mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 20:00:01 +00:00
commit
3ad97382d9
|
@ -38,6 +38,13 @@
|
||||||
#define SAFE_DISTANCE_TO_PED 3.0f
|
#define SAFE_DISTANCE_TO_PED 3.0f
|
||||||
#define INFINITE_Z 1000000000.0f
|
#define INFINITE_Z 1000000000.0f
|
||||||
|
|
||||||
|
#define VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
|
||||||
|
#define PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING 4.0f
|
||||||
|
#define OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING 8.0f
|
||||||
|
#define WIDTH_COEF_TO_WEAVE_SAFELY 1.2f
|
||||||
|
#define OBJECT_WIDTH_TO_WEAVE 0.3f
|
||||||
|
#define PED_WIDTH_TO_WEAVE 0.8f
|
||||||
|
|
||||||
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
|
int &CCarCtrl::NumLawEnforcerCars = *(int*)0x8F1B38;
|
||||||
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
|
int &CCarCtrl::NumAmbulancesOnDuty = *(int*)0x885BB0;
|
||||||
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
|
int &CCarCtrl::NumFiretrucksOnDuty = *(int*)0x9411F0;
|
||||||
|
@ -1173,6 +1180,245 @@ float CCarCtrl::TestCollisionBetween2MovingRects(CVehicle* pVehicleA, CVehicle*
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
float CCarCtrl::FindAngleToWeaveThroughTraffic(CVehicle* pVehicle, CPhysical* pTarget, float angleToTarget, float angleForward)
|
||||||
|
{
|
||||||
|
float distanceToTest = min(2.0f, pVehicle->GetMoveSpeed().Magnitude2D() * 2.5f + 1.0f) * 12.0f;
|
||||||
|
float left = pVehicle->GetPosition().x - distanceToTest;
|
||||||
|
float right = pVehicle->GetPosition().x + distanceToTest;
|
||||||
|
float top = pVehicle->GetPosition().y - distanceToTest;
|
||||||
|
float bottom = pVehicle->GetPosition().y + distanceToTest;
|
||||||
|
int xstart = max(0, CWorld::GetSectorIndexX(left));
|
||||||
|
int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(right));
|
||||||
|
int ystart = max(0, CWorld::GetSectorIndexY(top));
|
||||||
|
int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(bottom));
|
||||||
|
assert(xstart <= xend);
|
||||||
|
assert(ystart <= yend);
|
||||||
|
|
||||||
|
float angleToWeaveLeft = angleToTarget;
|
||||||
|
float angleToWeaveRight = angleToTarget;
|
||||||
|
|
||||||
|
CWorld::AdvanceCurrentScanCode();
|
||||||
|
|
||||||
|
float angleToWeaveLeftLastIteration = -9999.9f;
|
||||||
|
float angleToWeaveRightLastIteration = -9999.9f;
|
||||||
|
|
||||||
|
while (angleToWeaveLeft != angleToWeaveLeftLastIteration ||
|
||||||
|
angleToWeaveRight != angleToWeaveRightLastIteration){
|
||||||
|
angleToWeaveLeftLastIteration = angleToWeaveLeft;
|
||||||
|
angleToWeaveRightLastIteration = angleToWeaveRight;
|
||||||
|
for (int y = ystart; y <= yend; y++) {
|
||||||
|
for (int x = xstart; x <= xend; x++) {
|
||||||
|
CSector* s = CWorld::GetSector(x, y);
|
||||||
|
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, pTarget,
|
||||||
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
||||||
|
WeaveThroughCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, pTarget,
|
||||||
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
||||||
|
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, pTarget,
|
||||||
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
||||||
|
WeaveThroughPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, pTarget,
|
||||||
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
||||||
|
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS], pVehicle,
|
||||||
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
