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@ -442,6 +442,11 @@ 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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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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#ifdef FIX_BUGS
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CCarPathLink* pCurrentLink;
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CCarPathLink* pNextLink;
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@ -452,10 +457,6 @@ CCarCtrl::GenerateOneRandomCar()
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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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@ -486,11 +487,6 @@ CCarCtrl::GenerateOneRandomCar()
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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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@ -148,7 +148,7 @@ class CGarage
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return Abs(TheCamera.GetPosition().x - GetGarageCenterX()) > SWITCH_GARAGE_DISTANCE_CLOSE ||
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Abs(TheCamera.GetPosition().y - GetGarageCenterY()) > SWITCH_GARAGE_DISTANCE_CLOSE;
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#else
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return Abs(TheCamera.GetPosition().x - m_fInfX) > SWITCH_GARAGE_DISTANCE_CLOSE ||
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return Abs(TheCamera.GetPosition().x - m_fInfX) > SWITCH_GARAGE_DISTANCE_CLOSE ||
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Abs(TheCamera.GetPosition().y - m_fInfY) > SWITCH_GARAGE_DISTANCE_CLOSE;
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#endif
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}
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@ -57,9 +57,7 @@ public:
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static void RestoreInfoForMatrix(CMatrix&, CCarStateEachFrame*);
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static void RestoreInfoForCar(CAutomobile*, CCarStateEachFrame*, bool);
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static void ProcessControlCars(void);
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#if (defined(GTA_PS2) || defined(FIX_BUGS))
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static bool ShouldThisPadBeLeftAlone(uint8 pad);
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#endif
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static void GiveUsACar(int32, CVector, float, CAutomobile**, uint8, uint8);
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static void StartChaseScene(float);
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static void CleanUpChaseScene(void);
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