mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-24 01:00:08 +00:00
Merge remote-tracking branch 'origin/master' into MoreLanguages
This commit is contained in:
commit
2aace31b06
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@ -2078,14 +2078,12 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
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return;
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return;
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if (IsAnyOtherPedTouchingGarage(FindPlayerPed()))
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if (IsAnyOtherPedTouchingGarage(FindPlayerPed()))
|
||||||
return;
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return;
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float posX = pVehicle->GetPosition().x;
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CVector pos = pVehicle->GetPosition();
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float posY = pVehicle->GetPosition().y;
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float posZ = pVehicle->GetPosition().z;
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float garageX = GetGarageCenterX();
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float garageX = GetGarageCenterX();
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float garageY = GetGarageCenterY();
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float garageY = GetGarageCenterY();
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float offsetX = garageX - posX;
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float offsetX = garageX - pos.x;
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float offsetY = garageY - posY;
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float offsetY = garageY - pos.y;
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float offsetZ = posZ - posZ;
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float offsetZ = pos.z - pos.z;
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float distance = CVector(offsetX, offsetY, offsetZ).Magnitude();
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float distance = CVector(offsetX, offsetY, offsetZ).Magnitude();
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if (distance < RESPRAY_CENTERING_COEFFICIENT) {
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if (distance < RESPRAY_CENTERING_COEFFICIENT) {
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pVehicle->GetPosition().x = GetGarageCenterX();
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pVehicle->GetPosition().x = GetGarageCenterX();
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@ -2096,7 +2094,7 @@ void CGarage::CenterCarInGarage(CVehicle* pVehicle)
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pVehicle->GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
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pVehicle->GetPosition().y += offsetY * RESPRAY_CENTERING_COEFFICIENT / distance;
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}
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}
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if (!IsEntityEntirelyInside3D(pVehicle, 0.1f))
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if (!IsEntityEntirelyInside3D(pVehicle, 0.1f))
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pVehicle->GetPosition() = CVector(posX, posY, posZ);
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pVehicle->GetPosition() = pos;
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}
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}
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void CGarages::CloseHideOutGaragesBeforeSave()
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void CGarages::CloseHideOutGaragesBeforeSave()
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@ -20,6 +20,9 @@
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#include "Fire.h"
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#include "Fire.h"
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#include "PointLights.h"
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#include "PointLights.h"
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#include "Pools.h"
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#include "Pools.h"
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#ifdef FIX_BUGS
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#include "Replay.h"
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#endif
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#include "Script.h"
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#include "Script.h"
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#include "Shadows.h"
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#include "Shadows.h"
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#include "SpecialFX.h"
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#include "SpecialFX.h"
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@ -642,32 +645,26 @@ CPickups::AddToCollectedPickupsArray(int32 index)
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void
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void
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CPickups::Update()
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CPickups::Update()
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{
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{
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#ifndef FIX_BUGS
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#ifdef FIX_BUGS // RIP speedrunning (solution from SA)
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// BUG: this code can only reach 318 out of 320 pickups
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if (CReplay::IsPlayingBack())
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return;
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#endif
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#define PICKUPS_FRAME_SPAN (6)
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#define PICKUPS_FRAME_SPAN (6)
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#define PICKUPS_PER_FRAME (NUMGENERALPICKUPS/PICKUPS_FRAME_SPAN)
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#ifdef FIX_BUGS
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for (uint32 i = NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN) / PICKUPS_FRAME_SPAN; i < NUMGENERALPICKUPS * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1) / PICKUPS_FRAME_SPAN; i++) {
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for (uint32 i = PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < PICKUPS_PER_FRAME * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
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#else // BUG: this code can only reach 318 out of 320 pickups
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for (uint32 i = NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN); i < NUMGENERALPICKUPS / PICKUPS_FRAME_SPAN * (CTimer::GetFrameCounter() % PICKUPS_FRAME_SPAN + 1); i++) {
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#endif
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if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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AddToCollectedPickupsArray(i);
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AddToCollectedPickupsArray(i);
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}
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}
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}
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}
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#undef PICKUPS_FRAME_SPAN
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for (uint32 i = NUMGENERALPICKUPS; i < NUMPICKUPS; i++) {
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for (uint32 i = NUMGENERALPICKUPS; i < NUMPICKUPS; i++) {
