mirror of
https://github.com/halpz/re3.git
synced 2025-06-29 08:16:24 +00:00
Try to build with mingw
This commit is contained in:
@ -692,7 +692,7 @@ CAutomobile::ProcessControl(void)
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if(m_aSuspensionSpringRatio[i] < 1.0f)
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m_aWheelTimer[i] = 4.0f;
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else
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m_aWheelTimer[i] = max(m_aWheelTimer[i]-CTimer::GetTimeStep(), 0.0f);
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m_aWheelTimer[i] = Max(m_aWheelTimer[i]-CTimer::GetTimeStep(), 0.0f);
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if(m_aWheelTimer[i] > 0.0f){
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m_nWheelsOnGround++;
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@ -1010,7 +1010,7 @@ CAutomobile::ProcessControl(void)
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if(m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE && m_status != STATUS_PHYSICS){
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if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW)
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m_aWheelSpeed[0] = max(m_aWheelSpeed[0]-0.0005f, 0.0f);
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m_aWheelSpeed[0] = Max(m_aWheelSpeed[0]-0.0005f, 0.0f);
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}else if((GetModelIndex() == MI_DODO || CVehicle::bAllDodosCheat) &&
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m_vecMoveSpeed.Magnitude() > 0.0f && CTimer::GetTimeStep() > 0.0f){
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FlyingControl(FLIGHT_MODEL_DODO);
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@ -1018,7 +1018,7 @@ CAutomobile::ProcessControl(void)
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FlyingControl(FLIGHT_MODEL_RCPLANE);
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}else if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW || bAllCarCheat){
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if(CPad::GetPad(0)->GetCircleJustDown())
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m_aWheelSpeed[0] = max(m_aWheelSpeed[0]-0.03f, 0.0f);
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m_aWheelSpeed[0] = Max(m_aWheelSpeed[0]-0.03f, 0.0f);
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if(m_aWheelSpeed[0] < 0.22f)
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m_aWheelSpeed[0] += 0.0001f;
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if(m_aWheelSpeed[0] > 0.15f)
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@ -1130,10 +1130,10 @@ CAutomobile::ProcessControl(void)
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if(speed > sq(0.1f)){
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speed = Sqrt(speed);
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if(suspShake > 0.0f){
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uint8 freq = min(200.0f*suspShake*speed*2000.0f/m_fMass + 100.0f, 250.0f);
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uint8 freq = Min(200.0f*suspShake*speed*2000.0f/m_fMass + 100.0f, 250.0f);
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CPad::GetPad(0)->StartShake(20000.0f*CTimer::GetTimeStep()/freq, freq);
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}else{
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uint8 freq = min(200.0f*surfShake*speed*2000.0f/m_fMass + 40.0f, 145.0f);
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uint8 freq = Min(200.0f*surfShake*speed*2000.0f/m_fMass + 40.0f, 145.0f);
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CPad::GetPad(0)->StartShake(5000.0f*CTimer::GetTimeStep()/freq, freq);
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}
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}
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@ -2601,7 +2601,7 @@ CAutomobile::HydraulicControl(void)
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float minz = pos.z + extendedLowerLimit - wheelRadius;
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if(minz < specialColModel->boundingBox.min.z)
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specialColModel->boundingBox.min.z = minz;
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float radius = max(specialColModel->boundingBox.min.Magnitude(), specialColModel->boundingBox.max.Magnitude());
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float radius = Max(specialColModel->boundingBox.min.Magnitude(), specialColModel->boundingBox.max.Magnitude());
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if(specialColModel->boundingSphere.radius < radius)
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specialColModel->boundingSphere.radius = radius;
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@ -2700,10 +2700,10 @@ CAutomobile::HydraulicControl(void)
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float front = -rear;
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float right = CPad::GetPad(0)->GetCarGunLeftRight()/128.0f;
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float left = -right;
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suspChange[CARWHEEL_FRONT_LEFT] = max(front+left, 0.0f);
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suspChange[CARWHEEL_REAR_LEFT] = max(rear+left, 0.0f);
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suspChange[CARWHEEL_FRONT_RIGHT] = max(front+right, 0.0f);
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suspChange[CARWHEEL_REAR_RIGHT] = max(rear+right, 0.0f);
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suspChange[CARWHEEL_FRONT_LEFT] = Max(front+left, 0.0f);
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suspChange[CARWHEEL_REAR_LEFT] = Max(rear+left, 0.0f);
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suspChange[CARWHEEL_FRONT_RIGHT] = Max(front+right, 0.0f);
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suspChange[CARWHEEL_REAR_RIGHT] = Max(rear+right, 0.0f);
