mirror of
https://github.com/halpz/re3.git
synced 2025-07-03 07:10:43 +00:00
some vehicle cleanup
This commit is contained in:
@ -145,8 +145,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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for(i = 0; i < 4; i++){
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m_aGroundPhysical[i] = nil;
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m_aGroundOffset[i] = CVector(0.0f, 0.0f, 0.0f);
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m_aSuspensionSpringRatio[i] = 1.0f;
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m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
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m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i] = 1.0f;
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m_aWheelTimer[i] = 0.0f;
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m_aWheelRotation[i] = 0.0f;
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m_aWheelSpeed[i] = 0.0f;
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@ -2314,6 +2313,17 @@ CAutomobile::ProcessControlInputs(uint8 pad)
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m_fSteerAngle = DEGTORAD(pHandling->fSteeringLock) * fValue;
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if(bComedyControls){
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#if 0 // old comedy controls from PS2 - same as bike's
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if(((CTimer::GetTimeInMilliseconds() >> 10) & 0xF) < 12)
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m_fGasPedal = 1.0f;
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if((((CTimer::GetTimeInMilliseconds() >> 10)+6) & 0xF) < 12)
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m_fBrakePedal = 0.0f;
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bIsHandbrakeOn = false;
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if(CTimer::GetTimeInMilliseconds() & 0x800)
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m_fSteerAngle += 0.08f;
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else
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m_fSteerAngle -= 0.03f;
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#else
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int rnd = CGeneral::GetRandomNumber() % 10;
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switch(m_comedyControlState){
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case 0:
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@ -2333,8 +2343,10 @@ CAutomobile::ProcessControlInputs(uint8 pad)
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m_comedyControlState = 0;
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break;
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}
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}else
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}else{
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m_comedyControlState = 0;
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#endif
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}
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// Brake if player isn't in control
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// BUG: game always uses pad 0 here
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@ -3948,8 +3960,8 @@ CAutomobile::BurstTyre(uint8 wheel)
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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}
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ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f));
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ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward());
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ApplyMoveForce(GetRight() * m_fMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f));
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ApplyTurnForce(GetRight() * m_fTurnMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f), GetForward());
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}
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}
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@ -3964,10 +3976,10 @@ CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset)
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CVector seatPos;
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switch(component){
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case CAR_DOOR_RF:
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seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
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seatPos = mi->GetFrontSeatPosn();
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break;
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case CAR_DOOR_LF:
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seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
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seatPos = mi->GetFrontSeatPosn();
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seatPos.x = -seatPos.x;
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break;
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case CAR_DOOR_RR:
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@ -4558,7 +4570,7 @@ CAutomobile::SetupModelNodes(void)
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int i;
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for(i = 0; i < NUM_CAR_NODES; i++)
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m_aCarNodes[i] = nil;
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CClumpModelInfo::FillFrameArray((RpClump*)m_rwObject, m_aCarNodes);
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CClumpModelInfo::FillFrameArray(GetClump(), m_aCarNodes);
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}
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void
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@ -30,22 +30,6 @@ enum eCarNodes
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NUM_CAR_NODES,
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};
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enum eCarPositions
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{
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CAR_POS_HEADLIGHTS,
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CAR_POS_TAILLIGHTS,
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CAR_POS_FRONTSEAT,
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CAR_POS_BACKSEAT,
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// these are unused so we don't know the actual values
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CAR_POS_REVERSELIGHTS,
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CAR_POS_BRAKELIGHTS,
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CAR_POS_INDICATORS_FRONT,
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CAR_POS_INDICATORS_BACK,
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CAR_POS_STEERWHEEL,
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//
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CAR_POS_EXHAUST
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};
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// These are used for all the wheel arrays
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// DON'T confuse with VEHWHEEL, which are vehicle components
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enum {
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@ -9,13 +9,6 @@ enum ePlaneNodes
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NUM_PLANE_NODES
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};
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enum ePlanePositions
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{
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PLANE_POS_LIGHT_LEFT,
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PLANE_POS_LIGHT_RIGHT,
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PLANE_POS_LIGHT_TAIL,
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};
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struct CPlaneNode
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{
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CVector p; // position
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@ -24,15 +24,6 @@ enum eTrainNodes
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NUM_TRAIN_NODES
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};
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enum eTrainPositions
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{
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TRAIN_POS_LIGHT_FRONT,
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TRAIN_POS_LIGHT_REAR,
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TRAIN_POS_LEFT_ENTRY,
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TRAIN_POS_MID_ENTRY,
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TRAIN_POS_RIGHT_ENTRY
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};
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struct CTrainNode
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{
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CVector p; // position
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@ -28,12 +28,6 @@ enum eCarLock {
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CARLOCK_SKIP_SHUT_DOORS
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};
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enum
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{
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BOAT_POS_FRONTSEAT
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};
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enum eDoors
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{
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DOOR_BONNET = 0,
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