This commit is contained in:
aap
2020-05-24 15:14:27 +02:00
parent 8705562559
commit 7bf8337854
33 changed files with 1448 additions and 438 deletions

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@ -3281,6 +3281,18 @@ CCamera::Find3rdPersonQuickAimPitch(void)
return -(DEGTORAD(((0.5f - m_f3rdPersonCHairMultY) * 1.8f * 0.5f * Cams[ActiveCam].FOV)) + rot);
}
bool
CCamera::Using1stPersonWeaponMode(void)
{
switch(PlayerWeaponMode.Mode)
case CCam::MODE_SNIPER:
case CCam::MODE_M16_1STPERSON:
case CCam::MODE_ROCKETLAUNCHER:
case CCam::MODE_HELICANNON_1STPERSON:
case CCam::MODE_CAMERA:
return true;
return false;
}
void

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@ -91,7 +91,9 @@ public:
MODE_M16_1STPERSON_RUNABOUT,
MODE_FIGHT_CAM_RUNABOUT,
MODE_EDITOR,
MODE_HELICANNON_1STPERSON, // vice city leftover
MODE_HELICANNON_1STPERSON,
MODE_45,
MODE_CAMERA,
};
bool bBelowMinDist; //used for follow ped mode
@ -625,6 +627,7 @@ public:
void UpdateAimingCoors(CVector const &coors);
void Find3rdPersonCamTargetVector(float dist, CVector pos, CVector &source, CVector &target);
float Find3rdPersonQuickAimPitch(void);
bool Using1stPersonWeaponMode(void);
// Physical camera
void SetRwCamera(RwCamera *cam);

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@ -414,8 +414,9 @@ CCollision::TestSphereTriangle(const CColSphere &sphere,
return dist < sphere.radius;
}
//--MIAMI: TODO
bool
CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough)
CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough)
{
static CMatrix matTransform;
int i;
@ -1042,10 +1043,11 @@ CCollision::ProcessSphereTriangle(const CColSphere &sphere,
return true;
}
//--MIAMI: TODO
bool
CCollision::ProcessLineOfSight(const CColLine &line,
const CMatrix &matrix, CColModel &model,
CColPoint &point, float &mindist, bool ignoreSeeThrough)
CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough)
{
static CMatrix matTransform;
int i;
@ -1081,10 +1083,11 @@ CCollision::ProcessLineOfSight(const CColLine &line,
return false;
}
//--MIAMI: TODO
bool
CCollision::ProcessVerticalLine(const CColLine &line,
const CMatrix &matrix, CColModel &model,
CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly)
CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly)
{
static CStoredCollPoly TempStoredPoly;
int i;

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@ -151,7 +151,7 @@ public:
static bool TestLineTriangle(const CColLine &line, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineSphere(const CColLine &line, const CColSphere &sph);
static bool TestSphereTriangle(const CColSphere &sphere, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane);
static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough);
static bool TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, bool ignoreSeeThrough, bool ignoreShootThrough);
static bool ProcessSphereSphere(const CColSphere &s1, const CColSphere &s2, CColPoint &point, float &mindistsq);
static bool ProcessSphereBox(const CColSphere &sph, const CColBox &box, CColPoint &point, float &mindistsq);
@ -160,8 +160,8 @@ public:
static bool ProcessLineTriangle(const CColLine &line , const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindist);
static bool ProcessLineSphere(const CColLine &line, const CColSphere &sphere, CColPoint &point, float &mindist);
static bool ProcessSphereTriangle(const CColSphere &sph, const CVector *verts, const CColTriangle &tri, const CColTrianglePlane &plane, CColPoint &point, float &mindistsq);
static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, CStoredCollPoly *poly);
static bool ProcessLineOfSight(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough);
static bool ProcessVerticalLine(const CColLine &line, const CMatrix &matrix, CColModel &model, CColPoint &point, float &mindist, bool ignoreSeeThrough, bool ignoreShootThrough, CStoredCollPoly *poly);
static int32 ProcessColModels(const CMatrix &matrixA, CColModel &modelA, const CMatrix &matrixB, CColModel &modelB, CColPoint *spherepoints, CColPoint *linepoints, float *linedists);
static bool IsStoredPolyStillValidVerticalLine(const CVector &pos, float z, CColPoint &point, CStoredCollPoly *poly);

