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Merge branch 'miami' of https://github.com/GTAmodding/re3 into miami
This commit is contained in:
commit
f728c58383
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@ -2930,7 +2930,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
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*pHandbrake = true;
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float maxAngle = FindMaxSteerAngle(pVehicle);
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steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
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float speedMultiplier = FindSpeedMultiplier(angleToTarget - angleForward,
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float speedMultiplier = FindSpeedMultiplier(CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y) - angleForward,
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MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
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float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
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float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
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@ -284,12 +284,12 @@ const tScriptCommandData commands[] = {
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REGISTER_COMMAND(COMMAND_SET_LVAR_INT_TO_VAR_INT, INPUT_ARGUMENTS(ARGTYPE_INT, ARGTYPE_INT,), OUTPUT_ARGUMENTS(), false, 0, " ="),
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REGISTER_COMMAND(COMMAND_CSET_VAR_INT_TO_VAR_FLOAT, INPUT_ARGUMENTS(ARGTYPE_INT, ARGTYPE_FLOAT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_VAR_FLOAT_TO_VAR_INT, INPUT_ARGUMENTS(ARGTYPE_FLOAT, ARGTYPE_INT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_INT_TO_LVAR_FLOAT, INPUT_ARGUMENTS(ARGTYPE_INT, ARGTYPE_FLOAT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_FLOAT_TO_LVAR_INT, INPUT_ARGUMENTS(ARGTYPE_FLOAT, ARGTYPE_INT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_INT_TO_VAR_FLOAT, INPUT_ARGUMENTS(ARGTYPE_INT, ARGTYPE_FLOAT, ), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_FLOAT_TO_VAR_INT, INPUT_ARGUMENTS(ARGTYPE_FLOAT, ARGTYPE_INT, ), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_VAR_INT_TO_LVAR_FLOAT, INPUT_ARGUMENTS(ARGTYPE_INT, ARGTYPE_FLOAT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_VAR_FLOAT_TO_LVAR_INT, INPUT_ARGUMENTS(ARGTYPE_FLOAT, ARGTYPE_INT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_INT_TO_VAR_FLOAT, INPUT_ARGUMENTS(ARGTYPE_INT, ARGTYPE_FLOAT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_FLOAT_TO_VAR_INT, INPUT_ARGUMENTS(ARGTYPE_FLOAT, ARGTYPE_INT,), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_INT_TO_LVAR_FLOAT, INPUT_ARGUMENTS(ARGTYPE_INT, ARGTYPE_FLOAT, ), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_CSET_LVAR_FLOAT_TO_LVAR_INT, INPUT_ARGUMENTS(ARGTYPE_FLOAT, ARGTYPE_INT, ), OUTPUT_ARGUMENTS(), false, 0, " =#"),
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REGISTER_COMMAND(COMMAND_ABS_VAR_INT, INPUT_ARGUMENTS(ARGTYPE_INT,), OUTPUT_ARGUMENTS(), false, 0, " ABS"),
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REGISTER_COMMAND(COMMAND_ABS_LVAR_INT, INPUT_ARGUMENTS(ARGTYPE_INT,), OUTPUT_ARGUMENTS(), false, 0, " ABS"),
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REGISTER_COMMAND(COMMAND_ABS_VAR_FLOAT, INPUT_ARGUMENTS(ARGTYPE_FLOAT,), OUTPUT_ARGUMENTS(), false, 0, " ABS"),
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@ -816,7 +816,7 @@ int8 CRunningScript::ProcessCommands500To599(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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CCoronas::RegisterCorona((uintptr)this + m_nIp, ScriptParams[6], ScriptParams[7], ScriptParams[8],
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255, pos, *(float*)&ScriptParams[3], 150.0f, ScriptParams[4], ScriptParams[5], 1, 0, 0, 0.0f);
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255, pos, *(float*)&ScriptParams[3], 450.0f, ScriptParams[4], ScriptParams[5], 1, 0, 0, 0.0f);
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return 0;
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}
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case COMMAND_DRAW_LIGHT:
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@ -432,7 +432,7 @@ CFont::PrintChar(float x, float y, wchar c)
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bDontPrint = c == '\0';
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float w = GetCharacterWidth(c) / 32.0f;
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if (RenderState.bFontHalfTexture && c == 208)
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if (Details.bFontHalfTexture && c == 208)
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c = '\0';
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float xoff = c % 16;
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float yoff = c / 16;
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@ -1051,10 +1051,10 @@ CFont::GetCharacterWidth(wchar c)
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return Size[LanguageSet][Details.style][192];
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#else
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if (Details.proportional)
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return Size[Details.style][c];
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if (RenderState.proportional)
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return Size[RenderState.style][c];
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else
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return Size[Details.style][209];
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return Size[RenderState.style][209];
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#endif // MORE_LANGUAGES
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}
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@ -288,17 +288,17 @@ CAutomobile::ProcessControl(void)
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// Improve grip of vehicles in certain cases
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bool strongGrip1 = false;
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bool strongGrip2 = false;
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if(FindPlayerVehicle() && this != FindPlayerVehicle() &&
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if(FindPlayerVehicle() && this != FindPlayerVehicle() && FindPlayerPed()->m_pWanted->m_nWantedLevel > 3 &&
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(AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE ||
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AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE)){
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if(FindPlayerSpeed().Magnitude() > 0.3f){
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strongGrip1 = true;
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if(FindPlayerSpeed().Magnitude() > 0.4f &&
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m_vecMoveSpeed.Magnitude() < 0.3f)
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strongGrip2 = true;
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else if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f)
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strongGrip2 = true;
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}
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AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE) &&
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FindPlayerSpeed().Magnitude() > 0.3f){
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strongGrip1 = true;
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if(FindPlayerSpeed().Magnitude() > 0.4f &&
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m_vecMoveSpeed.Magnitude() < 0.3f)
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strongGrip2 = true;
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else if((GetPosition() - FindPlayerCoors()).Magnitude() > 50.0f)
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strongGrip2 = true;
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}else if(GetModelIndex() == MI_RCBANDIT && GetStatus() != STATUS_PLAYER_REMOTE)
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strongGrip1 = true;
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