||||||
|
WeaveThroughObjectsSectorList(s->m_lists[ENTITYLIST_OBJECTS_OVERLAP], pVehicle,
|
||||||
|
left, top, right, bottom, &angleToWeaveLeft, &angleToWeaveRight);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
float angleDiffFromActualToTarget = LimitRadianAngle(angleForward - angleToTarget);
|
||||||
|
float angleToBisectActualToTarget = LimitRadianAngle(angleToTarget + angleDiffFromActualToTarget / 2);
|
||||||
|
float angleDiffLeft = LimitRadianAngle(angleToWeaveLeft - angleToBisectActualToTarget);
|
||||||
|
angleDiffLeft = ABS(angleDiffLeft);
|
||||||
|
float angleDiffRight = LimitRadianAngle(angleToWeaveRight - angleToBisectActualToTarget);
|
||||||
|
angleDiffRight = ABS(angleDiffRight);
|
||||||
|
if (angleDiffLeft > HALFPI && angleDiffRight > HALFPI)
|
||||||
|
return angleToBisectActualToTarget;
|
||||||
|
if (ABS(angleDiffLeft - angleDiffRight) < 0.08f)
|
||||||
|
return angleToWeaveRight;
|
||||||
|
return angleDiffLeft < angleDiffRight ? angleToWeaveLeft : angleToWeaveRight;
|
||||||
|
}
|
||||||
|
|
||||||
|
void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
||||||
|
{
|
||||||
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
||||||
|
CVehicle* pTestVehicle = (CVehicle*)pNode->item;
|
||||||
|
if (pTestVehicle->m_scanCode == CWorld::GetCurrentScanCode())
|
||||||
|
continue;
|
||||||
|
if (!pTestVehicle->bUsesCollision)
|
||||||
|
continue;
|
||||||
|
if (pTestVehicle == pTarget)
|
||||||
|
continue;
|
||||||
|
pTestVehicle->m_scanCode = CWorld::GetCurrentScanCode();
|
||||||
|
if (pTestVehicle->GetBoundCentre().x < x_inf || pTestVehicle->GetBoundCentre().x > x_sup)
|
||||||
|
continue;
|
||||||
|
if (pTestVehicle->GetBoundCentre().y < y_inf || pTestVehicle->GetBoundCentre().y > y_sup)
|
||||||
|
continue;
|
||||||
|
if (Abs(pTestVehicle->GetPosition().z - pVehicle->GetPosition().z) >= VEHICLE_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
||||||
|
continue;
|
||||||
|
if (pTestVehicle != pVehicle)
|
||||||
|
WeaveForOtherCar(pTestVehicle, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
||||||
|
{
|
||||||
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
|
||||||
|
return;
|
||||||
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
|
||||||
|
return;
|
||||||
|
CVehicle* pOtherCar = (CVehicle*)pOtherEntity;
|
||||||
|
CVector2D vecDiff = pOtherCar->GetPosition() - pVehicle->GetPosition();
|
||||||
|
float angleBetweenVehicles = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
||||||
|
float distance = vecDiff.Magnitude();
|
||||||
|
if (distance < 1.0f)
|
||||||
|
return;
|
||||||
|
if (DotProduct2D(pVehicle->GetMoveSpeed() - pOtherCar->GetMoveSpeed(), vecDiff) * 110.0f -
|
||||||
|
pOtherCar->GetModelInfo()->GetColModel()->boundingSphere.radius -
|
||||||
|
pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
|
||||||
|
return;
|
||||||
|
CVector2D forward = pVehicle->GetForward();
|
||||||
|
forward.Normalise();
|
||||||
|
float forwardAngle = CGeneral::GetATanOfXY(forward.x, forward.y);
|
||||||
|
float angleDiff = angleBetweenVehicles - forwardAngle;
|
||||||
|
float lenProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.y * sin(angleDiff));
|
||||||
|
float widthProjection = ABS(pOtherCar->GetColModel()->boundingBox.max.x * cos(angleDiff));
|
||||||
|
float lengthToEvade = (2 * (lenProjection + widthProjection) + WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x) / distance;
|
||||||