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if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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AddToCollectedPickupsArray(i);
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AddToCollectedPickupsArray(i);
|
||||||
}
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}
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||||||
}
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}
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#undef PICKUPS_FRAME_SPAN
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#undef PICKUPS_PER_FRAME
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#else
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for (uint32 i = 0; i < NUMPICKUPS; i++) {
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||||||
if (aPickUps[i].m_eType != PICKUP_NONE && aPickUps[i].Update(FindPlayerPed(), FindPlayerVehicle(), CWorld::PlayerInFocus)) {
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|
||||||
AddToCollectedPickupsArray(i);
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|
||||||
}
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|
||||||
}
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||||||
#endif
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|
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}
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}
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void
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void
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@ -215,6 +215,7 @@ void re3_assert(const char *expr, const char *filename, unsigned int lineno, con
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#define ABS(a) (((a) < 0) ? (-(a)) : (a))
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#define ABS(a) (((a) < 0) ? (-(a)) : (a))
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#define norm(value, min, max) (((value) < (min)) ? 0 : (((value) > (max)) ? 1 : (((value) - (min)) / ((max) - (min)))))
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#define norm(value, min, max) (((value) < (min)) ? 0 : (((value) > (max)) ? 1 : (((value) - (min)) / ((max) - (min)))))
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#define lerp(norm, min, max) ( (norm) * ((max) - (min)) + (min) )
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#define STRINGIFY(x) #x
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#define STRINGIFY(x) #x
|
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#define STR(x) STRINGIFY(x)
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#define STR(x) STRINGIFY(x)
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@ -94,6 +94,8 @@ enum Config {
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NUM_GARAGES = 32,
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NUM_GARAGES = 32,
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NUM_PROJECTILES = 32,
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NUM_PROJECTILES = 32,
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NUM_GLASSPANES = 45,
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NUM_GLASSENTITIES = 32,
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NUM_WATERCANNONS = 3,
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NUM_WATERCANNONS = 3,
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NUMPEDROUTES = 200,
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NUMPEDROUTES = 200,
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@ -38,8 +38,8 @@ CObject::CObject(void)
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bIsPickup = false;
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bIsPickup = false;
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m_obj_flag2 = false;
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m_obj_flag2 = false;
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bOutOfStock = false;
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bOutOfStock = false;
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m_obj_flag8 = false;
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bGlassCracked = false;
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||||||
m_obj_flag10 = false;
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bGlassBroken = false;
|
||||||
bHasBeenDamaged = false;
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bHasBeenDamaged = false;
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||||||
m_nRefModelIndex = -1;
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m_nRefModelIndex = -1;
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||||||
bUseVehicleColours = false;
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bUseVehicleColours = false;
|
||||||
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|
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@ -36,8 +36,8 @@ public:
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||||||
int8 bIsPickup : 1;
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int8 bIsPickup : 1;
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int8 m_obj_flag2 : 1;
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int8 m_obj_flag2 : 1;
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||||||
int8 bOutOfStock : 1;
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int8 bOutOfStock : 1;
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||||||
int8 m_obj_flag8 : 1;
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int8 bGlassCracked : 1;
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||||||
int8 m_obj_flag10 : 1;
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int8 bGlassBroken : 1;
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||||||
int8 bHasBeenDamaged : 1;
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int8 bHasBeenDamaged : 1;
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||||||
int8 bUseVehicleColours : 1;
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int8 bUseVehicleColours : 1;
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||||||
int8 m_obj_flag80 : 1;
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int8 m_obj_flag80 : 1;
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@ -1,21 +1,721 @@
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#include "common.h"
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#include "common.h"
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#include "patcher.h"
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#include "patcher.h"
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||||||
#include "Glass.h"
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#include "Glass.h"
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#include "Timer.h"
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#include "Object.h"
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#include "General.h"
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#include "AudioScriptObject.h"
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#include "World.h"
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#include "TimeCycle.h"
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#include "Particle.h"
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#include "Camera.h"
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#include "RenderBuffer.h"
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#include "Shadows.h"
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#include "ModelIndices.h"
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#include "main.h"
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|
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WRAPPER void CGlass::AskForObjectToBeRenderedInGlass(CEntity *ent) { EAXJMP(0x5033F0); }
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|
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WRAPPER void
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uint32 CGlass::NumGlassEntities;
