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@ -74,6 +74,8 @@
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#define DISTANCE_BETWEEN_CAR_AND_DEAD_PED 6.0f
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#define PROBABILITY_OF_PASSENGER_IN_VEHICLE 0.125f
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#define FARAWAY_DISTANCE_REMOVAL 120.0f
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int CCarCtrl::NumLawEnforcerCars;
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int CCarCtrl::NumAmbulancesOnDuty;
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int CCarCtrl::NumFiretrucksOnDuty;
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@ -429,6 +431,73 @@ CCarCtrl::GenerateOneRandomCar()
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pVehicle->GetRight() = CVector(forwardY, -forwardX, 0.0f);
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pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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#ifdef FIX_BUGS
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CCarPathLink* pCurrentLink;
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CCarPathLink* pNextLink;
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CVector positionOnCurrentLinkIncludingLane;
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CVector positionOnNextLinkIncludingLane;
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float directionCurrentLinkX;
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float directionCurrentLinkY;
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float directionNextLinkX;
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float directionNextLinkY;
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if (positionBetweenNodes < 0.5f) {
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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positionOnCurrentLinkIncludingLane = CVector(
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pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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positionOnNextLinkIncludingLane = CVector(
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
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directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
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/* We want to make a path between two links that may not have the same forward directions a curve. */
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pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve = CCurves::CalcSpeedScaleFactor(
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&positionOnCurrentLinkIncludingLane,
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&positionOnNextLinkIncludingLane,
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directionCurrentLinkX, directionCurrentLinkY,
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directionNextLinkX, directionNextLinkY
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) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
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pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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}
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else {
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PickNextNodeRandomly(pVehicle);
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pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(uint32)((positionBetweenNodes - 0.5f) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirY();
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pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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positionOnCurrentLinkIncludingLane = CVector(
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pCurrentLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurrentLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurrentLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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positionOnNextLinkIncludingLane = CVector(
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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directionCurrentLinkX = pCurrentLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionCurrentLinkY = pCurrentLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
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directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
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directionNextLinkY = pNextLink->GetDirY() * pVehicle->AutoPilot.m_nNextDirection;
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pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
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pNextNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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}
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#else
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirX();
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo].GetDirY();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo].GetDirX();
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@ -455,20 +524,10 @@ CCarCtrl::GenerateOneRandomCar()
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directionCurrentLinkX, directionCurrentLinkY,
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directionNextLinkX, directionNextLinkY
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) * (1000.0f / pVehicle->AutoPilot.m_fMaxTrafficSpeed);
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#ifdef FIX_BUGS
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/* Casting timer to float is very unwanted. In this case it's not awful */
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/* but in CAutoPilot::ModifySpeed it can even cause crashes (see SilentPatch). */
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/* Second fix: adding 0.5f is a mistake. It should be between 0 and 1. It was fixed in SA.*/
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/* It is also correct in CAutoPilot::ModifySpeed. */
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/* It seems like design decisions in VC were made based on this 0.5f addition. Can't remove it anymore. */
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pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(uint32)((0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve);
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#else
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pVehicle->AutoPilot.m_nTimeEnteredCurve = CTimer::GetTimeInMilliseconds() -
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(0.5f + positionBetweenNodes) * pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
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#endif
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CVector directionCurrentLink(directionCurrentLinkX, directionCurrentLinkY, 0.0f);
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CVector directionNextLink(directionNextLinkX, directionNextLinkY, 0.0f);
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CVector positionIncludingCurve;
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@ -539,7 +598,7 @@ CCarCtrl::GenerateOneRandomCar()
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return;
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}
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}else{
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * 120.0f ||
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if ((vecTargetPos - pVehicle->GetPosition()).Magnitude2D() > TheCamera.GenerationDistMultiplier * (pVehicle->bExtendedRange ? 1.5f : 1.0f) * FARAWAY_DISTANCE_REMOVAL ||
