mirror of
https://github.com/halpz/re3.git
synced 2025-07-23 18:59:45 +00:00
Merge remote-tracking branch 'upstream/lcs' into lcs
This commit is contained in:
@ -9447,7 +9447,7 @@ const MissionAudioData MissionAudioNameSfxAssoc[] = {
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{"lanamu1", SFX_SFX_LANAMU1},
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{"lanamu2", SFX_SFX_LANAMU2},
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{"airhrnl", SFX_SFX_AIRHORN_LEFT},
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{"airhrnr", SFX_SFX_AIRHORN_RIGH},
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{"airhrnr", SFX_SFX_AIRHORN_RIGHT},
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{"sniper", SFX_SFX_SNIPER_SHOT_1},
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{"snipsh", SFX_SFX_SNIPER_SHOT_2},
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{"bloroof", SFX_SFX_BLOW_ROOF},
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@ -11293,9 +11293,8 @@ cAudioManager::PreloadMissionAudio(uint8 slot, Const char *name)
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m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_NOT_LOADED;
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m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_STOPPED;
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m_sMissionAudio.m_bIsPlaying[slot] = FALSE;
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//m_sMissionAudio.m_nMissionAudioCounter[slot] = m_nTimeSpent * SampleManager.GetStreamedFileLength(missionAudioSfx) / 1000;
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m_sMissionAudio.m_nMissionAudioCounter[slot] = m_nTimeSpent * SampleManager.GetSampleLength(missionAudioSfx) / SampleManager.GetSampleBaseFrequency(missionAudioSfx);
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m_sMissionAudio.m_nMissionAudioCounter[slot] *= 4;
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m_sMissionAudio.m_nMissionAudioCounter[slot] = 11 * m_sMissionAudio.m_nMissionAudioCounter[slot] / 10;
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m_sMissionAudio.m_bIsPlayed[slot] = FALSE;
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m_sMissionAudio.m_bPredefinedProperties[slot] = TRUE;
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g_bMissionAudioLoadFailed[slot] = FALSE;
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@ -11379,7 +11378,6 @@ cAudioManager::ClearMissionAudio(uint8 slot)
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m_sMissionAudio.m_bPredefinedProperties[slot] = TRUE;
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m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
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m_sMissionAudio.m_bIsMobile[slot] = FALSE;
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//SampleManager.StopStreamedFile(slot + 1);
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SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
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}
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}
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@ -11401,9 +11399,8 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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switch (m_sMissionAudio.m_nLoadingStatus[slot]) {
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case LOADING_STATUS_NOT_LOADED:
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//SampleManager.PreloadStreamedFile(m_sMissionAudio.m_nSampleIndex[slot], slot + 1);
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// TODO: LoadMissionAudio
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SampleManager.LoadPedComment(m_sMissionAudio.m_nSampleIndex[slot]);
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SampleManager.InitialiseChannel(slot + CHANNEL_MISSION_AUDIO_1, m_sMissionAudio.m_nSampleIndex[slot], SFX_BANK_PED_COMMENTS);
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SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
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m_sMissionAudio.m_nLoadingStatus[slot] = LOADING_STATUS_LOADED;
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nFramesUntilFailedLoad[slot] = 0;
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@ -11414,8 +11411,8 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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if (g_bMissionAudioLoadFailed[slot]) {
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if (m_bTimerJustReset) {
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ClearMissionAudio(slot);
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SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
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SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
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//SampleManager.StopStreamedFile(slot + 1);
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nFramesForPretendPlaying[slot] = 0;
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nCheckPlayingDelay[slot] = 0;
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nFramesUntilFailedLoad[slot] = 0;
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@ -11434,18 +11431,20 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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if (MissionScriptAudioUsesPoliceChannel(m_sMissionAudio.m_nSampleIndex[slot])) {
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SetMissionScriptPoliceAudio(m_sMissionAudio.m_nSampleIndex[slot]);
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} else {
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SampleManager.InitialiseChannel(slot + CHANNEL_MISSION_AUDIO_1, m_sMissionAudio.m_nSampleIndex[slot], SFX_BANK_PED_COMMENTS);
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if(m_nUserPause)
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// SampleManager.PauseStream(TRUE, slot + 1);
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SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
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SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, 0);
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else
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SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
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if (m_sMissionAudio.m_bPredefinedProperties[slot]) {
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//if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_CAMERAL)
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// SampleManager.SetStreamedVolumeAndPan(80, 0, TRUE, slot + 1);
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//else if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_CAMERAR)
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// SampleManager.SetStreamedVolumeAndPan(80, 127, TRUE, slot + 1);
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//else
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 63);
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SampleManager.SetChannelVolume(slot + CHANNEL_MISSION_AUDIO_1, 127);
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//SampleManager.SetStreamedVolumeAndPan(80, 63, 1, slot + 1);
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 63);
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if (m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_CAMERA_LEFT || m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_AIRHORN_LEFT)
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 0);
