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Add bike leftovers
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@ -16,6 +16,7 @@
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#include "DMAudio.h"
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#include "Automobile.h"
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#include "Physical.h"
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#include "Bike.h"
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CPhysical::CPhysical(void)
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{
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@ -1917,7 +1918,11 @@ CPhysical::ProcessCollision(void)
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car->m_aSuspensionSpringRatio[2] = 1.0f;
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car->m_aSuspensionSpringRatio[3] = 1.0f;
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}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
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assert(0 && "TODO - but unused");
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CBike* bike = (CBike*)this;
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bike->m_aSuspensionSpringRatio[0] = 1.0f;
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bike->m_aSuspensionSpringRatio[1] = 1.0f;
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bike->m_aSuspensionSpringRatio[2] = 1.0f;
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bike->m_aSuspensionSpringRatio[3] = 1.0f;
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}
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}
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}
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@ -22,6 +22,7 @@
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#include "DummyObject.h"
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#include "Script.h"
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#include "Shadows.h"
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#include "Bike.h"
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#define MIN_CREATION_DIST 40.0f // not for start of the game (look at the GeneratePedsAtStartOfGame)
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#define CREATION_RANGE 10.0f // added over the MIN_CREATION_DIST.
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@ -833,11 +834,11 @@ CPopulation::AddPedInCar(CVehicle* car)
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newPed->SetCurrentWeapon(WEAPONTYPE_COLT45);
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newPed->RemoveWeaponModel(CWeaponInfo::GetWeaponInfo(newPed->GetWeapon()->m_eWeaponType)->m_nModelId);
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}
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/*
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// Miami leftover
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if (car->m_vehType == VEHICLE_TYPE_BIKE) {
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newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, *((CBike*)car + 308h), 100.0f);
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} else */
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newPed->m_pVehicleAnim = CAnimManager::BlendAnimation(newPed->GetClump(), ASSOCGRP_STD, ((CBike*)car)->m_bikeSitAnimation, 100.0f);
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} else
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// FIX: Make peds comfortable while driving car/boat
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#ifdef FIX_BUGS
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@ -12,4 +12,14 @@ enum eBikeNodes {
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BIKE_MUDGUARD,
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BIKE_HANDLEBARS,
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BIKE_NUM_NODES
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};
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class CBike : public CVehicle
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{
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public:
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RwFrame *m_aBikeNodes[BIKE_NUM_NODES]; // assuming
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uint8 unk1[96];
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AnimationId m_bikeSitAnimation;
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uint8 unk2[180];
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float m_aSuspensionSpringRatio[4];
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};
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