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(vecTargetPos - pVehicle->GetPosition()).Magnitude2D() < TheCamera.GenerationDistMultiplier * 100.0f) {
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delete pVehicle;
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return;
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@ -854,6 +913,36 @@ CCarCtrl::RemoveDistantCars()
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}
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}
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void
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CCarCtrl::RemoveCarsIfThePoolGetsFull(void)
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{
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if ((CTimer::GetFrameCounter() & 7) != 3)
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return;
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if (CPools::GetVehiclePool()->GetNoOfFreeSpaces() >= 8)
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return;
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int i = CPools::GetVehiclePool()->GetSize();
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float md = 999999.9f;
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CVehicle* pClosestVehicle = nil;
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while (i--) {
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
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if (!pVehicle)
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continue;
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if (IsThisVehicleInteresting(pVehicle) || pVehicle->bIsLocked)
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continue;
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if (!pVehicle->CanBeDeleted() || CCranes::IsThisCarBeingTargettedByAnyCrane(pVehicle))
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continue;
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float distance = (TheCamera.GetPosition() - pVehicle->GetPosition()).Magnitude();
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if (distance < md) {
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md = distance;
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pClosestVehicle = pVehicle;
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}
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}
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if (pClosestVehicle) {
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CWorld::Remove(pClosestVehicle);
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delete pClosestVehicle;
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}
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}
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void
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CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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{
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@ -879,7 +968,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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pVehicle->bIsLawEnforcer ||
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pVehicle->bIsCarParkVehicle
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){
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threshold = 120.0f * TheCamera.GenerationDistMultiplier;
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threshold = FARAWAY_DISTANCE_REMOVAL * TheCamera.GenerationDistMultiplier;
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}
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if (TheCamera.GetForward().z < -0.9f)
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threshold = 70.0f;
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@ -937,6 +1026,16 @@ CCarCtrl::CountCarsOfType(int32 mi)
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return total;
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}
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static CVector GetRandomOffsetForVehicle(CVehicle* pVehicle, bool bNext)
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{
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CVector offset;
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int32 seed = ((bNext ? pVehicle->AutoPilot.m_nNextPathNodeInfo : pVehicle->AutoPilot.m_nCurrentPathNodeInfo) + pVehicle->m_randomSeed) & 7;
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offset.x = (seed - 3) * 0.009f;
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offset.y = ((seed >> 3) - 3) * 0.009f;
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offset.z = 0.0f;
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return offset;
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}
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void
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CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
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{
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@ -969,8 +1068,12 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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CVector directionCurrentLink(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
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CVector directionNextLink(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
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CVector directionCurrentLink = GetRandomOffsetForVehicle(pVehicle, false);
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directionCurrentLink += CVector(currentPathLinkForwardX, currentPathLinkForwardY, 0.0f);
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directionCurrentLink.Normalise();
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CVector directionNextLink = GetRandomOffsetForVehicle(pVehicle, true);
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directionNextLink += CVector(nextPathLinkForwardX, nextPathLinkForwardY, 0.0f);
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directionNextLink.Normalise();
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CVector positionIncludingCurve;
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CVector directionIncludingCurve;
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CCurves::CalcCurvePoint(
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@ -993,7 +1096,7 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
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{
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS ||
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pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH)
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return pVehicle->AutoPilot.m_nCruiseSpeed;
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return pVehicle->AutoPilot.GetCruiseSpeed();
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float left = pVehicle->GetPosition().x - DISTANCE_TO_SCAN_FOR_DANGER;
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float right = pVehicle->GetPosition().x + DISTANCE_TO_SCAN_FOR_DANGER;
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float top = pVehicle->GetPosition().y - DISTANCE_TO_SCAN_FOR_DANGER;
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@ -1005,23 +1108,23 @@ CCarCtrl::FindMaximumSpeedForThisCarInTraffic(CVehicle* pVehicle)
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assert(xstart <= xend);
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assert(ystart <= yend);
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float maxSpeed = pVehicle->AutoPilot.m_nCruiseSpeed;
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float maxSpeed = pVehicle->AutoPilot.GetCruiseSpeed();
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CWorld::AdvanceCurrentScanCode();
