Merge remote-tracking branch 'upstream/lcs' into lcs

This commit is contained in:
Nikolay Korolev
2021-07-02 11:28:46 +03:00
73 changed files with 813 additions and 749 deletions

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@ -26,6 +26,7 @@
#include "Ped.h"
#include "Dummy.h"
#include "WindModifiers.h"
#include "SaveBuf.h"
#include "SpecialFX.h"
#include "VisibilityPlugins.h"
#include "RpAnimBlend.h"
@ -927,7 +928,8 @@ CEntity::SaveEntityFlags(uint8*& buf)
void
CEntity::LoadEntityFlags(uint8*& buf)
{
uint32 tmp = ReadSaveBuf<uint32>(buf);
uint32 tmp;
ReadSaveBuf(&tmp, buf);
m_type = (tmp & ((BIT(3) - 1)));
m_status = ((tmp >> 3) & (BIT(5) - 1));
@ -958,7 +960,7 @@ CEntity::LoadEntityFlags(uint8*& buf)
bStreamingDontDelete = !!(tmp & BIT(30));
bRemoveFromWorld = !!(tmp & BIT(31));
tmp = ReadSaveBuf<uint32>(buf);
ReadSaveBuf(&tmp, buf);
bHasHitWall = !!(tmp & BIT(0));
bImBeingRendered = !!(tmp & BIT(1));

View File

@ -454,9 +454,9 @@ void
CPhysical::ApplyMoveForce(float jx, float jy, float jz)
{
m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
//--LCS: done
@ -466,9 +466,9 @@ CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, floa
CVector com = Multiply3x3(GetMatrix(), m_vecCentreOfMass);
CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
m_vecTurnSpeed.x = clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
m_vecTurnSpeed.x = Clamp(m_vecTurnSpeed.x, -4.0f, 4.0f);
m_vecTurnSpeed.y = Clamp(m_vecTurnSpeed.y, -4.0f, 4.0f);
m_vecTurnSpeed.z = Clamp(m_vecTurnSpeed.z, -4.0f, 4.0f);
}
//--LCS: done
@ -533,7 +533,7 @@ CPhysical::ApplySpringDampening(float damping, float dampingLimit, CVector &spri
damping *= step;
if(bIsHeavy)
damping *= 2.0f;
damping = clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME);
damping = Clamp(damping, -DAMPING_LIMIT_IN_FRAME, DAMPING_LIMIT_IN_FRAME);
// what is this?
float fSpeed = -speedA * damping;
@ -575,7 +575,7 @@ CPhysical::ApplyGravity(void)
surfaceUp = point.normal;
else
surfaceUp = CVector(0.0f, 0.0f, 1.0f);
float t = clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
float t = Clamp(CTimer::GetTimeStep() * 0.5f, 0.05f, 0.8f);
gravityUp = gravityUp * (1.0f - t) + surfaceUp * t;
if (gravityUp.MagnitudeSqr() < 0.1f)
gravityUp = CVector(0.0f, 0.0f, 1.0f);