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else if (m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_CAMERA_RIGHT || m_sMissionAudio.m_nSampleIndex[slot] == SFX_SFX_AIRHORN_RIGHT)
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 127);
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else
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, 63);
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} else {
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distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos[slot]);
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if (distSquared >= SQR(80.0f)) {
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@ -11460,22 +11459,18 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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TranslateEntity(&m_sMissionAudio.m_vecPos[slot], &vec);
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pan = ComputePan(80.f, &vec);
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}
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
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SampleManager.SetChannelVolume(slot + CHANNEL_MISSION_AUDIO_1, emittingVol);
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//SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, slot + 1);
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
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}
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//SampleManager.StartPreloadedStreamedFile(slot + 1);
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SampleManager.StartChannel(slot + CHANNEL_MISSION_AUDIO_1);
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}
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m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_PLAYING;
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nCheckPlayingDelay[slot] = 30;
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//if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
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// m_sMissionAudio.m_bIsMobile[slot] = TRUE;
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break;
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case PLAY_STATUS_PLAYING:
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if (m_bTimerJustReset) {
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ClearMissionAudio(slot);
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//SampleManager.StopStreamedFile(slot + 1);
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SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
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SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
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break;
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}
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@ -11484,25 +11479,20 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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if (nCheckPlayingDelay[slot]) {
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--nCheckPlayingDelay[slot];
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} else if ((g_bMissionAudioLoadFailed[slot] && m_sMissionAudio.m_nMissionAudioCounter[slot]-- == 0) || GetMissionScriptPoliceAudioPlayingStatus() == PLAY_STATUS_FINISHED) {
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debug("FINISHED PLAYINGXXXXXXXXXXXXX");
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m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_FINISHED;
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//if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
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// m_sMissionAudio.m_bIsMobile[slot] = FALSE;
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m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
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//SampleManager.StopStreamedFile(slot + 1);
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SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
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SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
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m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
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}
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}
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} else if (m_sMissionAudio.m_bIsPlaying[slot]) {
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//if (SampleManager.IsStreamPlaying(slot + 1) || m_nUserPause || m_nPreviousUserPause) {
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if(SampleManager.GetChannelUsedFlag(slot + CHANNEL_MISSION_AUDIO_1) || m_nUserPause || m_nPreviousUserPause) {
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if(m_nUserPause)
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//SampleManager.PauseStream(TRUE, slot + 1);
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SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
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SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, 0);
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else
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{
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//SampleManager.PauseStream(FALSE, slot + 1);
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//SampleManager.StartChannel(slot + CHANNEL_MISSION_AUDIO_1);
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SampleManager.SetChannelFrequency(slot + CHANNEL_MISSION_AUDIO_1, SampleManager.GetSampleBaseFrequency(m_sMissionAudio.m_nSampleIndex[slot]));
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if (!m_sMissionAudio.m_bPredefinedProperties[slot]) {
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distSquared = GetDistanceSquared(m_sMissionAudio.m_vecPos[slot]);
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if (distSquared >= SQR(80.0f)) {
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@ -11517,19 +11507,13 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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TranslateEntity(&m_sMissionAudio.m_vecPos[slot], &vec);
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pan = ComputePan(80.f, &vec);
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}
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
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SampleManager.SetChannelVolume(slot + CHANNEL_MISSION_AUDIO_1, emittingVol);
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//SampleManager.SetStreamedVolumeAndPan(emittingVol, pan, 1, slot + 1);
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SampleManager.SetChannelPan(slot + CHANNEL_MISSION_AUDIO_1, pan);
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}
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}
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//} else if (m_sMissionAudio.m_nSampleIndex[slot] == STREAMED_SOUND_MISSION_ROK2_01) {
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// m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_STOPPED;
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} else {
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m_sMissionAudio.m_nPlayStatus[slot] = PLAY_STATUS_FINISHED;
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//if (m_sMissionAudio.m_nSampleIndex[slot] >= STREAMED_SOUND_MISSION_MOB_01A && m_sMissionAudio.m_nSampleIndex[slot] <= STREAMED_SOUND_MISSION_MOB_99A)