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for (int y = ystart; y <= yend; y++){
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for (int x = xstart; x <= xend; x++){
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CSector* s = CWorld::GetSector(x, y);
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SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
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SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
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SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
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SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.m_nCruiseSpeed);
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SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
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SlowCarDownForCarsSectorList(s->m_lists[ENTITYLIST_VEHICLES_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
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SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
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SlowCarDownForPedsSectorList(s->m_lists[ENTITYLIST_PEDS_OVERLAP], pVehicle, left, top, right, bottom, &maxSpeed, pVehicle->AutoPilot.GetCruiseSpeed());
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}
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}
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pVehicle->bWarnedPeds = true;
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if (pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS)
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return maxSpeed;
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return (maxSpeed + pVehicle->AutoPilot.m_nCruiseSpeed) / 2;
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return (maxSpeed + pVehicle->AutoPilot.GetCruiseSpeed()) / 2;
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}
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void
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@ -1223,8 +1326,8 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
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float proximityA = TestCollisionBetween2MovingRects(pOtherVehicle, pVehicle, projectionX, projectionY, &forwardA, &forwardB, 0);
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float proximityB = TestCollisionBetween2MovingRects(pVehicle, pOtherVehicle, -projectionX, -projectionY, &forwardB, &forwardA, 1);
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float minProximity = Min(proximityA, proximityB);
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if (minProximity >= 0.0f && minProximity < 1.0f){
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minProximity = Max(0.0f, (minProximity - 0.2f) * 1.25f);
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if (minProximity >= 0.0f && minProximity < 1.5f){
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minProximity = Max(0.0f, (minProximity - 0.2f) / 1.3f);
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pVehicle->AutoPilot.m_bSlowedDownBecauseOfCars = true;
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*pSpeed = Min(*pSpeed, minProximity * curSpeed);
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}
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@ -1233,7 +1336,7 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
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CTimer::GetTimeInMilliseconds() - pOtherVehicle->AutoPilot.m_nTimeToStartMission > 15000){
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/* If cars are standing for 15 seconds, annoy one of them and make avoid cars. */
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if (pOtherEntity != FindPlayerVehicle() &&
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DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
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DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < -0.5f &&
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pVehicle < pOtherVehicle){ /* that comparasion though... */
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*pSpeed = Max(curSpeed / 5, *pSpeed);
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if (pVehicle->GetStatus() == STATUS_SIMPLE){
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@ -1450,6 +1553,7 @@ void CCarCtrl::WeaveThroughCarsSectorList(CPtrList& lst, CVehicle* pVehicle, CPh
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void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float* pAngleToWeaveLeft, float* pAngleToWeaveRight)
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{
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// TODO(MIAMI):
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE && pOtherEntity == FindPlayerVehicle())
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return;
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMCAR_CLOSE && pOtherEntity == pVehicle->AutoPilot.m_pTargetCar)
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@ -1461,8 +1565,8 @@ void CCarCtrl::WeaveForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, float
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if (distance < 1.0f)
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return;
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if (DotProduct2D(pVehicle->GetMoveSpeed() - pOtherCar->GetMoveSpeed(), vecDiff) * 110.0f -
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pOtherCar->GetModelInfo()->GetColModel()->boundingSphere.radius -
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pVehicle->GetModelInfo()->GetColModel()->boundingSphere.radius < distance)
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pOtherCar->GetColModel()->boundingSphere.radius -
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pVehicle->GetColModel()->boundingSphere.radius < distance)
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return;
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CVector2D forward = pVehicle->GetForward();
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forward.Normalise();
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@ -1636,18 +1740,30 @@ bool CCarCtrl::PickNextNodeAccordingStrategy(CVehicle* pVehicle)
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return false;
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default:
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PickNextNodeRandomly(pVehicle);
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if (ThePaths.GetNode(pVehicle->AutoPilot.m_nNextRouteNode)->bOnlySmallBoats && BoatWithTallMast(pVehicle->GetModelIndex()))
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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return false;
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}
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}
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void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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{
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if (pVehicle->m_nRouteSeed)
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CGeneral::SetRandomSeed(pVehicle->m_nRouteSeed);
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int32 prevNode = pVehicle->AutoPilot.m_nCurrentRouteNode;
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int32 curNode = pVehicle->AutoPilot.m_nNextRouteNode;
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uint8 totalLinks = ThePaths.m_pathNodes[curNode].numLinks;
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CCarPathLink* pCurLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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uint8 lanesOnCurrentPath = pCurLink->pathNodeIndex == curNode ?