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if(m_hydraulicState < 100){
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// Lowered, move wheels up
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@ -2819,7 +2819,7 @@ CAutomobile::ProcessBuoyancy(void)
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ApplyTurnForce(impulse, point);
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CVector initialSpeed = m_vecMoveSpeed;
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float timeStep = max(CTimer::GetTimeStep(), 0.01f);
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float timeStep = Max(CTimer::GetTimeStep(), 0.01f);
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float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep);
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float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep());
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m_vecMoveSpeed *= waterResistance;
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@ -2912,7 +2912,7 @@ CAutomobile::ProcessBuoyancy(void)
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float fSpeed = vSpeed.MagnitudeSqr();
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if(fSpeed > sq(0.05f)){
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fSpeed = Sqrt(fSpeed);
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float size = min((fSpeed < 0.15f ? 0.25f : 0.75f)*fSpeed, 0.6f);
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float size = Min((fSpeed < 0.15f ? 0.25f : 0.75f)*fSpeed, 0.6f);
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CVector right = 0.2f*fSpeed*GetRight() + 0.2f*vSpeed;
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CParticle::AddParticle(PARTICLE_PED_SPLASH,
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@ -2994,11 +2994,11 @@ CAutomobile::DoDriveByShootings(void)
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// TODO: what is this?
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if(!lookingLeft && m_weaponDoorTimerLeft > 0.0f){
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m_weaponDoorTimerLeft = max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
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m_weaponDoorTimerLeft = Max(m_weaponDoorTimerLeft - CTimer::GetTimeStep()*0.1f, 0.0f);
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ProcessOpenDoor(CAR_DOOR_LF, NUM_ANIMS, m_weaponDoorTimerLeft);
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}
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if(!lookingRight && m_weaponDoorTimerRight > 0.0f){
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m_weaponDoorTimerRight = max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
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m_weaponDoorTimerRight = Max(m_weaponDoorTimerRight - CTimer::GetTimeStep()*0.1f, 0.0f);
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ProcessOpenDoor(CAR_DOOR_RF, NUM_ANIMS, m_weaponDoorTimerRight);
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}
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}
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@ -3146,7 +3146,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
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FindPlayerPed()->SetWantedLevelNoDrop(1);
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if(m_status == STATUS_PLAYER && impulse > 50.0f){
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uint8 freq = min(0.4f*impulse*2000.0f/m_fMass + 100.0f, 250.0f);
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uint8 freq = Min(0.4f*impulse*2000.0f/m_fMass + 100.0f, 250.0f);
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CPad::GetPad(0)->StartShake(40000/freq, freq);
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}
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@ -3299,7 +3299,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
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if(m_pDamageEntity && m_pDamageEntity == FindPlayerVehicle() && impulse > 10.0f){
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int money = (doubleMoney ? 2 : 1) * impulse*pHandling->nMonetaryValue/1000000.0f;
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money = min(money, 40);
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money = Min(money, 40);
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if(money > 2){
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sprintf(gString, "$%d", money);
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += money;
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@ -4004,7 +4004,7 @@ CAutomobile::SetupSuspensionLines(void)
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// adjust col model to include suspension lines
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if(colModel->boundingBox.min.z > colModel->lines[0].p1.z)
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colModel->boundingBox.min.z = colModel->lines[0].p1.z;
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float radius = max(colModel->boundingBox.min.Magnitude(), colModel->boundingBox.max.Magnitude());
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float radius = Max(colModel->boundingBox.min.Magnitude(), colModel->boundingBox.max.Magnitude());
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if(colModel->boundingSphere.radius < radius)
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colModel->boundingSphere.radius = radius;
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@ -272,7 +272,7 @@ CBoat::ProcessControl(void)
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impulse = m_vecMoveSpeed.MagnitudeSqr()*pHandling->fSuspensionForceLevel*buoyanceImpulse.z*CTimer::GetTimeStep()*0.5f*m_fGasPedal;
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else
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impulse = 0.0f;
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impulse = min(impulse, GRAVITY*pHandling->fSuspensionDampingLevel*m_fMass*CTimer::GetTimeStep());