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@ -51,6 +51,7 @@ public:
int32 field_268;
int32 field_272;
uint32 m_nHavocLevel;
float m_fMediaAttention;
bool m_bInfiniteSprint;
bool m_bFastReload;
bool m_bFireproof;

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@ -33,22 +33,24 @@
CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
CPtrList CWorld::ms_bigBuildingsList[4];// = (CPtrList*)0x6FAB60;
CPtrList CWorld::ms_listMovingEntityPtrs;// = *(CPtrList*)0x8F433C;
CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];// = (CSector (*)[NUMSECTORS_Y])0x665608;
uint16 CWorld::ms_nCurrentScanCode;// = *(uint16*)0x95CC64;
CPtrList CWorld::ms_bigBuildingsList[4];
CPtrList CWorld::ms_listMovingEntityPtrs;
CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
uint16 CWorld::ms_nCurrentScanCode;
uint8 CWorld::PlayerInFocus;// = *(uint8 *)0x95CD61;
uint8 CWorld::PlayerInFocus;
CPlayerInfo CWorld::Players[NUMPLAYERS];
bool CWorld::bNoMoreCollisionTorque;// = *(bool*)0x95CDCC;
CEntity *CWorld::pIgnoreEntity;// = *(CEntity**)0x8F6494;
bool CWorld::bIncludeDeadPeds;// = *(bool*)0x95CD8F;
bool CWorld::bSecondShift;// = *(bool*)0x95CD54;
bool CWorld::bForceProcessControl;// = *(bool*)0x95CD6C;
bool CWorld::bProcessCutsceneOnly;// = *(bool*)0x95CD8B;
bool CWorld::bNoMoreCollisionTorque;
CEntity *CWorld::pIgnoreEntity;
bool CWorld::bIncludeDeadPeds;
bool CWorld::bSecondShift;
bool CWorld::bForceProcessControl;
bool CWorld::bProcessCutsceneOnly;
bool CWorld::bDoingCarCollisions;// = *(bool*)0x95CD8C;
bool CWorld::bIncludeCarTyres;// = *(bool*)0x95CDAA;
bool CWorld::bDoingCarCollisions;
bool CWorld::bIncludeCarTyres;
CColPoint CWorld::m_aTempColPts[MAX_COLLISION_POINTS];
void
CWorld::Initialise()
@ -165,7 +167,7 @@ CWorld::CameraToIgnoreThisObject(CEntity *ent)
bool
CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity,
bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
{
int x, xstart, xend;
int y, ystart, yend;
@ -184,7 +186,7 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi
#define LOSARGS \
CColLine(point1, point2), point, dist, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, \
checkDummies, ignoreSeeThrough, ignoreSomeObjects
checkDummies, ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough
if(xstart == xend && ystart == yend) {
// Only one sector
@ -266,7 +268,7 @@ CWorld::ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoi
bool
CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity,
bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects,
bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
{
float mindist = dist;
bool deadPeds = !!bIncludeDeadPeds;
@ -274,39 +276,39 @@ CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoin
if(checkBuildings) {
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_BUILDINGS_OVERLAP], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
}
if(checkVehicles) {
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_VEHICLES_OVERLAP], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
}
if(checkPeds) {
if(deadPeds) bIncludeDeadPeds = true;
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_PEDS_OVERLAP], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
bIncludeDeadPeds = false;
}
if(checkObjects) {
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS], line, point, mindist, entity,
ignoreSeeThrough, ignoreSomeObjects);
ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough);
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_OBJECTS_OVERLAP], line, point, mindist, entity,
ignoreSeeThrough, ignoreSomeObjects);
ignoreSeeThrough, ignoreSomeObjects, ignoreShootThrough);
}
if(checkDummies) {
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
ProcessLineOfSightSectorList(sector.m_lists[ENTITYLIST_DUMMIES_OVERLAP], line, point, mindist, entity,
ignoreSeeThrough);
ignoreSeeThrough, false, ignoreShootThrough);
}
bIncludeDeadPeds = deadPeds;
@ -320,7 +322,7 @@ CWorld::ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoin
bool
CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist,
CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects)
CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough)
{
bool deadPeds = false;
float mindist = dist;
@ -347,7 +349,7 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, dist,
ignoreSeeThrough))
ignoreSeeThrough, ignoreShootThrough))
entity = e;
}
}
@ -436,7 +438,7 @@ CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CCol
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, dist,
ignoreSeeThrough, poly))
ignoreSeeThrough, false, poly))
entity = e;
}
}
@ -637,7 +639,7 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough))
if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough, false))
return false;
}
}