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pCurLink->numRightLanes : pCurLink->numLeftLanes;
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uint8 lanesOnCurrentPath;
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bool isOnOneWayRoad;
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if (pCurLink->pathNodeIndex == curNode) {
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lanesOnCurrentPath = pCurLink->numLeftLanes;
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isOnOneWayRoad = pCurLink->numRightLanes == 0;
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}
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else {
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lanesOnCurrentPath = pCurLink->numRightLanes;
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isOnOneWayRoad = pCurLink->numLeftLanes == 0;
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}
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uint8 allowedDirections = PATH_DIRECTION_NONE;
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uint8 nextLane = pVehicle->AutoPilot.m_nNextLane;
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if (nextLane == 0)
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@ -1669,6 +1785,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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CCarPathLink* pNextLink;
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CPathNode* pNextPathNode;
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bool goingAgainstOneWayRoad;
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bool nextNodeIsOneWayRoad;
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uint8 direction;
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for(attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++){
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if (attempt != 0){
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@ -1678,7 +1795,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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if ((!pNextPathNode->bDeadEnd || pPrevPathNode->bDeadEnd) &&
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(!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
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(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
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!goingAgainstOneWayRoad)
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!goingAgainstOneWayRoad && (!isOnOneWayRoad || !nextNodeIsOneWayRoad))
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break;
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}
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}
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@ -1688,9 +1805,10 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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direction = FindPathDirection(prevNode, curNode, pVehicle->AutoPilot.m_nNextRouteNode);
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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goingAgainstOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numRightLanes == 0 : pNextLink->numLeftLanes == 0;
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nextNodeIsOneWayRoad = pNextLink->pathNodeIndex == curNode ? pNextLink->numLeftLanes == 0 : pNextLink->numRightLanes == 0;
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}
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if (attempt >= ATTEMPTS_TO_FIND_NEXT_NODE) {
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/* If we failed 15 times, then remove dead end and current lane limitations */
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/* If we failed 15 times, then remove dead end, one way road and current lane limitations */
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for (attempt = 0; attempt < ATTEMPTS_TO_FIND_NEXT_NODE; attempt++) {
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if (attempt != 0) {
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if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
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@ -1749,6 +1867,10 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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}
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float currentPathLinkForwardX = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirX();
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float nextPathLinkForwardX = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirX();
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#ifdef FIX_BUGS
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float currentPathLinkForwardY = pVehicle->AutoPilot.m_nCurrentDirection * pCurLink->GetDirY();
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float nextPathLinkForwardY = pVehicle->AutoPilot.m_nNextDirection * pNextLink->GetDirY();
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#endif
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if (lanesOnNextNode >= 0){
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if ((CGeneral::GetRandomNumber() & 0x600) == 0){
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/* 25% chance vehicle will try to switch lane */
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@ -1767,14 +1889,25 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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}
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if (pVehicle->AutoPilot.m_bStayInFastLane)
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pVehicle->AutoPilot.m_nNextLane = 0;
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#ifdef FIX_BUGS
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CVector positionOnCurrentLinkIncludingLane(
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pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH), /* ...what about Y? */
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pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardY,
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pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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CVector positionOnNextLinkIncludingLane(
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardY,
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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#else
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CVector positionOnCurrentLinkIncludingLane(
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pCurLink->GetX() + ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH),
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pCurLink->GetY() - ((pVehicle->AutoPilot.m_nCurrentLane + pCurLink->OneWayLaneOffset()) * LANE_WIDTH) * currentPathLinkForwardX,
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0.0f);
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CVector positionOnNextLinkIncludingLane(
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pNextLink->GetX() + ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH),
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pNextLink->GetY() - ((pVehicle->AutoPilot.m_nNextLane + pNextLink->OneWayLaneOffset()) * LANE_WIDTH) * nextPathLinkForwardX,
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0.0f);
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#endif
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float directionCurrentLinkX = pCurLink->GetDirX() * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionCurrentLinkY = pCurLink->GetDirY() * pVehicle->AutoPilot.m_nCurrentDirection;
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float directionNextLinkX = pNextLink->GetDirX() * pVehicle->AutoPilot.m_nNextDirection;
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