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suggested fixes

This commit is contained in:
Sergeanur 2020-01-30 18:15:27 +02:00
parent 81de0e0cbd
commit 2c8cce4655
2 changed files with 11 additions and 11 deletions

View file

@ -1404,7 +1404,8 @@ CCamera::SetRwCamera(RwCamera *cam)
CMBlur::MotionBlurOpen(m_pRwCamera); CMBlur::MotionBlurOpen(m_pRwCamera);
} }
uint32 CCamera::GetCutSceneFinishTime(void) uint32
CCamera::GetCutSceneFinishTime(void)
{ {
int cam = ActiveCam; int cam = ActiveCam;
if (Cams[cam].Mode == CCam::MODE_FLYBY) if (Cams[cam].Mode == CCam::MODE_FLYBY)

View file

@ -161,12 +161,11 @@ bool
CPedIK::LookInDirection(float phi, float theta) CPedIK::LookInDirection(float phi, float theta)
{ {
bool success = true; bool success = true;
AnimBlendFrameData *frameData = m_ped->m_pFrames[PED_HEAD]; RwFrame *frame = m_ped->GetNodeFrame(PED_HEAD);
RwFrame *frame = frameData->frame;
RwMatrix *frameMat = RwFrameGetMatrix(frame); RwMatrix *frameMat = RwFrameGetMatrix(frame);
if (!(frameData->flag & AnimBlendFrameData::IGNORE_ROTATION)) { if (!(m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION)) {
frameData->flag |= AnimBlendFrameData::IGNORE_ROTATION; m_ped->m_pFrames[PED_HEAD]->flag |= AnimBlendFrameData::IGNORE_ROTATION;
CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta); CPedIK::ExtractYawAndPitchLocal(frameMat, &m_headOrient.phi, &m_headOrient.theta);
} }
@ -223,19 +222,19 @@ bool
CPedIK::PointGunInDirection(float phi, float theta) CPedIK::PointGunInDirection(float phi, float theta)
{ {
bool result = true; bool result = true;
bool b1 = false; bool armPointedToGun = false;
float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur); float angle = CGeneral::LimitRadianAngle(phi - m_ped->m_fRotationCur);
m_flags &= (~FLAG_1); m_flags &= (~FLAG_1);
m_flags |= LOOKING; m_flags |= LOOKING;
if (m_flags & AIMS_WITH_ARM) { if (m_flags & AIMS_WITH_ARM) {
b1 = PointGunInDirectionUsingArm(angle, theta); armPointedToGun = PointGunInDirectionUsingArm(angle, theta);
angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi); angle = CGeneral::LimitRadianAngle(angle - m_upperArmOrient.phi);
} }
if (b1) { if (armPointedToGun) {
if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f) if (m_flags & AIMS_WITH_ARM && m_torsoOrient.phi * m_upperArmOrient.phi < 0.0f)
MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo); MoveLimb(m_torsoOrient, 0.0f, m_torsoOrient.theta, ms_torsoInfo);
} else { } else {
RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->m_pFrames[PED_UPPERARMR]->frame), RwMatrixCreate()); RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(m_ped->GetNodeFrame(PED_UPPERARMR)), RwMatrixCreate());
float yaw, pitch; float yaw, pitch;
ExtractYawAndPitchWorld(matrix, &yaw, &pitch); ExtractYawAndPitchWorld(matrix, &yaw, &pitch);
RwMatrixDestroy(matrix); RwMatrixDestroy(matrix);
@ -256,7 +255,7 @@ bool
CPedIK::PointGunInDirectionUsingArm(float phi, float theta) CPedIK::PointGunInDirectionUsingArm(float phi, float theta)
{ {
bool result = false; bool result = false;
RwFrame *frame = m_ped->m_pFrames[PED_UPPERARMR]->frame; RwFrame *frame = m_ped->GetNodeFrame(PED_UPPERARMR);
RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate()); RwMatrix *matrix = GetWorldMatrix(RwFrameGetParent(frame), RwMatrixCreate());
RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z }; RwV3d upVector = { matrix->right.z, matrix->up.z, matrix->at.z };
@ -315,7 +314,7 @@ bool
CPedIK::RestoreLookAt(void) CPedIK::RestoreLookAt(void)
{ {
bool result = false; bool result = false;
RwMatrix *mat = RwFrameGetMatrix(m_ped->m_pFrames[PED_HEAD]->frame); RwMatrix *mat = RwFrameGetMatrix(m_ped->GetNodeFrame(PED_HEAD));
if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) { if (m_ped->m_pFrames[PED_HEAD]->flag & AnimBlendFrameData::IGNORE_ROTATION) {
m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION); m_ped->m_pFrames[PED_HEAD]->flag &= (~AnimBlendFrameData::IGNORE_ROTATION);
} else { } else {