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// m_sMissionAudio.m_bIsMobile[slot] = FALSE;
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m_sMissionAudio.m_nSampleIndex[slot] = NO_SAMPLE;
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//SampleManager.StopStreamedFile(slot + 1);
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SampleManager.StopChannel(slot + CHANNEL_MISSION_AUDIO_1);
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m_sMissionAudio.m_nMissionAudioCounter[slot] = 0;
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}
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@ -11537,7 +11521,6 @@ cAudioManager::ProcessMissionAudioSlot(uint8 slot)
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if (m_nUserPause)
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break;
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if (nCheckPlayingDelay[slot]--) {
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//if (!SampleManager.IsStreamPlaying(slot + 1))
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if (!SampleManager.GetChannelUsedFlag(slot + CHANNEL_MISSION_AUDIO_1))
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break;
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nCheckPlayingDelay[slot] = 0;
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@ -447,9 +447,17 @@ cAudioManager::ServiceSoundEffects()
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#endif
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m_bFifthFrameFlag = (m_FrameCounter++ % 5) == 0;
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if (m_nUserPause && !m_nPreviousUserPause) {
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for (int32 i = 0; i < NUM_CHANNELS; i++)
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for (int32 i = 0; i < NUM_CHANNELS_GENERIC; i++)
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SampleManager.StopChannel(i);
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SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
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SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_1, 0);
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SampleManager.SetChannelFrequency(CHANNEL_MISSION_AUDIO_2, 0);
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// ps2 code just stops the sound here for some reason
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//SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_1);
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//SampleManager.StopChannel(CHANNEL_MISSION_AUDIO_2);
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ClearRequestedQueue();
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if (m_nActiveSampleQueue) {
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m_nActiveSampleQueue = 0;
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@ -4017,7 +4017,7 @@ enum eSfxSample
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SFX_SCUM_WOM_GUN_THREATENED_2,
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SFX_SCUM_WOM_SHOCKED_1,
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SFX_SFX_AIRHORN_LEFT,
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SFX_SFX_AIRHORN_RIGH,
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SFX_SFX_AIRHORN_RIGHT,
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SFX_SFX_ANG1_AA,
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SFX_SFX_ANG1_AB,
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SFX_SFX_ANG1_AC,
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@ -1,3 +1,4 @@
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#define WITHWINDOWS
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#include "common.h"
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#ifdef AUDIO_MSS
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@ -114,7 +114,7 @@ cSampleManager::SetMusicMasterVolume(uint8 nVolume)
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}
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void
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cSampleManager::SetMusicMasterVolume(uint8 nVolume)
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cSampleManager::SetMP3BoostVolume(uint8 nVolume)
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{
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}
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@ -231,35 +231,35 @@ cSampleManager::InitialiseChannel(uint32 nChannel, uint32 nSfx, uint8 nBank)
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void
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cSampleManager::SetChannelEmittingVolume(uint32 nChannel, uint32 nVolume)
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{
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ASSERT( nChannel != CHANNEL2D );
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ASSERT( nChannel < MAXCHANNELS );
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ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
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}
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void
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cSampleManager::SetChannel3DPosition(uint32 nChannel, float fX, float fY, float fZ)
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{
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ASSERT( nChannel != CHANNEL2D );
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ASSERT( nChannel < MAXCHANNELS );
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ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
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}
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void
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cSampleManager::SetChannel3DDistances(uint32 nChannel, float fMax, float fMin)
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{
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ASSERT( nChannel != CHANNEL2D );
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ASSERT( nChannel < MAXCHANNELS );
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ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
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}
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void
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cSampleManager::SetChannelVolume(uint32 nChannel, uint32 nVolume)
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{
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ASSERT( nChannel == CHANNEL2D );
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ASSERT( nChannel >= MAXCHANNELS );
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ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
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}
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void
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cSampleManager::SetChannelPan(uint32 nChannel, uint32 nPan)
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{
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ASSERT(nChannel == CHANNEL2D);
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ASSERT( nChannel >= MAXCHANNELS );
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ASSERT( nChannel < MAXCHANNELS+MAX2DCHANNELS );
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}
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@ -2573,20 +2573,16 @@ void CTheScripts::Shutdown()
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int scriptToLoad = 0;