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveLeft);
|
||||||
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
||||||
|
float angleToWeave = lengthToEvade / 2;
|
||||||
|
if (diffToLeftAngle < angleToWeave){
|
||||||
|
*pAngleToWeaveLeft = angleBetweenVehicles - angleToWeave;
|
||||||
|
while (*pAngleToWeaveLeft < -PI)
|
||||||
|
*pAngleToWeaveLeft += TWOPI;
|
||||||
|
}
|
||||||
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicles - *pAngleToWeaveRight);
|
||||||
|
diffToRightAngle = ABS(diffToRightAngle);
|
||||||
|
if (diffToRightAngle < angleToWeave){
|
||||||
|
*pAngleToWeaveRight = angleBetweenVehicles + angleToWeave;
|
||||||
|
while (*pAngleToWeaveRight > PI)
|
||||||
|
*pAngleToWeaveRight -= TWOPI;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CCarCtrl::WeaveThroughPedsSectorList(CPtrList& lst, CVehicle* pVehicle, CPhysical* pTarget, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
||||||
|
{
|
||||||
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
||||||
|
CPed* pPed = (CPed*)pNode->item;
|
||||||
|
if (pPed->m_scanCode == CWorld::GetCurrentScanCode())
|
||||||
|
continue;
|
||||||
|
if (!pPed->bUsesCollision)
|
||||||
|
continue;
|
||||||
|
if (pPed == pTarget)
|
||||||
|
continue;
|
||||||
|
pPed->m_scanCode = CWorld::GetCurrentScanCode();
|
||||||
|
if (pPed->GetPosition().x < x_inf || pPed->GetPosition().x > x_sup)
|
||||||
|
continue;
|
||||||
|
if (pPed->GetPosition().y < y_inf || pPed->GetPosition().y > y_sup)
|
||||||
|
continue;
|
||||||
|
if (Abs(pPed->GetPosition().z - pPed->GetPosition().z) >= PED_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
||||||
|
continue;
|
||||||
|
if (pPed->m_pCurSurface != pVehicle)
|
||||||
|
WeaveForPed(pPed, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
void CCarCtrl::WeaveForPed(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
||||||
|
{
|
||||||
|
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerPed())
|
||||||
|
return;
|
||||||
|
CPed* pPed = (CPed*)pOtherEntity;
|
||||||
|
CVector2D vecDiff = pPed->GetPosition() - pVehicle->GetPosition();
|
||||||
|
float angleBetweenVehicleAndPed = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
||||||
|
float distance = vecDiff.Magnitude();
|
||||||
|
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + PED_WIDTH_TO_WEAVE) / distance;
|
||||||
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveLeft);
|
||||||
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
||||||
|
float angleToWeave = lengthToEvade / 2;
|
||||||
|
if (diffToLeftAngle < angleToWeave) {
|
||||||
|
*pAngleToWeaveLeft = angleBetweenVehicleAndPed - angleToWeave;
|
||||||
|
while (*pAngleToWeaveLeft < -PI)
|
||||||
|
*pAngleToWeaveLeft += TWOPI;
|
||||||
|
}
|
||||||
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndPed - *pAngleToWeaveRight);
|
||||||
|
diffToRightAngle = ABS(diffToRightAngle);
|
||||||
|
if (diffToRightAngle < angleToWeave) {
|
||||||
|
*pAngleToWeaveRight = angleBetweenVehicleAndPed + angleToWeave;
|
||||||
|
while (*pAngleToWeaveRight > PI)
|
||||||
|
*pAngleToWeaveRight -= TWOPI;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CCarCtrl::WeaveThroughObjectsSectorList(CPtrList& lst, CVehicle* pVehicle, float x_inf, float y_inf, float x_sup, float y_sup, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
||||||
|
{
|
||||||
|
for (CPtrNode* pNode = lst.first; pNode != nil; pNode = pNode->next) {
|
||||||
|
CObject* pObject = (CObject*)pNode->item;
|
||||||
|