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CGlass::WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo)
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CEntity *CGlass::apEntitiesToBeRendered[NUM_GLASSENTITIES];
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CFallingGlassPane CGlass::aGlassPanes[NUM_GLASSPANES];
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|
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|
|
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CVector2D CentersWithTriangle[NUM_GLASSTRIANGLES];
|
||||||
|
const CVector2D CoorsWithTriangle[NUM_GLASSTRIANGLES][3] =
|
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{
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{
|
||||||
EAXJMP(0x503F10);
|
{
|
||||||
|
CVector2D(0.0f, 0.0f),
|
||||||
|
CVector2D(0.0f, 1.0f),
|
||||||
|
CVector2D(0.4f, 0.5f)
|
||||||
|
},
|
||||||
|
|
||||||
|
{
|
||||||
|
CVector2D(0.0f, 1.0f),
|
||||||
|
CVector2D(1.0f, 1.0f),
|
||||||
|
CVector2D(0.4f, 0.5f)
|
||||||
|
},
|
||||||
|
|
||||||
|
{
|
||||||
|
CVector2D(0.0f, 0.0f),
|
||||||
|
CVector2D(0.4f, 0.5f),
|
||||||
|
CVector2D(0.7f, 0.0f)
|
||||||
|
},
|
||||||
|
|
||||||
|
{
|
||||||
|
CVector2D(0.7f, 0.0f),
|
||||||
|
CVector2D(0.4f, 0.5f),
|
||||||
|
CVector2D(1.0f, 1.0f)
|
||||||
|
},
|
||||||
|
|
||||||
|
{
|
||||||
|
CVector2D(0.7f, 0.0f),
|
||||||
|
CVector2D(1.0f, 1.0f),
|
||||||
|
CVector2D(1.0f, 0.0f)
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
#define TEMPBUFFERVERTHILIGHTOFFSET 0
|
||||||
|
#define TEMPBUFFERINDEXHILIGHTOFFSET 0
|
||||||
|
#define TEMPBUFFERVERTHILIGHTSIZE 128
|
||||||
|
#define TEMPBUFFERINDEXHILIGHTSIZE 512
|
||||||
|
|
||||||
|
#define TEMPBUFFERVERTSHATTEREDOFFSET TEMPBUFFERVERTHILIGHTSIZE
|
||||||
|
#define TEMPBUFFERINDEXSHATTEREDOFFSET TEMPBUFFERINDEXHILIGHTSIZE
|
||||||
|
#define TEMPBUFFERVERTSHATTEREDSIZE 192
|
||||||
|
#define TEMPBUFFERINDEXSHATTEREDSIZE 768
|
||||||
|
|
||||||
|
#define TEMPBUFFERVERTREFLECTIONOFFSET TEMPBUFFERVERTSHATTEREDSIZE
|
||||||
|
#define TEMPBUFFERINDEXREFLECTIONOFFSET TEMPBUFFERINDEXSHATTEREDSIZE
|
||||||
|
#define TEMPBUFFERVERTREFLECTIONSIZE 256
|
||||||
|
#define TEMPBUFFERINDEXREFLECTIONSIZE 1024
|
||||||
|
|
||||||
|
int32 TempBufferIndicesStoredHiLight = 0;
|
||||||
|
int32 TempBufferVerticesStoredHiLight = 0;
|
||||||
|
int32 TempBufferIndicesStoredShattered = 0;
|
||||||
|
int32 TempBufferVerticesStoredShattered = 0;
|
||||||
|
int32 TempBufferIndicesStoredReflection = 0;
|
||||||
|
int32 TempBufferVerticesStoredReflection = 0;
|
||||||
|
|
||||||
|
void
|
||||||
|
CFallingGlassPane::Update(void)
|
||||||
|
{
|
||||||
|
if ( CTimer::GetTimeInMilliseconds() >= m_nTimer )
|
||||||
|
{
|
||||||
|
// Apply MoveSpeed
|
||||||
|
GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
|
||||||
|
|
||||||
|
// Apply Gravity
|
||||||
|
m_vecMoveSpeed.z -= 0.02f * CTimer::GetTimeStep();
|
||||||
|
|
||||||
|
// Apply TurnSpeed
|
||||||
|
GetRight() += CrossProduct(m_vecTurn, GetRight());
|
||||||
|
GetForward() += CrossProduct(m_vecTurn, GetForward());
|
||||||
|
GetUp() += CrossProduct(m_vecTurn, GetUp());
|
||||||
|
|
||||||
|
if ( GetPosition().z < m_fGroundZ )
|
||||||
|
{
|
||||||
|
CVector pos;
|
||||||
|
CVector dir;
|
||||||
|
|
||||||
|
m_bActive = false;
|
||||||
|
|
||||||
|
pos = CVector(GetPosition().x, GetPosition().y, m_fGroundZ);
|
||||||
|
|
||||||
|
PlayOneShotScriptObject(_SCRSOUND_GLASS_SHARD, pos);
|
||||||
|
|
||||||
|
RwRGBA color = { 255, 255, 255, 255 };
|
||||||
|
|
||||||
|
static int32 nFrameGen = 0;
|
||||||
|
|
||||||
|
for ( int32 i = 0; i < 4; i++ )
|
||||||
|
{
|
||||||
|
dir.x = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
|
||||||
|
dir.y = CGeneral::GetRandomNumberInRange(-0.35f, 0.35f);
|
||||||
|
dir.z = CGeneral::GetRandomNumberInRange(0.05f, 0.20f);
|
||||||
|
|
||||||
|
CParticle::AddParticle(PARTICLE_CAR_DEBRIS,
|
||||||
|
pos,
|
||||||
|
dir,
|
||||||
|
nil,
|
||||||
|
CGeneral::GetRandomNumberInRange(0.02f, 0.2f),
|
||||||
|
color,
|
||||||
|
CGeneral::GetRandomNumberInRange(-40, 40),
|
||||||
|
0,
|
||||||
|
++nFrameGen & 3,
|
||||||
|
500);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
WRAPPER void
|
void
|
||||||
CGlass::WindowRespondsToSoftCollision(CEntity *ent, float amount)
|
CFallingGlassPane::Render(void)
|
||||||
{
|
{
|
||||||
EAXJMP(0x504630);
|
float distToCamera = (TheCamera.GetPosition() - GetPosition()).Magnitude();
|
||||||
|
|
||||||
|
CVector fwdNorm = GetForward();
|
||||||
|
fwdNorm.Normalise();
|
||||||
|
uint8 alpha = CGlass::CalcAlphaWithNormal(&fwdNorm);
|
||||||
|
|
||||||
|
int32 time = clamp(CTimer::GetTimeInMilliseconds() - m_nTimer, 0, 500);
|
||||||
|
|
||||||
|
uint8 color = int32( float(alpha) * (float(time) / 500) );
|
||||||
|
|
||||||
|
if ( TempBufferIndicesStoredHiLight >= TEMPBUFFERINDEXHILIGHTSIZE-7 || TempBufferVerticesStoredHiLight >= TEMPBUFFERVERTHILIGHTSIZE-4 )
|
||||||
|
CGlass::RenderHiLightPolys();
|
||||||
|
|
||||||
|
// HiLight Polys
|
||||||
|
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], color, color, color, color);
|
||||||
|
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], 0.5f);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.5f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], 0.6f);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], 0.6f);
|
||||||
|
|
||||||
|
ASSERT(m_nTriIndex < NUM_GLASSTRIANGLES);
|
||||||
|
|
||||||
|
CVector2D p0 = CoorsWithTriangle[m_nTriIndex][0] - CentersWithTriangle[m_nTriIndex];
|
||||||
|
CVector2D p1 = CoorsWithTriangle[m_nTriIndex][1] - CentersWithTriangle[m_nTriIndex];
|
||||||
|
CVector2D p2 = CoorsWithTriangle[m_nTriIndex][2] - CentersWithTriangle[m_nTriIndex];
|
||||||
|
CVector v0 = *this * CVector(p0.x, 0.0f, p0.y);
|
||||||
|
CVector v1 = *this * CVector(p1.x, 0.0f, p1.y);
|
||||||
|
CVector v2 = *this * CVector(p2.x, 0.0f, p2.y);
|
||||||
|
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 0], v0.x, v0.y, v0.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 1], v1.x, v1.y, v1.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredHiLight + 2], v2.x, v2.y, v2.z);
|
||||||
|
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 0] = TempBufferVerticesStoredHiLight + 0;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 1] = TempBufferVerticesStoredHiLight + 1;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 2] = TempBufferVerticesStoredHiLight + 2;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 3] = TempBufferVerticesStoredHiLight + 0;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 4] = TempBufferVerticesStoredHiLight + 2;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredHiLight + 5] = TempBufferVerticesStoredHiLight + 1;
|
||||||
|
|
||||||
|
TempBufferVerticesStoredHiLight += 3;
|
||||||
|
TempBufferIndicesStoredHiLight += 6;
|
||||||
|
|
||||||
|
if ( m_bShattered )
|
||||||
|
{
|
||||||
|
if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-7 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-4 )
|
||||||
|
CGlass::RenderShatteredPolys();
|
||||||
|
|
||||||
|
uint8 shatteredColor = 255;
|
||||||
|
if ( distToCamera > 30.0f )
|
||||||
|
shatteredColor = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
|
||||||
|
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], shatteredColor, shatteredColor, shatteredColor, shatteredColor);
|
||||||
|
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].x * m_fStep);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 4.0f * CoorsWithTriangle[m_nTriIndex][0].y * m_fStep);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].x * m_fStep);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 4.0f * CoorsWithTriangle[m_nTriIndex][1].y * m_fStep);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].x * m_fStep);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 4.0f * CoorsWithTriangle[m_nTriIndex][2].y * m_fStep);
|
||||||
|
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], v0.x, v0.y, v0.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], v1.x, v1.y, v1.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], v2.x, v2.y, v2.z);
