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https://github.com/halpz/re3.git
synced 2025-07-22 10:39:47 +00:00
made code use TimeStepIn(Milli)Seconds; purged unnecessary inlines
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@ -26,7 +26,7 @@ public:
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RwFrame *m_aCarNodes[NUM_CAR_NODES];
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CColPoint m_aWheelColPoints[4];
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float m_aWheelDist[4];
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float m_aWheelDist_2[4];
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float m_aWheelDistPrev[4];
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float m_aWheelSkidThing[4];
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int field_49C;
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bool m_aWheelSkidmarkMuddy[4];
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@ -522,11 +522,11 @@ public:
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void SetPedStats(ePedStats);
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bool IsGangMember(void);
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inline bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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inline CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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inline CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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inline RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
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inline static uint8 GetVehEnterExitFlag(eVehEnter vehEnter) {
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bool HasWeapon(uint8 weaponType) { return m_weapons[weaponType].m_eWeaponType == weaponType; }
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CWeapon &GetWeapon(uint8 weaponType) { return m_weapons[weaponType]; }
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CWeapon *GetWeapon(void) { return &m_weapons[m_currentWeapon]; }
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RwFrame *GetNodeFrame(int nodeId) { return m_pFrames[nodeId]->frame; }
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static uint8 GetVehEnterExitFlag(eVehEnter vehEnter) {
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switch (vehEnter) {
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case VEHICLE_ENTER_FRONT_RIGHT:
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return 4;
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@ -346,7 +346,7 @@ CPhysical::ProcessControl(void)
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IsPed() && !bPedPhysics){
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m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f;
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m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f;
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float step = CTimer::GetTimeStep() * 0.003;
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float step = CTimer::GetTimeStep() * 0.003f;
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if(m_vecMoveSpeedAvg.MagnitudeSqr() < step*step &&
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m_vecTurnSpeedAvg.MagnitudeSqr() < step*step){
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m_nStaticFrames++;
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@ -429,7 +429,7 @@ CVehicle::ProcessCarAlarm(void)
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if(m_nAlarmState == 0 || m_nAlarmState == -1)
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return;
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step = CTimer::GetTimeStep()/50.0f * 1000.0f;
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step = CTimer::GetTimeStepInMilliseconds();
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if((uint16)m_nAlarmState < step)
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m_nAlarmState = 0;
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else
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