if (pObject->m_scanCode == CWorld::GetCurrentScanCode())
|
||||||
|
continue;
|
||||||
|
if (!pObject->bUsesCollision)
|
||||||
|
continue;
|
||||||
|
pObject->m_scanCode = CWorld::GetCurrentScanCode();
|
||||||
|
if (pObject->GetPosition().x < x_inf || pObject->GetPosition().x > x_sup)
|
||||||
|
continue;
|
||||||
|
if (pObject->GetPosition().y < y_inf || pObject->GetPosition().y > y_sup)
|
||||||
|
continue;
|
||||||
|
if (Abs(pObject->GetPosition().z - pVehicle->GetPosition().z) >= OBJECT_HEIGHT_DIFF_TO_CONSIDER_WEAVING)
|
||||||
|
continue;
|
||||||
|
if (pObject->GetUp().z > 0.9f)
|
||||||
|
WeaveForObject(pObject, pVehicle, pAngleToWeaveLeft, pAngleToWeaveRight);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void CCarCtrl::WeaveForObject(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
|
||||||
|
{
|
||||||
|
float rightCoef;
|
||||||
|
float forwardCoef;
|
||||||
|
if (pOtherEntity->GetModelIndex() == MI_TRAFFICLIGHTS){
|
||||||
|
rightCoef = 2.957f;
|
||||||
|
forwardCoef = 0.147f;
|
||||||
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS1){
|
||||||
|
rightCoef = 0.744f;
|
||||||
|
forwardCoef = 0.0f;
|
||||||
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS2){
|
||||||
|
rightCoef = 0.043f;
|
||||||
|
forwardCoef = 0.0f;
|
||||||
|
}else if (pOtherEntity->GetModelIndex() == MI_SINGLESTREETLIGHTS3){
|
||||||
|
rightCoef = 1.143f;
|
||||||
|
forwardCoef = 0.145f;
|
||||||
|
}else if (pOtherEntity->GetModelIndex() == MI_DOUBLESTREETLIGHTS){
|
||||||
|
rightCoef = 0.0f;
|
||||||
|
forwardCoef = -0.048f;
|
||||||
|
}else if (IsTreeModel(pOtherEntity->GetModelIndex())){
|
||||||
|
rightCoef = 0.0f;
|
||||||
|
forwardCoef = 0.0f;
|
||||||
|
}else if (pOtherEntity->GetModelIndex() == MI_STREETLAMP1 || pOtherEntity->GetModelIndex() == MI_STREETLAMP2){
|
||||||
|
rightCoef = 0.0f;
|
||||||
|
forwardCoef = 0.0f;
|
||||||
|
}else
|
||||||
|
return;
|
||||||
|
CObject* pObject = (CObject*)pOtherEntity;
|
||||||
|
CVector2D vecDiff = pObject->GetPosition() +
|
||||||
|
rightCoef * pObject->GetRight() +
|
||||||
|
forwardCoef * pObject->GetForward() -
|
||||||
|
pVehicle->GetPosition();
|
||||||
|
float angleBetweenVehicleAndObject = CGeneral::GetATanOfXY(vecDiff.x, vecDiff.y);
|
||||||
|
float distance = vecDiff.Magnitude();
|
||||||
|
float lengthToEvade = (WIDTH_COEF_TO_WEAVE_SAFELY * 2 * pVehicle->GetColModel()->boundingBox.max.x + OBJECT_WIDTH_TO_WEAVE) / distance;
|
||||||
|
float diffToLeftAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveLeft);
|
||||||
|
diffToLeftAngle = ABS(diffToLeftAngle);
|
||||||
|
float angleToWeave = lengthToEvade / 2;
|
||||||
|
if (diffToLeftAngle < angleToWeave) {
|
||||||
|
*pAngleToWeaveLeft = angleBetweenVehicleAndObject - angleToWeave;
|
||||||
|
while (*pAngleToWeaveLeft < -PI)
|
||||||
|
*pAngleToWeaveLeft += TWOPI;
|
||||||
|
}
|
||||||
|
float diffToRightAngle = LimitRadianAngle(angleBetweenVehicleAndObject - *pAngleToWeaveRight);
|
||||||
|
diffToRightAngle = ABS(diffToRightAngle);
|
||||||
|
if (diffToRightAngle < angleToWeave) {
|
||||||
|
*pAngleToWeaveRight = angleBetweenVehicleAndObject + angleToWeave;
|
||||||
|
while (*pAngleToWeaveRight > PI)
|
||||||
|
*pAngleToWeaveRight -= TWOPI;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool
|
bool
|
||||||
CCarCtrl::MapCouldMoveInThisArea(float x, float y)
|
CCarCtrl::MapCouldMoveInThisArea(float x, float y)
|
||||||
{
|
{
|
||||||
|
@ -1187,4 +1433,5 @@ InjectHook(0x417EC0, &CCarCtrl::ChooseModel, PATCH_JUMP);