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const char *scriptfile = "main.scm";
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#ifdef _WIN32
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#include <Windows.h>
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#endif
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int open_script()
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{
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// glfwGetKey doesn't work because of CGame::Initialise is blocking
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#ifdef _WIN32
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if (GetAsyncKeyState('G') & 0x8000)
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// glfwGetKey doesn't work because of CGame::Initialise is blocking
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CPad::UpdatePads();
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if (CPad::GetPad(0)->GetChar('G'))
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scriptToLoad = 0;
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if (GetAsyncKeyState('R') & 0x8000)
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if (CPad::GetPad(0)->GetChar('R'))
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scriptToLoad = 1;
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if (GetAsyncKeyState('D') & 0x8000)
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if (CPad::GetPad(0)->GetChar('D'))
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scriptToLoad = 2;
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#endif
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switch (scriptToLoad) {
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case 0: scriptfile = "main.scm"; break;
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case 1: scriptfile = "freeroam_lcs.scm"; break;
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@ -13,6 +13,7 @@
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#include <fcntl.h>
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#include <sys/resource.h>
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#include <stdarg.h>
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#include <limits.h>
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#ifdef __linux__
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#include <sys/syscall.h>
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@ -4575,19 +4575,11 @@ CMenuManager::ProcessUserInput(uint8 goDown, uint8 goUp, uint8 optionSelected, u
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#ifdef USE_DEBUG_SCRIPT_LOADER
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if (m_nCurrScreen == MENUPAGE_START_MENU || m_nCurrScreen == MENUPAGE_NEW_GAME || m_nCurrScreen == MENUPAGE_NEW_GAME_RELOAD) {
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#ifdef RW_GL3
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if (glfwGetKey(PSGLOBAL(window), GLFW_KEY_R) == GLFW_PRESS) {
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if (CPad::GetPad(0)->GetChar('R')) {
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scriptToLoad = 1;
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DoSettingsBeforeStartingAGame();
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return;
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}
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#elif defined _WIN32
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if (GetAsyncKeyState('R') & 0x8000) {
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scriptToLoad = 1;
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DoSettingsBeforeStartingAGame();
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return;
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}
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#endif
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}
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#endif
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@ -470,6 +470,11 @@ static_assert(false, "SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually
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#undef DISABLE_LOADING_SCREEN
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#undef DISABLE_VSYNC_ON_TEXTURE_CONVERSION
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#undef EXTENDED_COLOURFILTER
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#undef EXTENDED_PIPELINES
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#undef SCREEN_DROPLETS
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#undef NEW_RENDERER
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#undef FIX_SPRITES
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#define PC_WATER
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@ -387,7 +387,7 @@ DoRWStuffEndOfFrame(void)
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}
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#else
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if (CPad::GetPad(1)->GetLeftShockJustDown() || CPad::GetPad(0)->GetFJustDown(11)) {
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sprintf(s, "screen_0%11lld.png", time(nil));
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sprintf(s, "screen_%011lld.png", time(nil));
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RwGrabScreen(Scene.camera, s);
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}
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#endif
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@ -1,4 +1,5 @@
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#include <time.h>
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#include <limits.h>
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// This is the common include for platform/renderer specific skeletons(glfw.cpp, win.cpp etc.) and using cross platform things (like Windows directories wrapper, platform specific global arrays etc.)
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// Functions that's different on glfw and win but have same signature, should be located on platform.h.
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@ -817,11 +817,12 @@ CVehicle::ProcessWheel(CVector &wheelFwd, CVector &wheelRight, CVector &wheelCon
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if(contactSpeedRight != 0.0f){
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// exert opposing force
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right = -contactSpeedRight/wheelsOnGround;
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#ifdef FIX_BUGS
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// BUG?
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// contactSpeedRight is independent of framerate but right has timestep as a factor
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// so we probably have to fix this
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right *= CTimer::GetTimeStepFix();
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#endif
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// fixing this causes jittery cars at 15fps, and causes the car to move backwards slowly at 18fps
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// at 19fps, the effects are gone ...
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//right *= CTimer::GetTimeStepFix();
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if(wheelStatus == WHEEL_STATUS_BURST){
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float fwdspeed = Min(contactSpeedFwd, fBurstSpeedMax);
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Reference in New Issue
Block a user