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Try to build with mingw
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@ -107,9 +107,11 @@ CWeapon::Fire(CEntity *shooter, CVector *fireSource)
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CVector fireOffset(0.0f, 0.0f, 0.6f);
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CVector *source = fireSource;
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if ( !fireSource )
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source = &(shooter->GetMatrix() * fireOffset);
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if (!fireSource) {
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static CVector tmp;
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tmp = shooter->GetMatrix() * fireOffset;
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source = &tmp;
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}
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if ( m_bAddRotOffset )
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{
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float heading = RADTODEG(shooter->GetForward().Heading());
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@ -997,7 +999,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
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CVector dist = point->point - (*source);
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CVector offset = dist - max(0.2f*dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector smokePos = *source + offset;
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smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
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@ -1016,7 +1018,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
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CParticle::AddParticle(PARTICLE_SPARK, point->point, point->normal*0.05f);
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CVector dist = point->point - (*source);
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CVector offset = dist - max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 0.5f) * CVector(ahead.x, ahead.y, 0.0f);
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CVector smokePos = *source + offset;
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CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
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@ -1265,7 +1267,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
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CVector dist = point.point - (*fireSource);
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CVector offset = dist - max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
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CVector smokePos = *fireSource + offset;
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CParticle::AddParticle(PARTICLE_BULLETHIT_SMOKE, smokePos, CVector(0.0f, 0.0f, 0.0f));
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@ -1280,7 +1282,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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CParticle::AddParticle(PARTICLE_SPARK, point.point, point.normal*0.05f);
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CVector dist = point.point - (*fireSource);
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CVector offset = dist - max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
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CVector offset = dist - Max(0.2f*dist.Magnitude(), 2.0f) * CVector(shootRot.x, shootRot.y, 0.0f);
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CVector smokePos = *fireSource + offset;
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smokePos.x += CGeneral::GetRandomNumberInRange(-0.2f, 0.2f);
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@ -1347,7 +1349,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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else
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{
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CVector traceTarget = *fireSource;
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traceTarget += (target - (*fireSource)) * min(info->m_fRange, 30.0f) / info->m_fRange;
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traceTarget += (target - (*fireSource)) * Min(info->m_fRange, 30.0f) / info->m_fRange;
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CBulletTraces::AddTrace(fireSource, &traceTarget);
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}
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}
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@ -1877,8 +1879,9 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
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if ( 3.0f*distToVictimZ < distToVictim )
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{
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CVector tmp = CVector(victim->GetPosition().x, victim->GetPosition().y, 0.0f);
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if ( CCollision::DistToLine(source, target,
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&CVector(victim->GetPosition().x, victim->GetPosition().y, 0.0f)) < victim->GetBoundRadius()*3.0f )
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&tmp) < victim->GetBoundRadius()*3.0f )
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{
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float vehicleDist = Sqrt(SQR(distToVictim) + SQR(distToVictimZ));
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if ( vehicleDist < closestEntityDist )
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@ -2145,12 +2148,12 @@ CWeapon::MakePedsJumpAtShot(CPhysical *shooter, CVector *source, CVector *target
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ASSERT(source!=nil);
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ASSERT(target!=nil);
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float minx = min(source->x, target->x) - 2.0f;
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float maxx = max(source->x, target->x) + 2.0f;
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float miny = min(source->y, target->y) - 2.0f;
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float maxy = max(source->y, target->y) + 2.0f;
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float minz = min(source->z, target->z) - 2.0f;
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float maxz = max(source->z, target->z) + 2.0f;
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float minx = Min(source->x, target->x) - 2.0f;
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float maxx = Max(source->x, target->x) + 2.0f;
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float miny = Min(source->y, target->y) - 2.0f;
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float maxy = Max(source->y, target->y) + 2.0f;
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float minz = Min(source->z, target->z) - 2.0f;
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float maxz = Max(source->z, target->z) + 2.0f;
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for ( int32 i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--)
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{
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