|
||||||
InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
|
InjectHook(0x418320, &CCarCtrl::RemoveDistantCars, PATCH_JUMP);
|
||||||
InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
|
InjectHook(0x418430, &CCarCtrl::PossiblyRemoveVehicle, PATCH_JUMP);
|
||||||
InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
|
InjectHook(0x418C10, &CCarCtrl::FindMaximumSpeedForThisCarInTraffic, PATCH_JUMP);
|
||||||
|
InjectHook(0x41A590, &CCarCtrl::FindAngleToWeaveThroughTraffic, PATCH_JUMP);
|
||||||
ENDPATCHES
|
ENDPATCHES
|
||||||
|
|
|
@ -64,6 +64,13 @@ public:
|
||||||
static void Init(void);
|
static void Init(void);
|
||||||
static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
|
static void SlowCarDownForOtherCar(CEntity*, CVehicle*, float*, float);
|
||||||
static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
|
static float TestCollisionBetween2MovingRects(CVehicle*, CVehicle*, float, float, CVector*, CVector*, uint8);
|
||||||
|
static float FindAngleToWeaveThroughTraffic(CVehicle*, CPhysical*, float, float);
|
||||||
|
static void WeaveThroughCarsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
|
||||||
|
static void WeaveForOtherCar(CEntity*, CVehicle*, float*, float*);
|
||||||
|
static void WeaveThroughPedsSectorList(CPtrList&, CVehicle*, CPhysical*, float, float, float, float, float*, float*);
|
||||||
|
static void WeaveForPed(CEntity*, CVehicle*, float*, float*);
|
||||||
|
static void WeaveThroughObjectsSectorList(CPtrList&, CVehicle*, float, float, float, float, float*, float*);
|
||||||
|
static void WeaveForObject(CEntity*, CVehicle*, float*, float*);
|
||||||
|
|
||||||
static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
|
static float GetOffsetOfLaneFromCenterOfRoad(int8 lane, CCarPathLink* pLink)
|
||||||
{
|
{
|
||||||
|
@ -77,6 +84,15 @@ public:
|
||||||
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
return (float)timeInCurve / pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static float LimitRadianAngle(float angle)
|
||||||
|
{
|
||||||
|
while (angle < -PI)
|
||||||
|
angle += TWOPI;
|
||||||
|
while (angle > PI)
|
||||||
|
angle -= TWOPI;
|
||||||
|
return angle;
|
||||||
|
}
|
||||||
|
|
||||||
static int32 &NumLawEnforcerCars;
|
static int32 &NumLawEnforcerCars;
|
||||||
static int32 &NumAmbulancesOnDuty;
|
static int32 &NumAmbulancesOnDuty;
|
||||||
static int32 &NumFiretrucksOnDuty;
|
static int32 &NumFiretrucksOnDuty;
|
||||||
|
|
|
@ -3493,12 +3493,15 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
|
||||||
default:
|
default:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
#ifdef FIX_BUGS
|
||||||
|
/* BUG: if audio is not initialized, this object will not be freed. */
|
||||||
|
if (!DMAudio.IsAudioInitialised())
|
||||||
|
return 0;
|
||||||
|
#endif
|
||||||
cAudioScriptObject* obj = new cAudioScriptObject();
|
cAudioScriptObject* obj = new cAudioScriptObject();
|
||||||
obj->Posn = *(CVector*)&ScriptParams[0];
|
obj->Posn = *(CVector*)&ScriptParams[0];
|
||||||
obj->AudioId = ScriptParams[3];
|
obj->AudioId = ScriptParams[3];
|
||||||
obj->AudioEntity = AEHANDLE_NONE;
|
obj->AudioEntity = AEHANDLE_NONE;
|
||||||
/* BUG: if audio is not initialized, this object will not be freed. */
|
|
||||||
/* Issue needs to be addressed in CreateOneShotScriptObject. */
|
|
||||||
DMAudio.CreateOneShotScriptObject(obj);
|
DMAudio.CreateOneShotScriptObject(obj);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue