script revision

This commit is contained in:
Nikolay Korolev
2020-05-19 20:54:05 +03:00
parent ff0e039599
commit 4c822e8375
8 changed files with 155 additions and 144 deletions

View File

@ -2853,6 +2853,7 @@ CAutomobile::ProcessBuoyancy(void)
if(impulseRatio > 0.5f){
bIsInWater = true;
bIsDrowning = true;
if(m_vecMoveSpeed.z < -0.1f)
m_vecMoveSpeed.z = -0.1f;
@ -2867,8 +2868,11 @@ CAutomobile::ProcessBuoyancy(void)
if(pPassengers[i]->IsPlayer() || !bWaterTight)
pPassengers[i]->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
}else
}
else {
bIsInWater = false;
bIsDrowning = false;
}
static uint32 nGenerateRaindrops = 0;
static uint32 nGenerateWaterCircles = 0;
@ -2950,6 +2954,7 @@ CAutomobile::ProcessBuoyancy(void)
}
}else{
bIsInWater = false;
bIsDrowning = false;
bTouchingWater = false;
static RwRGBA splashCol = {155, 155, 185, 196};

View File

@ -273,9 +273,17 @@ CBoat::ProcessControl(void)
if(0.1f * m_fMass * GRAVITY*CTimer::GetTimeStep() < buoyanceImpulse.z){
bBoatInWater = true;
bIsInWater = true;
if (GetUp().z < -0.6f && Abs(GetMoveSpeed().x) < 0.05 && Abs(GetMoveSpeed().y) < 0.05) {
bIsDrowning = true;
if (pDriver)
pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
else
bIsDrowning = false;
}else{
bBoatInWater = false;
bIsInWater = false;
bIsDrowning = false;
}
m_fVolumeUnderWater = mod_Buoyancy.m_volumeUnderWater;
@ -519,6 +527,7 @@ CBoat::ProcessControl(void)
}else{
bBoatInWater = false;
bIsInWater = false;
bIsDrowning = false;
}
if(m_bIsAnchored){

View File

@ -104,6 +104,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
m_nCarHornPattern = 0;
m_nCarHornDelay = 0;
bPartOfConvoy = false;
bIsDrowning = false;
bCreatedAsPoliceVehicle = false;
bParking = false;
m_nAlarmState = 0;

View File

@ -182,10 +182,16 @@ public:
uint8 bVehicleColProcessed : 1;// Has ProcessEntityCollision been processed for this car?
uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
uint8 bPartOfConvoy : 1;
//uint8 bHeliMinimumTilt : 1; // This heli should have almost no tilt really
//uint8 bAudioChangingGear : 1; // sounds like vehicle is changing gear
uint8 bIsDrowning : 1; // is vehicle occupants taking damage in water (i.e. vehicle is dead in water)
//uint8 bTyresDontBurst : 1; // If this is set the tyres are invincible
uint8 bCreatedAsPoliceVehicle : 1;// True if this guy was created as a police vehicle (enforcer, policecar, miamivice car etc)
//uint8 bRestingOnPhysical : 1; // Dont go static cause car is sitting on a physical object that might get removed
uint8 bParking : 1;
//uint8 bCanPark : 1;
uint8 m_bombType : 3;