|
||||||
|
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 0;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 2;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET + 1;
|
||||||
|
|
||||||
|
TempBufferIndicesStoredShattered += 6;
|
||||||
|
TempBufferVerticesStoredShattered += 3;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
WRAPPER void CGlass::Render(void) { EAXJMP(0x502350); }
|
void
|
||||||
WRAPPER void CGlass::Update(void) { EAXJMP(0x502050); }
|
CGlass::Init(void)
|
||||||
WRAPPER void CGlass::Init(void) { EAXJMP(0x501F20); }
|
{
|
||||||
|
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
|
||||||
|
aGlassPanes[i].m_bActive = false;
|
||||||
|
|
||||||
|
for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
|
||||||
|
CentersWithTriangle[i] = (CoorsWithTriangle[i][0] + CoorsWithTriangle[i][1] + CoorsWithTriangle[i][2]) / 3;
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::Update(void)
|
||||||
|
{
|
||||||
|
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
|
||||||
|
{
|
||||||
|
if ( aGlassPanes[i].m_bActive )
|
||||||
|
aGlassPanes[i].Update();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::Render(void)
|
||||||
|
{
|
||||||
|
TempBufferVerticesStoredHiLight = 0;
|
||||||
|
TempBufferIndicesStoredHiLight = 0;
|
||||||
|
|
||||||
|
TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
|
||||||
|
|
||||||
|
TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
|
||||||
|
|
||||||
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)FALSE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)TRUE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEFOGCOLOR, (void *)RWRGBALONG(CTimeCycle::GetFogRed(), CTimeCycle::GetFogGreen(), CTimeCycle::GetFogBlue(), 255));
|
||||||
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
|
||||||
|
|
||||||
|
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
|
||||||
|
{
|
||||||
|
if ( aGlassPanes[i].m_bActive )
|
||||||
|
aGlassPanes[i].Render();
|
||||||
|
}
|
||||||
|
|
||||||
|
for ( uint32 i = 0; i < NumGlassEntities; i++ )
|
||||||
|
RenderEntityInGlass(apEntitiesToBeRendered[i]);
|
||||||
|
|
||||||
|
NumGlassEntities = 0;
|
||||||
|
|
||||||
|
RenderHiLightPolys();
|
||||||
|
RenderShatteredPolys();
|
||||||
|
RenderReflectionPolys();
|
||||||
|
|
||||||
|
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void *)TRUE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)TRUE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void *)FALSE);
|
||||||
|
}
|
||||||
|
|
||||||
|
CFallingGlassPane *
|
||||||
|
CGlass::FindFreePane(void)
|
||||||
|
{
|
||||||
|
for ( int32 i = 0; i < NUM_GLASSPANES; i++ )
|
||||||
|
{
|
||||||
|
if ( !aGlassPanes[i].m_bActive )
|
||||||
|
return &aGlassPanes[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
return nil;
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point,
|
||||||
|
float moveSpeed, bool cracked, bool explosion)
|
||||||
|
{
|
||||||
|
float upLen = up.Magnitude();
|
||||||
|
float rightLen = right.Magnitude();
|
||||||
|
|
||||||
|
float upSteps = upLen + 0.75f;
|
||||||
|
if ( upSteps < 1.0f ) upSteps = 1.0f;
|
||||||
|
|
||||||
|
float rightSteps = rightLen + 0.75f;
|
||||||
|
if ( rightSteps < 1.0f ) rightSteps = 1.0f;
|
||||||
|
|
||||||
|
uint32 ysteps = (uint32)upSteps;
|
||||||
|
if ( ysteps > 3 ) ysteps = 3;
|
||||||
|
|
||||||
|
uint32 xsteps = (uint32)rightSteps;
|
||||||
|
if ( xsteps > 3 ) xsteps = 3;
|
||||||
|
|
||||||
|
if ( explosion )
|
||||||
|
{
|
||||||
|
if ( ysteps > 1 ) ysteps = 1;
|
||||||
|
if ( xsteps > 1 ) xsteps = 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
float upScl = upLen / float(ysteps);
|
||||||
|
float rightScl = rightLen / float(xsteps);
|
||||||
|
|
||||||
|
bool bZFound;
|
||||||
|
float groundZ = CWorld::FindGroundZFor3DCoord(pos.x, pos.y, pos.z, &bZFound);
|
||||||
|
if ( !bZFound ) groundZ = pos.z - 2.0f;
|
||||||
|
|
||||||
|
for ( uint32 y = 0; y < ysteps; y++ )
|
||||||
|
{
|
||||||
|
for ( uint32 x = 0; x < xsteps; x++ )
|
||||||
|
{
|
||||||
|
float stepy = float(y) * upLen / float(ysteps);
|
||||||
|
float stepx = float(x) * rightLen / float(xsteps);
|
||||||
|
|
||||||
|
for ( int32 i = 0; i < NUM_GLASSTRIANGLES; i++ )
|
||||||
|
{
|
||||||
|
CFallingGlassPane *pane = FindFreePane();
|
||||||
|
if ( pane )
|
||||||
|
{
|
||||||
|
pane->m_nTriIndex = i;
|
||||||
|
|
||||||
|
pane->GetRight() = (right * rightScl) / rightLen;
|
||||||
|
#ifdef FIX_BUGS
|
||||||
|
pane->GetUp() = (up * upScl) / upLen;
|
||||||
|
#else
|
||||||
|
pane->GetUp() = (up * upScl) / rightLen; // copypaste bug
|
||||||
|
#endif
|
||||||
|
CVector fwd = CrossProduct(pane->GetRight(), pane->GetUp());
|
||||||
|
fwd.Normalise();
|
||||||
|
|
||||||
|
pane->GetForward() = fwd;
|
||||||
|
|
||||||
|
pane->GetPosition() = right / rightLen * (rightScl * CentersWithTriangle[i].x + stepx)
|
||||||
|
+ up / upLen * (upScl * CentersWithTriangle[i].y + stepy)
|
||||||
|
+ pos;
|
||||||
|
|
||||||
|
pane->m_vecMoveSpeed.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.x;
|
||||||
|
pane->m_vecMoveSpeed.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.0015f + speed.y;
|
||||||
|
pane->m_vecMoveSpeed.z = 0.0f + speed.z;
|
||||||
|
|
||||||
|
if ( moveSpeed != 0.0f )
|
||||||
|
{
|
||||||
|
CVector dist = pane->GetPosition() - point;
|
||||||
|
dist.Normalise();
|
||||||
|
|
||||||
|
pane->m_vecMoveSpeed += moveSpeed * dist;
|
||||||
|
}
|
||||||
|
|
||||||
|
pane->m_vecTurn.x = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
|
||||||
|
pane->m_vecTurn.y = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
|
||||||
|
pane->m_vecTurn.z = float((CGeneral::GetRandomNumber() & 127) - 64) * 0.002f;
|
||||||
|
|
||||||
|
switch ( type )
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
pane->m_nTimer = CTimer::GetTimeInMilliseconds();
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
|
float dist = (pane->GetPosition() - point).Magnitude();
|
||||||
|
pane->m_nTimer = uint32(dist*100 + CTimer::GetTimeInMilliseconds());
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
pane->m_fGroundZ = groundZ;
|
||||||
|
pane->m_bShattered = cracked;
|
||||||
|
pane->m_fStep = upLen / float(ysteps);
|
||||||
|
pane->m_bActive = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::AskForObjectToBeRenderedInGlass(CEntity *entity)
|
||||||
|
{
|
||||||
|
#ifdef FIX_BUGS
|
||||||
|
if ( NumGlassEntities < NUM_GLASSPANES )
|
||||||
|
#else
|
||||||
|
if ( NumGlassEntities < NUM_GLASSPANES-1 )
|
||||||
|
#endif
|
||||||
|
{
|
||||||
|
apEntitiesToBeRendered[NumGlassEntities++] = entity;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::RenderEntityInGlass(CEntity *entity)
|
||||||
|
{
|
||||||
|
CObject *object = (CObject *)entity;
|
||||||
|
|
||||||
|
if ( object->bGlassBroken )
|
||||||
|
return;
|
||||||
|
|
||||||
|
float distToCamera = (TheCamera.GetPosition() - object->GetPosition()).Magnitude();
|
||||||
|
|
||||||
|
if ( distToCamera > 40.0f )
|
||||||
|
return;
|
||||||
|
|
||||||
|
CVector fwdNorm = object->GetForward();
|
||||||
|
fwdNorm.Normalise();
|
||||||
|
uint8 alpha = CalcAlphaWithNormal(&fwdNorm);
|
||||||
|
|
||||||
|
CColModel *col = object->GetColModel();
|
||||||
|
|
||||||
|
if ( col->numTriangles >= 2 )
|
||||||
|
{
|
||||||
|
CVector a = object->GetMatrix() * col->vertices[0];
|
||||||
|
CVector b = object->GetMatrix() * col->vertices[1];
|
||||||
|
CVector c = object->GetMatrix() * col->vertices[2];
|
||||||
|
CVector d = object->GetMatrix() * col->vertices[3];
|
||||||
|
|
||||||
|
if ( object->bGlassCracked )
|
||||||
|
{
|
||||||
|
uint8 color = 255;
|
||||||
|
if ( distToCamera > 30.0f )
|
||||||
|
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 255);
|
||||||
|
|
||||||
|
if ( TempBufferIndicesStoredShattered >= TEMPBUFFERINDEXSHATTEREDSIZE-13 || TempBufferVerticesStoredShattered >= TEMPBUFFERVERTSHATTEREDSIZE-5 )
|
||||||
|