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@ -71,6 +71,7 @@ public:
static bool bProcessCutsceneOnly;
static bool bDoingCarCollisions;
static bool bIncludeCarTyres;
static CColPoint m_aTempColPts[MAX_COLLISION_POINTS];
static void Remove(CEntity *entity);
static void Add(CEntity *entity);
@ -90,9 +91,9 @@ public:
static bool CameraToIgnoreThisObject(CEntity *ent);
static bool ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
static bool ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects = false);
static bool ProcessLineOfSight(const CVector &point1, const CVector &point2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects = false, bool ignoreShootThrough = false);
static bool ProcessLineOfSightSector(CSector &sector, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough);
static bool ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, bool ignoreSomeObjects, bool ignoreShootThrough);
static bool ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly);
static bool ProcessVerticalLineSector(CSector &sector, const CColLine &line, CColPoint &point, CEntity *&entity, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, CStoredCollPoly *poly);
static bool ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CColPoint &point, float &dist, CEntity *&entity, bool ignoreSeeThrough, CStoredCollPoly *poly);

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@ -273,7 +273,7 @@ DebugMenuPopulate(void)
{
if(1){
static const char *weathers[] = {
"Sunny", "Cloudy", "Rainy", "Foggy"
"Sunny", "Cloudy", "Rainy", "Foggy", "Extrasunny", "Stormy"
};
DebugMenuEntry *e;
e = DebugMenuAddVar("Time & Weather", "Current Hour", &CClock::GetHoursRef(), nil, 1, 0, 23, nil);
@ -281,9 +281,9 @@ DebugMenuPopulate(void)
e = DebugMenuAddVar("Time & Weather", "Current Minute", &CClock::GetMinutesRef(),
[](){ CWeather::InterpolationValue = CClock::GetMinutes()/60.0f; }, 1, 0, 59, nil);
DebugMenuEntrySetWrap(e, true);
e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, nil, 1, 0, 3, weathers);
e = DebugMenuAddVar("Time & Weather", "Old Weather", (int16*)&CWeather::OldWeatherType, nil, 1, 0, 5, weathers);
DebugMenuEntrySetWrap(e, true);
e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 3, weathers);
e = DebugMenuAddVar("Time & Weather", "New Weather", (int16*)&CWeather::NewWeatherType, nil, 1, 0, 5, weathers);
DebugMenuEntrySetWrap(e, true);
DebugMenuAddVar("Time & Weather", "Wind", (float*)&CWeather::Wind, nil, 0.1f, 0.0f, 1.0f);
DebugMenuAddVar("Time & Weather", "Time scale", (float*)&CTimer::GetTimeScale(), nil, 0.1f, 0.0f, 10.0f);
@ -337,7 +337,11 @@ DebugMenuPopulate(void)
DebugMenuAddCmd("Spawn", "Spawn Banshee", [](){ SpawnCar(MI_BANSHEE); });
DebugMenuAddCmd("Spawn", "Spawn Cuban", [](){ SpawnCar(MI_CUBAN); });
DebugMenuAddCmd("Spawn", "Spawn Voodoo", [](){ SpawnCar(MI_VOODOO); });
DebugMenuAddCmd("Spawn", "Spawn Maverick", [](){ SpawnCar(MI_MAVERICK); });
DebugMenuAddCmd("Spawn", "Spawn VCN Maverick", [](){ SpawnCar(MI_VCNMAV); });
DebugMenuAddCmd("Spawn", "Spawn Sparrow", [](){ SpawnCar(MI_SPARROW); });
DebugMenuAddCmd("Spawn", "Spawn Sea Sparrow", [](){ SpawnCar(MI_SEASPAR); });
DebugMenuAddCmd("Spawn", "Spawn Hunter", [](){ SpawnCar(MI_HUNTER); });
DebugMenuAddCmd("Spawn", "Spawn Rhino", [](){ SpawnCar(MI_RHINO); });
DebugMenuAddCmd("Spawn", "Spawn Firetruck", [](){ SpawnCar(MI_FIRETRUCK); });
DebugMenuAddCmd("Spawn", "Spawn Predator", [](){ SpawnCar(MI_PREDATOR); });