colstore support in script

This commit is contained in:
Nikolay Korolev
2020-05-06 00:21:26 +03:00
parent f0896ceba7
commit 35bf340401
10 changed files with 43 additions and 43 deletions

View File

@ -74,7 +74,7 @@ CEntity::CEntity(void)
bDistanceFade = false;
m_flagE2 = false;
m_bIsStaticWaitingForCollision = false;
bIsStaticWaitingForCollision = false;
m_scanCode = 0;
m_modelIndex = -1;

View File

@ -84,7 +84,7 @@ public:
// flagsE
uint32 m_flagE2 : 1;
// TODO(MIAMI)
uint32 m_bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
uint32 bIsStaticWaitingForCollision : 1; // this is used by script created entities - they are static until the collision is loaded below them
uint16 m_scanCode;
uint16 m_randomSeed;
@ -99,7 +99,7 @@ public:
eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
void SetStatus(eEntityStatus status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
bool IsStatic(void) { return bIsStatic && m_bIsStaticWaitingForCollision; }
bool IsStatic(void) { return bIsStatic || bIsStaticWaitingForCollision; }
#ifdef COMPATIBLE_SAVES
void SaveEntityFlags(uint8*& buf);
void LoadEntityFlags(uint8*& buf);

View File

@ -324,7 +324,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
AddCollisionRecord(ent);
if(!ent->IsBuilding()) // Can't this catch dummies too?
((CPhysical*)ent)->AddCollisionRecord(this);
if(ent->IsBuilding() || ent->bIsStatic)
if(ent->IsBuilding() || ent->IsStatic())
this->bHasHitWall = true;
}
return numSpheres;
@ -539,7 +539,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
timestepB = B->bIsHeavy ? 2.0f : 1.0f;
float speedA, speedB;
if(B->bIsStatic){
if(B->IsStatic()){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
@ -622,7 +622,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
}
if(B->bIsStatic)
if(B->IsStatic())
return false;
if(!B->bInfiniteMass)
B->AddToMovingList();
@ -1079,7 +1079,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
Aobj->bIsStatic){
Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
@ -1096,7 +1096,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
Bobj->bIsStatic){
Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
@ -1414,7 +1414,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
Aobj->bHasBeenDamaged ||
!Aobj->bIsStatic){
!Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
else{
@ -1433,7 +1433,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
Bobj->bHasBeenDamaged ||
!Bobj->bIsStatic){
!Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
else{