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impulse = Min(impulse, GRAVITY*pHandling->fSuspensionDampingLevel*m_fMass*CTimer::GetTimeStep());
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ApplyMoveForce(impulse*GetUp());
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ApplyTurnForce(impulse*GetUp(), buoyancePoint - pHandling->fSuspensionBias*GetForward());
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}
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@ -375,10 +375,10 @@ CBoat::ProcessControl(void)
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}
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// Slow down or push down boat as it approaches the world limits
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m_vecMoveSpeed.x = min(m_vecMoveSpeed.x, -(GetPosition().x - 1900.0f)*0.01f); // east
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m_vecMoveSpeed.x = max(m_vecMoveSpeed.x, -(GetPosition().x - -1515.0f)*0.01f); // west
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m_vecMoveSpeed.y = min(m_vecMoveSpeed.y, -(GetPosition().y - 600.0f)*0.01f); // north
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m_vecMoveSpeed.y = max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*0.01f); // south
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m_vecMoveSpeed.x = Min(m_vecMoveSpeed.x, -(GetPosition().x - 1900.0f)*0.01f); // east
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m_vecMoveSpeed.x = Max(m_vecMoveSpeed.x, -(GetPosition().x - -1515.0f)*0.01f); // west
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m_vecMoveSpeed.y = Min(m_vecMoveSpeed.y, -(GetPosition().y - 600.0f)*0.01f); // north
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m_vecMoveSpeed.y = Max(m_vecMoveSpeed.y, -(GetPosition().y - -1900.0f)*0.01f); // south
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if(!onLand && bBoatInWater)
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ApplyWaterResistance();
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@ -765,7 +765,7 @@ CBoat::IsVertexAffectedByWake(CVector vecVertex, CBoat *pBoat)
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float fDist = vecDist.MagnitudeSqr();
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if ( fDist < SQR(fMaxDist) )
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return 1.0f - min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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return 1.0f - Min(fRangeMult * Sqrt(fDist / SQR(fMaxDist)) + (WAKE_LIFETIME - pBoat->m_afWakePointLifeTime[i]) * fTimeMult, 1.0f);
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}
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return 0.0f;
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@ -837,7 +837,7 @@ CBoat::AddWakePoint(CVector point)
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int i;
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if(m_afWakePointLifeTime[0] > 0.0f){
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if((CVector2D(GetPosition()) - m_avec2dWakePoints[0]).MagnitudeSqr() < SQR(1.0f)){
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for(i = min(m_nNumWakePoints, ARRAY_SIZE(m_afWakePointLifeTime)-1); i != 0; i--){
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for(i = Min(m_nNumWakePoints, ARRAY_SIZE(m_afWakePointLifeTime)-1); i != 0; i--){
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m_avec2dWakePoints[i] = m_avec2dWakePoints[i-1];
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m_afWakePointLifeTime[i] = m_afWakePointLifeTime[i-1];
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}
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@ -157,7 +157,7 @@ void CCarGenerator::Setup(float x, float y, float z, float angle, int32 mi, int1
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m_bIsBlocking = false;
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m_vecInf = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.min;
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m_vecSup = CModelInfo::GetModelInfo(m_nModelIndex)->GetColModel()->boundingBox.max;
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m_fSize = max(m_vecInf.Magnitude(), m_vecSup.Magnitude());
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m_fSize = Max(m_vecInf.Magnitude(), m_vecSup.Magnitude());
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}
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bool CCarGenerator::CheckForBlockage()
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@ -213,10 +213,10 @@ void CCrane::Update(void)
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CTimer::GetTimeInMilliseconds() > m_nTimeForNextCheck) {
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CWorld::AdvanceCurrentScanCode();
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#ifdef FIX_BUGS
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int xstart = max(0, CWorld::GetSectorIndexX(m_fPickupX1));
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int xend = min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(m_fPickupX2));
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int ystart = max(0, CWorld::GetSectorIndexY(m_fPickupY1));
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int yend = min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(m_fPickupY2));
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int xstart = Max(0, CWorld::GetSectorIndexX(m_fPickupX1));
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int xend = Min(NUMSECTORS_X - 1, CWorld::GetSectorIndexX(m_fPickupX2));
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int ystart = Max(0, CWorld::GetSectorIndexY(m_fPickupY1));
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int yend = Min(NUMSECTORS_Y - 1, CWorld::GetSectorIndexY(m_fPickupY2));
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#else
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int xstart = CWorld::GetSectorIndexX(m_fPickupX1);
