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heli fixes
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98ec7bdaf9
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@ -266,7 +266,9 @@ CHeli::ProcessControl(void)
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if(fTargetDist > targetHeight)
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m_heliStatus = HELI_STATUS_CHASE_PLAYER;
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}
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// fall through, BUG?
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#ifdef FIX_BUGS
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break;
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#endif
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case HELI_STATUS_CHASE_PLAYER:{
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float targetHeight;
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if(m_heliType == HELI_TYPE_CATALINA)
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@ -457,7 +459,7 @@ CHeli::ProcessControl(void)
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else if (searchLightDist < 40.0f)
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m_fSearchLightIntensity = 1.0f;
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else
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m_fSearchLightIntensity = 1.0f - (40.0f - searchLightDist) / 40.0f;
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m_fSearchLightIntensity = 1.0f - (40.0f - searchLightDist) / (60.0f-40.0f);
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if (m_fSearchLightIntensity < 0.9f || sq(FindPlayerCoors().x - m_fSearchLightX) + sq(FindPlayerCoors().y - m_fSearchLightY) > sq(7.0f))
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m_nShootTimer = CTimer::GetTimeInMilliseconds();
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@ -796,11 +798,11 @@ GenerateHeli(bool catalina)
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heliPos = CVector(-224.0f, 201.0f, 83.0f);
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else{
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heliPos = FindPlayerCoors();
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float angle = (float)(CGeneral::GetRandomNumber() & 0xFF)/0xFF * 6.28f;
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float angle = (float)(CGeneral::GetRandomNumber() & 0xFF)/0x100 * 6.28f;
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heliPos.x += 250.0f*Sin(angle);
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heliPos.y += 250.0f*Cos(angle);
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if(heliPos.x < -2000.0f || heliPos.x > 2000.0f || heliPos.y < -2000.0f || heliPos.y > 2000.0f){
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// directly above player
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heliPos = FindPlayerCoors();
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heliPos.x -= 250.0f*Sin(angle);
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heliPos.y -= 250.0f*Cos(angle);
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}
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@ -811,6 +813,7 @@ GenerateHeli(bool catalina)
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heli->GetMatrix().SetRotateZOnly(DEGTORAD(270.0f)); // game actually uses 3.14 here
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heli->SetStatus(STATUS_ABANDONED);
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heli->bIsLocked = true;
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int id = -1;
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bool found = false;
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@ -938,7 +941,7 @@ CHeli::UpdateHelis(void)
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CatalinaHasBeenShotDown = true;
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CStats::HelisDestroyed++;
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CStats::PeopleKilledByOthers += 2;
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CStats::PeopleKilledByPlayer += 2;
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CStats::PedsKilledOfThisType[PEDTYPE_COP] += 2;
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 250;
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pos = CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition();
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@ -956,7 +959,7 @@ CHeli::UpdateHelis(void)
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TheCamera.CamShake(0.4f, pHelis[i]->GetPosition().x, pHelis[i]->GetPosition().y, pHelis[i]->GetPosition().z);
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CVector pos = pHelis[i]->GetPosition() - 2.5f*pHelis[i]->GetUp();
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CVector pos = pHelis[i]->GetPosition() - 2.5f*pHelis[i]->GetForward();
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CExplosion::AddExplosion(nil, nil, EXPLOSION_HELI, pos, 0);
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}else
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pHelis[i]->m_fAngularSpeed *= 1.03f;
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@ -972,7 +975,7 @@ CHeli::UpdateHelis(void)
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pHelis[i]->m_heliStatus = HELI_STATUS_FLY_AWAY;
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}
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// Remove all helis if in a tunnel
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// Remove all helis if in a tunnel or under water
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if(FindPlayerCoors().z < - 2.0f)
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for(i = 0; i < NUM_HELIS; i++)
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if(pHelis[i] && pHelis[i]->m_heliStatus != HELI_STATUS_SHOT_DOWN)
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@ -1017,7 +1020,7 @@ CHeli::TestBulletCollision(CVector *line0, CVector *line1, CVector *bulletPos, i
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float distToHeli = (pHelis[i]->GetPosition() - *line0).Magnitude();
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CVector line = (*line1 - *line0);
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float lineLength = line.Magnitude();
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*bulletPos = *line0 + line*Max(1.0f, distToHeli-5.0f);
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*bulletPos = *line0 + line*Max(1.0f, distToHeli-5.0f)/lineLength;
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pHelis[i]->m_nBulletDamage += damage;
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