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PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes
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@ -1597,7 +1597,7 @@ CBike::PreRender(void)
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CVector forkAxis(0.0f, Sin(DEGTORAD(mi->m_bikeSteerAngle)), -Cos(DEGTORAD(mi->m_bikeSteerAngle)));
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forkAxis.Normalise(); // as if that's not already the case
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CQuaternion quat;
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quat.Set((RwV3d*)&forkAxis, -m_fWheelAngle);
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quat.Set(&forkAxis, -m_fWheelAngle);
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quat.Get(rot.m_attachment);
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rot.Update();
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@ -443,7 +443,7 @@ CBoat::ProcessControl(void)
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CVector wakePos = GetPosition() + sternPos;
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// no actual particles for player...
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}else if(IsVisible() && ((CTimer::GetFrameCounter() + m_randomSeed) & 1) &&
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CVisibilityPlugins::GetDistanceSquaredFromCamera((RwV3d*)&propellerWorld) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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CVisibilityPlugins::GetDistanceSquaredFromCamera(&propellerWorld) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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jetDir.z = 0.015f;
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jetDir.x *= 3.5f;
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jetDir.y *= 3.5f;
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@ -613,7 +613,7 @@ CBoat::ProcessControl(void)
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splashDir.z += 0.0003f*m_nDeltaVolumeUnderWater;
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CWaterLevel::GetWaterLevel(splashPos, &waterLevel, true);
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if(splashPos.z-waterLevel < 3.0f &&
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CVisibilityPlugins::GetDistanceSquaredFromCamera((RwV3d*)&splashPos) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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CVisibilityPlugins::GetDistanceSquaredFromCamera(&splashPos) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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splashPos.z = waterLevel + 0.1f;
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, splashPos, 0.75f*splashDir, nil, splashSize+0.1f, splashColor,
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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@ -670,7 +670,7 @@ CBoat::ProcessControl(void)
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splashDir.z += 0.0003f*m_nDeltaVolumeUnderWater;
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CWaterLevel::GetWaterLevel(splashPos, &waterLevel, true);
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if(splashPos.z-waterLevel < 3.0f &&
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CVisibilityPlugins::GetDistanceSquaredFromCamera((RwV3d*)&splashPos) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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CVisibilityPlugins::GetDistanceSquaredFromCamera(&splashPos) < SQR(70.0f * TheCamera.GenerationDistMultiplier)){
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splashPos.z = waterLevel + 0.1f;
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CParticle::AddParticle(PARTICLE_CAR_SPLASH, splashPos, 0.75f*splashDir, nil, splashSize+0.1f, splashColor,
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CGeneral::GetRandomNumberInRange(0.0f, 10.0f), CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
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