RenderShatteredPolys();
|
||||||
|
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], color, color, color, color);
|
||||||
|
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], 0.0f);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 16.0f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], 0.0f);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 0.0f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], 16.0f);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], 16.0f);
|
||||||
|
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 0], a.x, a.y, a.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 1], b.x, b.y, b.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 2], c.x, c.y, c.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredShattered + 3], d.x, d.y, d.z);
|
||||||
|
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 0] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 1] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 2] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 3] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 4] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 5] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 6] = col->triangles[0].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 7] = col->triangles[0].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 8] = col->triangles[0].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 9] = col->triangles[1].a + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 10] = col->triangles[1].c + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredShattered + 11] = col->triangles[1].b + TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
|
||||||
|
TempBufferIndicesStoredShattered += 12;
|
||||||
|
TempBufferVerticesStoredShattered += 4;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( TempBufferIndicesStoredReflection >= TEMPBUFFERINDEXREFLECTIONSIZE-13 || TempBufferVerticesStoredReflection >= TEMPBUFFERVERTREFLECTIONSIZE-5 )
|
||||||
|
RenderReflectionPolys();
|
||||||
|
|
||||||
|
uint8 color = 100;
|
||||||
|
if ( distToCamera > 30.0f )
|
||||||
|
color = int32((1.0f - (distToCamera - 30.0f) * 4.0f / 40.0f) * 100);
|
||||||
|
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], color, color, color, color);
|
||||||
|
RwIm3DVertexSetRGBA (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], color, color, color, color);
|
||||||
|
|
||||||
|
float FwdAngle = CGeneral::GetATanOfXY(TheCamera.GetForward().x, TheCamera.GetForward().y);
|
||||||
|
float v = 2.0f * TheCamera.GetForward().z * 0.2f;
|
||||||
|
float u = float(object->m_randomSeed & 15) * 0.02f + (FwdAngle / TWOPI);
|
||||||
|
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], u);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], v);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], u+0.2f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], v);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], u);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], v+0.2f);
|
||||||
|
RwIm3DVertexSetU (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], u+0.2f);
|
||||||
|
RwIm3DVertexSetV (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], v+0.2f);
|
||||||
|
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 0], a.x, a.y, a.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 1], b.x, b.y, b.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 2], c.x, c.y, c.z);
|
||||||
|
RwIm3DVertexSetPos (&TempBufferRenderVertices[TempBufferVerticesStoredReflection + 3], d.x, d.y, d.z);
|
||||||
|
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 0] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 1] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 2] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 3] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 4] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 5] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 6] = col->triangles[0].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 7] = col->triangles[0].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 8] = col->triangles[0].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 9] = col->triangles[1].a + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 10] = col->triangles[1].c + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
TempBufferRenderIndexList[TempBufferIndicesStoredReflection + 11] = col->triangles[1].b + TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
|
||||||
|
TempBufferIndicesStoredReflection += 12;
|
||||||
|
TempBufferVerticesStoredReflection += 4;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int32
|
||||||
|
CGlass::CalcAlphaWithNormal(CVector *normal)
|
||||||
|
{
|
||||||
|
float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward());
|
||||||
|
float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f));
|
||||||
|
return int32(lerp(fwdDot*fwdDot*fwdDot*fwdDot*fwdDot*fwdDot, 20.0f, 255.0f));
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::RenderHiLightPolys(void)
|
||||||
|
{
|
||||||
|
if ( TempBufferVerticesStoredHiLight != TEMPBUFFERVERTHILIGHTOFFSET )
|
||||||
|
{
|
||||||
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
|
||||||
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowExplosionTex));
|
||||||
|
|
||||||
|
LittleTest();
|
||||||
|
|
||||||
|
if ( RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStoredHiLight, nil, rwIM3D_VERTEXUV) )
|
||||||
|
{
|
||||||
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStoredHiLight);
|
||||||
|
RwIm3DEnd();
|
||||||
|
}
|
||||||
|
|
||||||
|
TempBufferVerticesStoredHiLight = TEMPBUFFERVERTHILIGHTOFFSET;
|
||||||
|
TempBufferIndicesStoredHiLight = TEMPBUFFERINDEXHILIGHTOFFSET;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::RenderShatteredPolys(void)
|
||||||
|
{
|
||||||
|
if ( TempBufferVerticesStoredShattered != TEMPBUFFERVERTSHATTEREDOFFSET )
|
||||||
|
{
|
||||||
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpCrackedGlassTex));
|
||||||
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||||
|
|
||||||
|
LittleTest();
|
||||||
|
|
||||||
|
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTSHATTEREDOFFSET], TempBufferVerticesStoredShattered - TEMPBUFFERVERTSHATTEREDOFFSET, nil, rwIM3D_VERTEXUV) )
|
||||||
|
{
|
||||||
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXSHATTEREDOFFSET], TempBufferIndicesStoredShattered - TEMPBUFFERINDEXSHATTEREDOFFSET);
|
||||||
|
RwIm3DEnd();
|
||||||
|
}
|
||||||
|
|
||||||
|
TempBufferIndicesStoredShattered = TEMPBUFFERINDEXSHATTEREDOFFSET;
|
||||||
|
TempBufferVerticesStoredShattered = TEMPBUFFERVERTSHATTEREDOFFSET;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::RenderReflectionPolys(void)
|
||||||
|
{
|
||||||
|
if ( TempBufferVerticesStoredReflection != TEMPBUFFERVERTREFLECTIONOFFSET )
|
||||||
|
{
|
||||||
|
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)RwTextureGetRaster(gpShadowHeadLightsTex));
|
||||||
|
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDSRCALPHA);
|
||||||
|
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDINVSRCALPHA);
|
||||||
|
|
||||||
|
LittleTest();
|
||||||
|
|
||||||
|
if ( RwIm3DTransform(&TempBufferRenderVertices[TEMPBUFFERVERTREFLECTIONOFFSET], TempBufferVerticesStoredReflection - TEMPBUFFERVERTREFLECTIONOFFSET, nil, rwIM3D_VERTEXUV) )
|
||||||
|
{
|
||||||
|
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, &TempBufferRenderIndexList[TEMPBUFFERINDEXREFLECTIONOFFSET], TempBufferIndicesStoredReflection - TEMPBUFFERINDEXREFLECTIONOFFSET);
|
||||||
|
RwIm3DEnd();
|
||||||
|
}
|
||||||
|
|
||||||
|
TempBufferIndicesStoredReflection = TEMPBUFFERINDEXREFLECTIONOFFSET;
|
||||||
|
TempBufferVerticesStoredReflection = TEMPBUFFERVERTREFLECTIONOFFSET;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion)
|
||||||
|
{
|
||||||
|
CObject *object = (CObject *)entity;
|
||||||
|
|
||||||
|
if ( object->bGlassBroken )
|
||||||
|
return;
|
||||||
|
|
||||||
|
object->bGlassCracked = true;
