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Merge remote-tracking branch 'upstream/lcs' into lcs
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@ -26,6 +26,7 @@
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#include "Ped.h"
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#include "Dummy.h"
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#include "WindModifiers.h"
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#include "SaveBuf.h"
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#include "SpecialFX.h"
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#include "VisibilityPlugins.h"
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#include "RpAnimBlend.h"
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@ -927,7 +928,8 @@ CEntity::SaveEntityFlags(uint8*& buf)
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void
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CEntity::LoadEntityFlags(uint8*& buf)
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{
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uint32 tmp = ReadSaveBuf<uint32>(buf);
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uint32 tmp;
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ReadSaveBuf(&tmp, buf);
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m_type = (tmp & ((BIT(3) - 1)));
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m_status = ((tmp >> 3) & (BIT(5) - 1));
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@ -958,7 +960,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
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bStreamingDontDelete = !!(tmp & BIT(30));
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bRemoveFromWorld = !!(tmp & BIT(31));
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tmp = ReadSaveBuf<uint32>(buf);
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ReadSaveBuf(&tmp, buf);
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bHasHitWall = !!(tmp & BIT(0));
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bImBeingRendered = !!(tmp & BIT(1));
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@ -454,9 +454,9 @@ void
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CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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{
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m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
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m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
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m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
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m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
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m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
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m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
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m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
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}
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//--LCS: done
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@ -466,9 +466,9 @@ CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, floa
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CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
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CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
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m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
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m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
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m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
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m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
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m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
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m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
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m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
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}
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//--LCS: done
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@ -533,7 +533,7 @@ CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &spri
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damping *= step;
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if(bIsHeavy)
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damping *= 2.0f;
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damping = clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME);
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damping = Clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME);
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// what is this?
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float fSpeed = -speedA * damping;
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@ -575,7 +575,7 @@ CPhysical::ApplyGravity(void)
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surfaceUp = point.normal;
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else
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surfaceUp = CVector(0.0f, 0.0f, 1.0f);
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float t = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
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float t = Clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
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gravityUp = gravityUp * (1.0f - t) + surfaceUp * t;
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if (gravityUp.MagnitudeSqr() < 0.1f)
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gravityUp = CVector(0.0f, 0.0f, 1.0f);
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