Fall damage fix

This commit is contained in:
eray orçunus 2019-10-27 17:55:09 +03:00
parent 6d61f678e2
commit 36e136a06c
1 changed files with 38 additions and 38 deletions

View File

@ -14275,7 +14275,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
bOnBoat = false;
} else {
m_pCurrentPhysSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)m_pCurrentPhysSurface);
collidingEnt->RegisterReference((CEntity**)&m_pCurrentPhysSurface);
m_vecOffsetFromPhysSurface = intersectionPoint.point - collidingEnt->GetPosition();
m_pCurSurface = collidingEnt;
collidingEnt->RegisterReference((CEntity**)&m_pCurSurface);
@ -14301,7 +14301,8 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
m_vecDamageNormal = intersectionPoint.normal;
}
}
#ifdef VC_PED_PORTS
// VC code is working perfectly, but we don't want mega jumps to damage us significantly :shrug:
#if 0 // #ifdef VC_PED_PORTS
float upperSpeedLimit = 0.33f;
float lowerSpeedLimit = -0.25f;
float speed = m_vecMoveSpeed.Magnitude2D();
@ -14309,49 +14310,48 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
upperSpeedLimit *= 2.0f;
lowerSpeedLimit *= 1.5f;
}
if (m_ped_flagA2
|| (speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
|| m_pCollidingEntity == collidingEnt) {
if (!m_ped_flagA2) {
if ((speed <= upperSpeedLimit /* || (bfFlagsL >> 5) & 1 */) && m_vecMoveSpeed.z >= lowerSpeedLimit
|| m_pCollidingEntity == collidingEnt) {
if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)
&& -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
float damage = 100.0f * max(speed - 0.25f, 0.0f);
float damage2 = damage;
if (m_vecMoveSpeed.z < -0.25f)
damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
float damage = 100.0f * max(speed - 0.25f, 0.0f);
float damage2 = damage;
if (m_vecMoveSpeed.z < -0.25f)
damage += (-0.25f - m_vecMoveSpeed.z) * 150.0f;
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f
|| m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir);
if (IsPlayer() && damage2 > 5.0f)
Say(SOUND_PED_LAND);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, damage, PEDPIECE_TORSO, dir);
if (IsPlayer() && damage2 > 5.0f)
Say(SOUND_PED_LAND);
}
#else
float speedSqr = m_vecMoveSpeed.MagnitudeSqr();
if (m_ped_flagA2
|| m_vecMoveSpeed.z >= -0.25f && speedSqr <= 0.25f) {
if (!m_ped_flagA2 && RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL)
&& -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
if (speedSqr == 0.0f)
speedSqr = sq(m_vecMoveSpeed.z);
float speedSqr = 0.0f;
if (!m_ped_flagA2) {
if (m_vecMoveSpeed.z >= -0.25f && (speedSqr = m_vecMoveSpeed.MagnitudeSqr()) <= 0.25f) {
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f
|| m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
if (RpAnimBlendClumpGetAssociation(GetClump(), ANIM_FALL_FALL) && -0.016f * CTimer::GetTimeStep() > m_vecMoveSpeed.z) {
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 15.0f, PEDPIECE_TORSO, 2);
}
} else {
if (speedSqr == 0.0f)
speedSqr = sq(m_vecMoveSpeed.z);
uint8 dir = 2; // from backward
if (m_vecMoveSpeed.x > 0.01f || m_vecMoveSpeed.x < -0.01f || m_vecMoveSpeed.y > 0.01f || m_vecMoveSpeed.y < -0.01f) {
CVector2D offset = -m_vecMoveSpeed;
dir = GetLocalDirection(offset);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
}
InflictDamage(collidingEnt, WEAPONTYPE_FALL_DAMAGE, 350.0f * sq(speedSqr), PEDPIECE_TORSO, dir);
}
#endif
m_vecMoveSpeed.z = 0.0f;