|
||||||
|
|
||||||
|
CColModel *col = object->GetColModel();
|
||||||
|
|
||||||
|
CVector a = object->GetMatrix() * col->vertices[0];
|
||||||
|
CVector b = object->GetMatrix() * col->vertices[1];
|
||||||
|
CVector c = object->GetMatrix() * col->vertices[2];
|
||||||
|
CVector d = object->GetMatrix() * col->vertices[3];
|
||||||
|
|
||||||
|
float minx = min(min(a.x, b.x), min(c.x, d.x));
|
||||||
|
float maxx = max(max(a.x, b.x), max(c.x, d.x));
|
||||||
|
float miny = min(min(a.y, b.y), min(c.y, d.y));
|
||||||
|
float maxy = max(max(a.y, b.y), max(c.y, d.y));
|
||||||
|
float minz = min(min(a.z, b.z), min(c.z, d.z));
|
||||||
|
float maxz = max(max(a.z, b.z), max(c.z, d.z));
|
||||||
|
|
||||||
|
|
||||||
|
if ( amount > 300.0f )
|
||||||
|
{
|
||||||
|
PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_1, object->GetPosition());
|
||||||
|
|
||||||
|
GeneratePanesForWindow(0,
|
||||||
|
CVector(minx, miny, minz),
|
||||||
|
CVector(0.0f, 0.0f, maxz-minz),
|
||||||
|
CVector(maxx-minx, maxy-miny, 0.0f),
|
||||||
|
speed, point, 0.1f, !!object->bGlassCracked, explosion);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
PlayOneShotScriptObject(_SCRSOUND_GLASS_SMASH_2, object->GetPosition());
|
||||||
|
|
||||||
|
GeneratePanesForWindow(1,
|
||||||
|
CVector(minx, miny, minz),
|
||||||
|
CVector(0.0f, 0.0f, maxz-minz),
|
||||||
|
CVector(maxx-minx, maxy-miny, 0.0f),
|
||||||
|
speed, point, 0.1f, !!object->bGlassCracked, explosion);
|
||||||
|
}
|
||||||
|
|
||||||
|
object->bGlassBroken = true;
|
||||||
|
object->GetPosition().z = -100.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
|
||||||
|
{
|
||||||
|
CObject *object = (CObject *)entity;
|
||||||
|
|
||||||
|
if ( amount > 50.0f && !object->bGlassCracked )
|
||||||
|
{
|
||||||
|
PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition());
|
||||||
|
object->bGlassCracked = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
|
||||||
|
{
|
||||||
|
CObject *object = (CObject *)entity;
|
||||||
|
|
||||||
|
if ( IsGlass(object->GetModelIndex()) )
|
||||||
|
{
|
||||||
|
if ( !object->bGlassCracked )
|
||||||
|
{
|
||||||
|
PlayOneShotScriptObject(_SCRSOUND_GLASS_CRACK, object->GetPosition());
|
||||||
|
object->bGlassCracked = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if ( (CGeneral::GetRandomNumber() & 3) == 2 )
|
||||||
|
WindowRespondsToCollision(object, 0.0f, CVector(0.0f, 0.0f, 0.0f), point, false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
|
||||||
|
{
|
||||||
|
CObject *object = (CObject *)entity;
|
||||||
|
|
||||||
|
CVector distToGlass = object->GetPosition() - point;
|
||||||
|
|
||||||
|
float fDistToGlass = distToGlass.Magnitude();
|
||||||
|
|
||||||
|
if ( fDistToGlass < 10.0f )
|
||||||
|
{
|
||||||
|
distToGlass.Normalise(0.3f);
|
||||||
|
WindowRespondsToCollision(object, 10000.0f, distToGlass, object->GetPosition(), true);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if ( fDistToGlass < 30.0f )
|
||||||
|
object->bGlassCracked = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
STARTPATCHES
|
||||||
|
InjectHook(0x501F20, CGlass::Init, PATCH_JUMP);
|
||||||
|
InjectHook(0x502050, CGlass::Update, PATCH_JUMP);
|
||||||
|
InjectHook(0x502080, &CFallingGlassPane::Update, PATCH_JUMP);
|
||||||
|
InjectHook(0x502350, CGlass::Render, PATCH_JUMP);
|
||||||
|
InjectHook(0x502490, CGlass::FindFreePane, PATCH_JUMP);
|
||||||
|
InjectHook(0x5024C0, &CFallingGlassPane::Render, PATCH_JUMP);
|
||||||
|
InjectHook(0x502AC0, CGlass::GeneratePanesForWindow, PATCH_JUMP);
|
||||||
|
InjectHook(0x5033F0, CGlass::AskForObjectToBeRenderedInGlass, PATCH_JUMP);
|
||||||
|
InjectHook(0x503420, CGlass::RenderEntityInGlass, PATCH_JUMP);
|
||||||
|
InjectHook(0x503C90, CGlass::CalcAlphaWithNormal, PATCH_JUMP);
|
||||||
|
InjectHook(0x503D60, CGlass::RenderHiLightPolys, PATCH_JUMP);
|
||||||
|
InjectHook(0x503DE0, CGlass::RenderShatteredPolys, PATCH_JUMP);
|
||||||
|
InjectHook(0x503E70, CGlass::RenderReflectionPolys, PATCH_JUMP);
|
||||||
|
InjectHook(0x503F10, CGlass::WindowRespondsToCollision, PATCH_JUMP);
|
||||||
|
InjectHook(0x504630, CGlass::WindowRespondsToSoftCollision, PATCH_JUMP);
|
||||||
|
InjectHook(0x504670, CGlass::WasGlassHitByBullet, PATCH_JUMP);
|
||||||
|
InjectHook(0x504790, CGlass::WindowRespondsToExplosion, PATCH_JUMP);
|
||||||
|
//InjectHook(0x504880, `global constructor keyed to'glass.cpp, PATCH_JUMP);
|
||||||
|
//InjectHook(0x5048D0, CFallingGlassPane::~CFallingGlassPane, PATCH_JUMP);
|
||||||
|
//InjectHook(0x5048E0, CFallingGlassPane::CFallingGlassPane, PATCH_JUMP);
|
||||||
|
ENDPATCHES
|
||||||
|
|
|
@ -2,13 +2,52 @@
|
||||||
|
|
||||||
class CEntity;
|
class CEntity;
|
||||||
|
|
||||||
class CGlass
|
class CFallingGlassPane : public CMatrix
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
static void AskForObjectToBeRenderedInGlass(CEntity *ent);
|
CVector m_vecMoveSpeed;
|
||||||
static void WindowRespondsToCollision(CEntity *ent, float amount, CVector speed, CVector point, bool foo);
|
CVector m_vecTurn;
|
||||||
static void WindowRespondsToSoftCollision(CEntity *ent, float amount);
|
uint32 m_nTimer;
|
||||||
static void Render(void);
|
float m_fGroundZ;
|
||||||
static void Update(void);
|
float m_fStep;
|
||||||
static void Init(void);
|
uint8 m_nTriIndex;
|
||||||
|
bool m_bActive;
|
||||||
|
bool m_bShattered;
|
||||||
|
char _pad0[1];
|
||||||
|
|
||||||
|
CFallingGlassPane() { }
|
||||||
|
~CFallingGlassPane() { }
|
||||||
|
|
||||||
|
void Update(void);
|
||||||
|
void Render(void);
|
||||||
|
};
|
||||||
|
|
||||||
|
VALIDATE_SIZE(CFallingGlassPane, 0x70);
|
||||||
|
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
NUM_GLASSTRIANGLES = 5,
|
||||||
|
};
|
||||||
|
|
||||||
|
class CGlass
|
||||||
|
{
|
||||||
|
static uint32 NumGlassEntities;
|
||||||
|
static CEntity *apEntitiesToBeRendered[NUM_GLASSENTITIES];
|
||||||
|
static CFallingGlassPane aGlassPanes[NUM_GLASSPANES];
|
||||||
|
public:
|
||||||
|
static void Init(void);
|
||||||
|
static void Update(void);
|
||||||
|
static void Render(void);
|
||||||
|
static CFallingGlassPane *FindFreePane(void);
|
||||||
|
static void GeneratePanesForWindow(uint32 type, CVector pos, CVector up, CVector right, CVector speed, CVector point, float moveSpeed, bool cracked, bool explosion);
|
||||||
|
static void AskForObjectToBeRenderedInGlass(CEntity *entity);
|
||||||
|
static void RenderEntityInGlass(CEntity *entity);
|
||||||
|
static int32 CalcAlphaWithNormal(CVector *normal);
|
||||||
|
static void RenderHiLightPolys(void);
|
||||||
|
static void RenderShatteredPolys(void);
|
||||||
|
static void RenderReflectionPolys(void);
|
||||||
|
static void WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion);
|
||||||
|
static void WindowRespondsToSoftCollision(CEntity *entity, float amount);
|
||||||
|
static void WasGlassHitByBullet(CEntity *entity, CVector point);
|
||||||
|
static void WindowRespondsToExplosion(CEntity *entity, CVector point);
|
||||||
};
|
};
|
|
@ -182,3 +182,4 @@ extern RwTexture *&gpGoalTex;
|
||||||
extern RwTexture *&gpOutline1Tex;
|
extern RwTexture *&gpOutline1Tex;
|
||||||
extern RwTexture *&gpOutline2Tex;
|
extern RwTexture *&gpOutline2Tex;
|
||||||
extern RwTexture *&gpOutline3Tex;
|
extern RwTexture *&gpOutline3Tex;
|
||||||
|
extern RwTexture *&gpCrackedGlassTex;
|
||||||
|
|
|
@ -31,10 +31,17 @@ void *CVehicle::operator new(size_t sz, int handle) { return CPools::GetVehicleP
|
||||||
void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
|
void CVehicle::operator delete(void *p, size_t sz) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
|
||||||
void CVehicle::operator delete(void *p, int handle) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
|
void CVehicle::operator delete(void *p, int handle) { CPools::GetVehiclePool()->Delete((CVehicle*)p); }
|
||||||
|
|
||||||
WRAPPER bool CVehicle::ShufflePassengersToMakeSpace(void) { EAXJMP(0x5528A0); }
|
#ifdef FIX_BUGS
|
||||||
// or Weapon.cpp?