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int xend = CWorld::GetSectorIndexX(m_fPickupX2);
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@ -231,19 +231,19 @@ CHeli::ProcessControl(void)
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switch(m_heliStatus){
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case HELI_STATUS_HOVER:
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groundZ = CWorld::FindGroundZFor3DCoord(GetPosition().x, GetPosition().y, 1000.0f, nil);
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m_fTargetZ = max(groundZ, m_fTargetZ) + 8.0f;
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m_fTargetZ = Max(groundZ, m_fTargetZ) + 8.0f;
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break;
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case HELI_STATUS_SHOT_DOWN:
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groundZ = CWorld::FindGroundZFor3DCoord(GetPosition().x, GetPosition().y, 1000.0f, nil);
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m_fTargetZ = max(groundZ, m_fTargetZ) + 8.0f + m_fTargetOffset;
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m_fTargetZ = Max(groundZ, m_fTargetZ) + 8.0f + m_fTargetOffset;
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break;
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case HELI_STATUS_HOVER2:
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groundZ = CWorld::FindGroundZFor3DCoord(GetPosition().x, GetPosition().y, 1000.0f, nil);
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m_fTargetZ = max(groundZ, m_fTargetZ) + 8.0f + m_fTargetOffset;
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m_fTargetZ = Max(groundZ, m_fTargetZ) + 8.0f + m_fTargetOffset;
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break;
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default:
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groundZ = CWorld::FindGroundZFor3DCoord(GetPosition().x, GetPosition().y, 1000.0f, nil);
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m_fTargetZ = max(groundZ, m_fTargetZ) + 12.0f;
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m_fTargetZ = Max(groundZ, m_fTargetZ) + 12.0f;
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break;
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}
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@ -1017,7 +1017,7 @@ CHeli::TestBulletCollision(CVector *line0, CVector *line1, CVector *bulletPos, i
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float distToHeli = (pHelis[i]->GetPosition() - *line0).Magnitude();
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CVector line = (*line1 - *line0);
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float lineLength = line.Magnitude();
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*bulletPos = *line0 + line*max(1.0f, distToHeli-5.0f);
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*bulletPos = *line0 + line*Max(1.0f, distToHeli-5.0f);
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pHelis[i]->m_nBulletDamage += damage;
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@ -281,7 +281,7 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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right = -contactSpeedRight/wheelsOnGround;
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if(wheelStatus == WHEEL_STATUS_BURST){
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float fwdspeed = min(contactSpeedFwd, 0.3f);
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float fwdspeed = Min(contactSpeedFwd, 0.3f);
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right += fwdspeed * CGeneral::GetRandomNumberInRange(-0.1f, 0.1f);
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}
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}
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@ -533,7 +533,7 @@ CVehicle::DoFixedMachineGuns(void)
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void
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CVehicle::ExtinguishCarFire(void)
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{
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m_fHealth = max(m_fHealth, 300.0f);
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m_fHealth = Max(m_fHealth, 300.0f);
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if(m_pCarFire)
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m_pCarFire->Extinguish();
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if(IsCar()){
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@ -874,13 +874,13 @@ CVehicle::SetDriver(CPed *driver)
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if(bFreebies && driver == FindPlayerPed()){
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if(GetModelIndex() == MI_AMBULAN)
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FindPlayerPed()->m_fHealth = min(FindPlayerPed()->m_fHealth + 20.0f, 100.0f);
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FindPlayerPed()->m_fHealth = Min(FindPlayerPed()->m_fHealth + 20.0f, 100.0f);
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else if(GetModelIndex() == MI_TAXI)
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
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else if(GetModelIndex() == MI_POLICE)
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driver->GiveWeapon(WEAPONTYPE_SHOTGUN, 5);
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else if(GetModelIndex() == MI_ENFORCER)
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driver->m_fArmour = max(driver->m_fArmour, 100.0f);
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driver->m_fArmour = Max(driver->m_fArmour, 100.0f);
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else if(GetModelIndex() == MI_CABBIE || GetModelIndex() == MI_BORGNINE)
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CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 25;
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bFreebies = false;
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