; vehicleVertical = false; @@ -2134,7 +2169,11 @@ CCamera::StartTransition(int16 newMode) Cams[ActiveCam].m_fTransitionBeta = 0.0f; break; } +#ifdef PS2_CAM_TRANSITION + camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y); +#else camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); +#endif if(((CPed*)pTargetEntity)->m_carInObjective) targetBeta = CGeneral::GetATanOfXY(((CPed*)pTargetEntity)->m_carInObjective->GetForward().x, ((CPed*)pTargetEntity)->m_carInObjective->GetForward().y); else @@ -2190,6 +2229,10 @@ CCamera::StartTransition(int16 newMode) break; case CCam::MODE_SYPHON: +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].Beta = Cams[(ActiveCam+1)%2].Beta; + Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; +#endif Cams[ActiveCam].Alpha = 0.0f; Cams[ActiveCam].AlphaSpeed = 0.0f; break; @@ -2197,20 +2240,29 @@ CCamera::StartTransition(int16 newMode) case CCam::MODE_CAM_ON_A_STRING: // Get into vehicle betaOffset = DEGTORAD(57.0f); +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; +#endif if(!m_bLookingAtPlayer || m_bJustCameOutOfGarage) break; m_bUseTransitionBeta = true; targetBeta = CGeneral::GetATanOfXY(pTargetEntity->GetForward().x, pTargetEntity->GetForward().y); +#ifdef PS2_CAM_TRANSITION + camBeta = CGeneral::GetATanOfXY(Cams[(ActiveCam+1)%2].Front.x, Cams[(ActiveCam+1)%2].Front.y); +#else camBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); +#endif deltaBeta = targetBeta - camBeta; while(deltaBeta >= PI) deltaBeta -= 2*PI; while(deltaBeta < -PI) deltaBeta += 2*PI; deltaBeta = Abs(deltaBeta); - // switchFromFixed logic again here, skipped +#ifndef PS2_CAM_TRANSITION + switchFromFixed = Cams[ActiveCam].Mode == CCam::MODE_FIXED; if(switchFromFixed){ Cams[ActiveCam].m_fTransitionBeta = CGeneral::GetATanOfXY(Cams[ActiveCam].Front.x, Cams[ActiveCam].Front.y); break; } +#endif door = FindPlayerPed()->m_vehEnterType; if(deltaBeta > HALFPI){ @@ -2238,15 +2290,23 @@ CCamera::StartTransition(int16 newMode) } break; - case CCam::MODE_BEHINDBOAT: - Cams[ActiveCam].BetaSpeed = 0.0f; - break; - case CCam::MODE_PED_DEAD_BABY: +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; +#endif Cams[ActiveCam].Alpha = DEGTORAD(15.0f); break; +#ifdef PS2_CAM_TRANSITION + case CCam::MODE_PLAYER_FALLEN_WATER: + Cams[ActiveCam].m_vecLastAboveWaterCamPosition = Cams[(ActiveCam+1)%2].m_vecLastAboveWaterCamPosition; + break; +#endif + case CCam::MODE_FIGHT_CAM: +#ifdef PS2_CAM_TRANSITION + Cams[ActiveCam].Source = Cams[(ActiveCam+1)%2].Source; +#endif Cams[ActiveCam].Beta = 0.0f; Cams[ActiveCam].BetaSpeed = 0.0f; Cams[ActiveCam].Alpha = 0.0f; @@ -2254,6 +2314,7 @@ CCamera::StartTransition(int16 newMode) break; } +#ifndef PS2_CAM_TRANSITION Cams[ActiveCam].Init(); Cams[ActiveCam].Mode = newMode; @@ -2262,7 +2323,6 @@ CCamera::StartTransition(int16 newMode) m_uiTransitionDuration = 1800; else if(switchFromFight) m_uiTransitionDuration = 750; -#ifndef PS2_CAM_TRANSITION else if(switchPedToCar){ m_fFractionInterToStopMoving = 0.2f; m_fFractionInterToStopCatchUp = 0.8f; @@ -2276,6 +2336,13 @@ CCamera::StartTransition(int16 newMode) m_uiTransitionDuration = 1; }else m_uiTransitionDuration = 1350; // already set above +#else + if(switchSyphonMode) + m_uiTransitionDuration = 1800; + else if(switchFromFight) + m_uiTransitionDuration = 750; + else + m_uiTransitionDuration = 1350; #endif m_uiTransitionState = 1; m_uiTimeTransitionStart = CTimer::GetTimeInMilliseconds();