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Merge branch 'master' into game_dev
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@ -410,6 +410,8 @@ void CCrane::FindCarInSectorList(CPtrList* pList)
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if (pVehicle->GetPosition().x < m_fPickupX1 || pVehicle->GetPosition().x > m_fPickupX2 ||
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pVehicle->GetPosition().y < m_fPickupY1 || pVehicle->GetPosition().y > m_fPickupY2)
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continue;
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if (pVehicle->pDriver)
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continue;
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if (Abs(pVehicle->GetMoveSpeed().x) >= CAR_MOVING_SPEED_THRESHOLD ||
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Abs(pVehicle->GetMoveSpeed().y) >= CAR_MOVING_SPEED_THRESHOLD ||
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Abs(pVehicle->GetMoveSpeed().z) >= CAR_MOVING_SPEED_THRESHOLD)
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@ -674,4 +676,4 @@ void CranesLoad(uint8* buf, uint32 size)
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STARTPATCHES
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InjectHook(0x5454D0, CranesLoad, PATCH_JUMP); // GenericLoad
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ENDPATCHES
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ENDPATCHES
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@ -111,7 +111,7 @@ CPickup::GiveUsAPickUpObject(int32 handle)
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object->bUsesCollision = false;
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object->bIsPickup = true;
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object->field_172 = m_eModelIndex == MI_PICKUP_BONUS ? m_nQuantity : 0;
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object->m_nBonusValue = m_eModelIndex == MI_PICKUP_BONUS ? m_nQuantity : 0;
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switch (m_eType)
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{
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@ -671,9 +671,9 @@ void
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CPickups::DoPickUpEffects(CEntity *entity)
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{
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if (entity->GetModelIndex() == MI_PICKUP_KILLFRENZY)
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entity->m_flagD80 = CTheScripts::IsPlayerOnAMission() || CDarkel::FrenzyOnGoing() || !CGame::nastyGame;
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entity->bDoNotRender = CTheScripts::IsPlayerOnAMission() || CDarkel::FrenzyOnGoing() || !CGame::nastyGame;
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if (!entity->m_flagD80) {
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if (!entity->bDoNotRender) {
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float s = Sin((float)((CTimer::GetTimeInMilliseconds() + (uintptr)entity) & 0x7FF) * DEGTORAD(360.0f / 0x800));
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float modifiedSin = 0.3f * (s + 1.0f);
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@ -716,7 +716,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
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size, 65.0f, CCoronas::TYPE_RING, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
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CObject *object = (CObject*)entity;
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if (object->m_obj_flag2 || object->bOutOfStock || object->field_172) {
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if (object->m_obj_flag2 || object->bOutOfStock || object->m_nBonusValue) {
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float dist = (TheCamera.GetPosition() - pos).Magnitude();
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const float MAXDIST = 12.0f;
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@ -734,7 +734,7 @@ CPickups::DoPickUpEffects(CEntity *entity)
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aMessages[NumMessages].m_color.blue = aWeaponBlues[colorId];
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aMessages[NumMessages].m_color.alpha = (1.0f - dist / MAXDIST) * 128.0f;
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aMessages[NumMessages].m_bOutOfStock = object->bOutOfStock;
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aMessages[NumMessages].m_quantity = object->field_172;
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aMessages[NumMessages].m_quantity = object->m_nBonusValue;
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NumMessages++;
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}
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}
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