From 4d1305efb2d61597f8c3c5d790daec1a46f9941a Mon Sep 17 00:00:00 2001 From: aap Date: Thu, 31 Dec 2020 23:59:45 +0100 Subject: [PATCH] some CAutomobile fixes --- src/vehicles/Automobile.cpp | 18 ++++++++++-------- 1 file changed, 10 insertions(+), 8 deletions(-) diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index d20f1177..8a771a40 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -809,7 +809,7 @@ CAutomobile::ProcessControl(void) // dampen springs for(i = 0; i < 4; i++) - if(m_aSuspensionSpringRatio[i] < 1.0f) + if(m_aSuspensionSpringRatio[i] < 0.99999f) ApplySpringDampening(pHandling->fSuspensionDampingLevel, springDirections[i], contactPoints[i], contactSpeeds[i]); @@ -850,7 +850,7 @@ CAutomobile::ProcessControl(void) brake = m_fBrakePedal * pHandling->fBrakeDeceleration * CTimer::GetTimeStep(); bool neutralHandling = GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE && (pHandling->Flags & HANDLING_NEUTRALHANDLING); float brakeBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fBrakeBias; - float brakeBiasRear = neutralHandling ? 1.0f : 2.0f*(1.0f-pHandling->fBrakeBias); + float brakeBiasRear = neutralHandling ? 1.0f : 2.0f-pHandling->fBrakeBias; // looks like a bug, but it was correct in III... float tractionBiasFront = neutralHandling ? 1.0f : 2.0f*pHandling->fTractionBias; float tractionBiasRear = neutralHandling ? 1.0f : 2.0f-tractionBiasFront; @@ -1042,7 +1042,7 @@ CAutomobile::ProcessControl(void) if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f || m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){ CVector wheelFwd = GetForward(); - CVector wheelRight = GetRight(); + CVector wheelRight = GetRight(); // overwritten for resp. wheel float rearBrake = brake; float rearTraction = traction; @@ -1073,7 +1073,6 @@ CAutomobile::ProcessControl(void) else fThrust = acceleration; - wheelFwd = GetForward(); wheelFwd -= DotProduct(wheelFwd, m_aWheelColPoints[CARWHEEL_REAR_LEFT].normal)*m_aWheelColPoints[CARWHEEL_REAR_LEFT].normal; wheelFwd.Normalise(); wheelRight = CrossProduct(wheelFwd, m_aWheelColPoints[CARWHEEL_REAR_LEFT].normal); @@ -1110,7 +1109,7 @@ CAutomobile::ProcessControl(void) #ifdef FIX_BUGS // Shouldn't we reset these after the left wheel? wheelFwd = GetForward(); - wheelRight = GetRight(); + wheelRight = GetRight(); // actually useless #endif if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f){ @@ -1119,7 +1118,6 @@ CAutomobile::ProcessControl(void) else fThrust = acceleration; - wheelFwd = GetForward(); wheelFwd -= DotProduct(wheelFwd, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].normal)*m_aWheelColPoints[CARWHEEL_REAR_RIGHT].normal; wheelFwd.Normalise(); wheelRight = CrossProduct(wheelFwd, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].normal); @@ -1167,7 +1165,9 @@ CAutomobile::ProcessControl(void) if(!IsRealHeli()){ if(m_aWheelTimer[CARWHEEL_REAR_LEFT] <= 0.0f){ - if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) + if(bIsHandbrakeOn) + m_aWheelSpeed[CARWHEEL_REAR_LEFT] = 0.0f; + else if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) m_aWheelSpeed[CARWHEEL_REAR_LEFT] *= 0.95f; else{ if(acceleration > 0.0f){ @@ -1181,7 +1181,9 @@ CAutomobile::ProcessControl(void) m_aWheelRotation[CARWHEEL_REAR_LEFT] += m_aWheelSpeed[CARWHEEL_REAR_LEFT]; } if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] <= 0.0f){ - if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) + if(bIsHandbrakeOn) + m_aWheelSpeed[CARWHEEL_REAR_RIGHT] = 0.0f; + else if(mod_HandlingManager.HasFrontWheelDrive(pHandling->nIdentifier) || acceleration == 0.0f) m_aWheelSpeed[CARWHEEL_REAR_RIGHT] *= 0.95f; else{ if(acceleration > 0.0f){