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https://git.rip/DMCA_FUCKER/re3.git
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back to the future style wheels on flying
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parent
063a80ecfb
commit
1b3144f978
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@ -2589,6 +2589,10 @@ CAutomobile::PreRender(void)
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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}
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}
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#ifdef BETTER_ALLCARSAREDODO_CHEAT
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} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
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mat.RotateY(-HALFPI);
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#endif
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}else{
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}else{
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// tilt wheel depending oh how much it presses on ground
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// tilt wheel depending oh how much it presses on ground
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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@ -2626,6 +2630,10 @@ CAutomobile::PreRender(void)
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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}
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}
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#ifdef BETTER_ALLCARSAREDODO_CHEAT
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} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
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mat.RotateY(HALFPI);
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#endif
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}else{
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}else{
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// tilt wheel depending oh how much it presses on ground
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// tilt wheel depending oh how much it presses on ground
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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@ -2655,6 +2663,10 @@ CAutomobile::PreRender(void)
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m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB == SURFACE_WATER){
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m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB == SURFACE_WATER){
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// hovering on water
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// hovering on water
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mat.RotateY(-HALFPI);
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mat.RotateY(-HALFPI);
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#ifdef BETTER_ALLCARSAREDODO_CHEAT
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} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
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mat.RotateY(-HALFPI);
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#endif
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}else{
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}else{
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// tilt wheel depending oh how much it presses on ground
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// tilt wheel depending oh how much it presses on ground
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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@ -2685,6 +2697,10 @@ CAutomobile::PreRender(void)
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m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB == SURFACE_WATER){
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m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB == SURFACE_WATER){
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// hovering on water
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// hovering on water
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mat.RotateY(HALFPI);
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mat.RotateY(HALFPI);
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#ifdef BETTER_ALLCARSAREDODO_CHEAT
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} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
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mat.RotateY(HALFPI);
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#endif
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}else{
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}else{
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// tilt wheel depending oh how much it presses on ground
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// tilt wheel depending oh how much it presses on ground
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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@ -2815,6 +2831,10 @@ CAutomobile::PreRender(void)
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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}
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}
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#ifdef BETTER_ALLCARSAREDODO_CHEAT
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} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
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mat.RotateY(-HALFPI);
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#endif
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}else{
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}else{
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// tilt wheel depending oh how much it presses on ground
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// tilt wheel depending oh how much it presses on ground
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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@ -2852,6 +2872,10 @@ CAutomobile::PreRender(void)
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
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}
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}
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#ifdef BETTER_ALLCARSAREDODO_CHEAT
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} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
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mat.RotateY(HALFPI);
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#endif
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}else{
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}else{
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// tilt wheel depending oh how much it presses on ground
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// tilt wheel depending oh how much it presses on ground
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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float groundOffset = pos.z + m_fHeightAboveRoad - 0.5f*mi->m_wheelScale;
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