|
// I think they meant that
|
||||||
WRAPPER void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage) { EAXJMP(0x563B00); }
|
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (MYRAND_MAX * 35 / 100)
|
||||||
WRAPPER void CVehicle::InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage) { EAXJMP(0x551950); }
|
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (MYRAND_MAX * 70 / 100)
|
||||||
|
#else
|
||||||
|
#define DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE (35000)
|
||||||
|
#define DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE (70000)
|
||||||
|
#endif
|
||||||
|
#define DAMAGE_HEALTH_TO_FLEE_ALWAYS (200.0f)
|
||||||
|
#define DAMAGE_HEALTH_TO_CATCH_FIRE (250.0f)
|
||||||
|
|
||||||
|
|
||||||
CVehicle::CVehicle(uint8 CreatedBy)
|
CVehicle::CVehicle(uint8 CreatedBy)
|
||||||
{
|
{
|
||||||
|
@ -361,6 +368,119 @@ CVehicle::ProcessWheelRotation(tWheelState state, const CVector &fwd, const CVec
|
||||||
return angularVelocity * CTimer::GetTimeStep();
|
return angularVelocity * CTimer::GetTimeStep();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage)
|
||||||
|
{
|
||||||
|
if (!bCanBeDamaged)
|
||||||
|
return;
|
||||||
|
if (bOnlyDamagedByPlayer && (damagedBy != FindPlayerPed() && damagedBy != FindPlayerVehicle()))
|
||||||
|
return;
|
||||||
|
bool bFrightensDriver = false;
|
||||||
|
switch (weaponType) {
|
||||||
|
case WEAPONTYPE_UNARMED:
|
||||||
|
case WEAPONTYPE_BASEBALLBAT:
|
||||||
|
if (bMeleeProof)
|
||||||
|
return;
|
||||||
|
break;
|
||||||
|
case WEAPONTYPE_COLT45:
|
||||||
|
case WEAPONTYPE_UZI:
|
||||||
|
case WEAPONTYPE_SHOTGUN:
|
||||||
|
case WEAPONTYPE_AK47:
|
||||||
|
case WEAPONTYPE_M16:
|
||||||
|
case WEAPONTYPE_SNIPERRIFLE:
|
||||||
|
case WEAPONTYPE_TOTAL_INVENTORY_WEAPONS:
|
||||||
|
case WEAPONTYPE_UZI_DRIVEBY:
|
||||||
|
if (bBulletProof)
|
||||||
|
return;
|
||||||
|
bFrightensDriver = true;
|
||||||
|
break;
|
||||||
|
case WEAPONTYPE_ROCKETLAUNCHER:
|
||||||
|
case WEAPONTYPE_MOLOTOV:
|
||||||
|
case WEAPONTYPE_GRENADE:
|
||||||
|
case WEAPONTYPE_EXPLOSION:
|
||||||
|
if (bExplosionProof)
|
||||||
|
return;
|
||||||
|
bFrightensDriver = true;
|
||||||
|
break;
|
||||||
|
case WEAPONTYPE_FLAMETHROWER:
|
||||||
|
if (bFireProof)
|
||||||
|
return;
|
||||||
|
break;
|
||||||
|
case WEAPONTYPE_RAMMEDBYCAR:
|
||||||
|
if (bCollisionProof)
|
||||||
|
return;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
if (m_fHealth > 0.0f) {
|
||||||
|
if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver &&
|
||||||
|
(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS) &&
|
||||||
|
AutoPilot.m_nCarMission == MISSION_CRUISE) {
|
||||||
|
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
|
||||||
|
CCarCtrl::SwitchVehicleToRealPhysics(this);
|
||||||
|
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||||
|
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
|
||||||
|
m_status = STATUS_PHYSICS;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
m_nLastWeaponDamage = weaponType;
|
||||||
|
float oldHealth = m_fHealth;
|
||||||
|
if (m_fHealth > damage) {
|
||||||
|
m_fHealth -= damage;
|
||||||
|
if (VehicleCreatedBy == RANDOM_VEHICLE &&
|
||||||
|
(m_fHealth < DAMAGE_HEALTH_TO_FLEE_ALWAYS ||
|
||||||
|
bFrightensDriver && m_randomSeed > DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE)) {
|
||||||
|
switch (m_status) {
|
||||||
|
case STATUS_SIMPLE:
|
||||||
|
case STATUS_PHYSICS:
|
||||||
|
if (pDriver) {
|
||||||
|
m_status = STATUS_ABANDONED;
|
||||||
|
pDriver->bFleeAfterExitingCar = true;
|
||||||
|
pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
|
||||||
|
}
|
||||||
|
for (int i = 0; i < m_nNumMaxPassengers; i++) {
|
||||||
|
if (pPassengers[i]) {
|
||||||
|
pPassengers[i]->bFleeAfterExitingCar = true;
|
||||||
|
pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (oldHealth > DAMAGE_HEALTH_TO_CATCH_FIRE && m_fHealth < DAMAGE_HEALTH_TO_CATCH_FIRE) {
|
||||||
|
if (IsCar()) {
|
||||||
|
CAutomobile* pThisCar = (CAutomobile*)this;
|
||||||
|
pThisCar->Damage.SetEngineStatus(ENGINE_STATUS_ON_FIRE);
|
||||||
|
pThisCar->m_pSetOnFireEntity = damagedBy;
|
||||||
|
if (damagedBy)
|
||||||
|
damagedBy->RegisterReference((CEntity**)&pThisCar->m_pSetOnFireEntity);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
m_fHealth = 0.0f;
|
||||||
|
if (weaponType == WEAPONTYPE_EXPLOSION) {
|
||||||
|
// between 1000 and 3047. Also not very nice: can't be saved by respray or cheat
|
||||||
|
m_nBombTimer = 1000 + CGeneral::GetRandomNumber() & 0x7FF;
|
||||||
|
m_pBlowUpEntity = damagedBy;
|
||||||
|
if (damagedBy)
|
||||||
|
damagedBy->RegisterReference((CEntity**)&m_pBlowUpEntity);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
BlowUpCar(damagedBy);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#ifdef FIX_BUGS // removing dumb case when shooting police car in player's own garage gives wanted level
|
||||||
|
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed() && !bHasBeenOwnedByPlayer)
|
||||||
|
#else
|
||||||
|
if (GetModelIndex() == MI_POLICE && damagedBy == FindPlayerPed())
|
||||||
|
#endif
|
||||||
|
FindPlayerPed()->SetWantedLevelNoDrop(1);
|
||||||
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
CVehicle::ExtinguishCarFire(void)
|
CVehicle::ExtinguishCarFire(void)
|
||||||
{
|
{
|
||||||
|
@ -375,6 +495,65 @@ CVehicle::ExtinguishCarFire(void)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool
|
||||||
|
CVehicle::ShufflePassengersToMakeSpace(void)
|
||||||
|
{
|
||||||
|
if (m_nNumPassengers >= m_nNumMaxPassengers)
|
||||||
|
return false;
|
||||||
|
if (pPassengers[1] &&
|
||||||
|
!(m_nGettingInFlags & CAR_DOOR_FLAG_LR) &&
|
||||||
|
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_LEFT, nil)) {
|
||||||
|
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
|
||||||
|
pPassengers[2] = pPassengers[1];
|
||||||
|
pPassengers[1] = nil;
|
||||||
|
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
|
||||||
|
pPassengers[0] = pPassengers[1];
|
||||||
|
pPassengers[1] = nil;
|
||||||
|
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (pPassengers[2] &&
|
||||||
|
!(m_nGettingInFlags & CAR_DOOR_FLAG_RR) &&
|
||||||
|
IsRoomForPedToLeaveCar(COMPONENT_DOOR_REAR_RIGHT, nil)) {
|
||||||
|
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
|
||||||
|
pPassengers[1] = pPassengers[2];
|
||||||
|
pPassengers[2] = nil;
|
||||||
|
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (!pPassengers[0] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RF)) {
|
||||||
|
pPassengers[0] = pPassengers[2];
|
||||||
|
pPassengers[2] = nil;
|
||||||
|
pPassengers[0]->m_vehEnterType = CAR_DOOR_RF;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (pPassengers[0] &&
|
||||||
|
!(m_nGettingInFlags & CAR_DOOR_FLAG_RF) &&
|
||||||
|
IsRoomForPedToLeaveCar(COMPONENT_DOOR_FRONT_RIGHT, nil)) {
|
||||||
|
if (!pPassengers[1] && !(m_nGettingInFlags & CAR_DOOR_FLAG_LR)) {
|
||||||
|
pPassengers[1] = pPassengers[0];
|
||||||
|
pPassengers[0] = nil;
|
||||||
|
pPassengers[1]->m_vehEnterType = CAR_DOOR_LR;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
if (!pPassengers[2] && !(m_nGettingInFlags & CAR_DOOR_FLAG_RR)) {
|
||||||
|
pPassengers[2] = pPassengers[0];
|
||||||
|
pPassengers[0] = nil;
|
||||||
|
pPassengers[2]->m_vehEnterType = CAR_DOOR_RR;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
CVehicle::ProcessDelayedExplosion(void)
|
CVehicle::ProcessDelayedExplosion(void)
|
||||||
{
|
{
|
||||||
|
@ -831,4 +1010,5 @@ STARTPATCHES
|
||||||
InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
|
InjectHook(0x551EB0, &CVehicle::RemovePassenger, PATCH_JUMP);
|
||||||
InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
|
InjectHook(0x5525A0, &CVehicle::ProcessCarAlarm, PATCH_JUMP);
|
||||||
InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
|
InjectHook(0x552620, &CVehicle::IsSphereTouchingVehicle, PATCH_JUMP);
|
||||||
|
InjectHook(0x551950, &CVehicle::InflictDamage, PATCH_JUMP);
|
||||||
ENDPATCHES
|
ENDPATCHES
|
||||||
|
|
|
@ -4,6 +4,7 @@
|
||||||
#include "AutoPilot.h"
|
#include "AutoPilot.h"
|
||||||
#include "ModelIndices.h"
|
#include "ModelIndices.h"
|
||||||
#include "AnimManager.h"
|
#include "AnimManager.h"
|
||||||
|
#include "Weapon.h"
|
||||||
|
|
||||||
class CPed;
|
class CPed;
|
||||||
class CFire;
|
class CFire;
|
||||||
|
@ -266,7 +267,7 @@ public:
|
||||||
void ProcessCarAlarm(void);
|
void ProcessCarAlarm(void);
|
||||||
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
|
bool IsSphereTouchingVehicle(float sx, float sy, float sz, float radius);
|
||||||
bool ShufflePassengersToMakeSpace(void);
|
bool ShufflePassengersToMakeSpace(void);
|
||||||
void InflictDamage(CEntity *damagedBy, uint32 weaponType, float damage);
|
void InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage);
|
||||||
|
|
||||||
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
|
bool IsAlarmOn(void) { return m_nAlarmState != 0 && m_nAlarmState != -1; }
|
||||||
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
|
CVehicleModelInfo* GetModelInfo() { return (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()); }
|
||||||
|
|
|
@ -14,6 +14,7 @@ WRAPPER void CWeapon::AddGunshell(CEntity*, CVector const&, CVector2D const&, fl
|
||||||
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
|
WRAPPER void CWeapon::Update(int32 audioEntity) { EAXJMP(0x563A10); }
|
||||||
WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
|
WRAPPER void CWeapon::DoTankDoomAiming(CEntity *playerVehicle, CEntity *playerPed, CVector *start, CVector *end) { EAXJMP(0x563200); }
|
||||||
WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
|
WRAPPER void CWeapon::InitialiseWeapons(void) { EAXJMP(0x55C2D0); }
|
||||||
|
WRAPPER void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage) { EAXJMP(0x563B00); }
|
||||||
|
|
||||||
void
|
void
|
||||||
CWeapon::Initialise(eWeaponType type, int ammo)
|
CWeapon::Initialise(eWeaponType type, int ammo)
|
||||||
|
|
|
@ -81,3 +81,5 @@ public:
|
||||||
static void UpdateWeapons(void);
|
static void UpdateWeapons(void);
|
||||||
};
|
};
|
||||||
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
|
static_assert(sizeof(CWeapon) == 0x18, "CWeapon: error");
|
||||||
|
|
||||||
|
void FireOneInstantHitRound(CVector* shotSource, CVector* shotTarget, int32 damage);
|
Loading…
Reference in a new issue