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Merge remote-tracking branch 'upstream/master'
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@ -900,10 +900,10 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo
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TheCamera.GetMatrix().GetPosition() *= split;
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TheCamera.GetMatrix() += CMatrix(interpolation) * pg->camera_pos;
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RwMatrix* pm = RwFrameGetMatrix(RwCameraGetFrame(TheCamera.m_pRwCamera));
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pm->pos = *(RwV3d*)TheCamera.GetPosition();
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pm->at = *(RwV3d*)TheCamera.GetForward();
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pm->up = *(RwV3d*)TheCamera.GetUp();
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pm->right = *(RwV3d*)TheCamera.GetRight();
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pm->pos = TheCamera.GetPosition();
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pm->at = TheCamera.GetForward();
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pm->up = TheCamera.GetUp();
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pm->right = TheCamera.GetRight();
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CameraFocusX = split * CameraFocusX + interpolation * pg->player_pos.x;
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CameraFocusY = split * CameraFocusY + interpolation * pg->player_pos.y;
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CameraFocusZ = split * CameraFocusZ + interpolation * pg->player_pos.z;
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@ -1725,7 +1725,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += 1.0f;
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ped->GetPosition() = pos;
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ped->SetPosition(pos);
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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CWorld::Add(ped);
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@ -1939,7 +1939,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += boat->GetDistanceFromCentreOfMassToBaseOfModel();
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boat->GetPosition() = pos;
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boat->SetPosition(pos);
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CTheScripts::ClearSpaceForMissionEntity(pos, boat);
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boat->SetStatus(STATUS_ABANDONED);
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boat->bIsLocked = true;
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@ -1957,7 +1957,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel();
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car->GetPosition() = pos;
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car->SetPosition(pos);
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CTheScripts::ClearSpaceForMissionEntity(pos, car);
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car->SetStatus(STATUS_ABANDONED);
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car->bIsLocked = true;
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@ -2531,7 +2531,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += pObj->GetDistanceFromCentreOfMassToBaseOfModel();
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pObj->GetPosition() = pos;
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pObj->SetPosition(pos);
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pObj->SetOrientation(0.0f, 0.0f, 0.0f);
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pObj->GetMatrix().UpdateRW();
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pObj->UpdateRwFrame();
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@ -2751,7 +2751,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
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pPed->CharCreatedBy = MISSION_CHAR;
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pPed->bRespondsToThreats = false;
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pPed->bAllowMedicsToReviveMe = false;
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pPed->GetPosition() = pVehicle->GetPosition();
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pPed->SetPosition(pVehicle->GetPosition());
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pPed->SetOrientation(0.0f, 0.0f, 0.0f);
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pPed->SetPedState(PED_DRIVING);
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CPopulation::ms_nTotalMissionPeds++;
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@ -3943,7 +3943,7 @@ int8 CRunningScript::ProcessCommands400To499(int32 command)
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pPed->CharCreatedBy = MISSION_CHAR;
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pPed->bRespondsToThreats = false;
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pPed->bAllowMedicsToReviveMe = false;
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pPed->GetPosition() = pVehicle->GetPosition();
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pPed->SetPosition(pVehicle->GetPosition());
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pPed->SetOrientation(0.0f, 0.0f, 0.0f);
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pPed->SetPedState(PED_DRIVING);
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CPopulation::ms_nTotalMissionPeds++;
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@ -5319,7 +5319,7 @@ int8 CRunningScript::ProcessCommands600To699(int32 command)
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CVector pos = *(CVector*)&ScriptParams[1];
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pObj->GetPosition() = pos;
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pObj->SetPosition(pos);
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pObj->SetOrientation(0.0f, 0.0f, 0.0f);
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pObj->GetMatrix().UpdateRW();
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pObj->UpdateRwFrame();
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@ -7343,7 +7343,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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pos.z += 1.0f;
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ped->GetPosition() = pos;
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ped->SetPosition(pos);
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ped->SetOrientation(0.0f, 0.0f, 0.0f);
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CTheScripts::ClearSpaceForMissionEntity(pos, ped);
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CWorld::Add(ped);
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@ -8165,7 +8165,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
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car = new CAutomobile(model, MISSION_VEHICLE);
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CVector pos = *(CVector*)&ScriptParams[0];
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pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel();
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car->GetPosition() = pos;
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car->SetPosition(pos);
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car->SetHeading(DEGTORAD(*(float*)&ScriptParams[3]));
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CTheScripts::ClearSpaceForMissionEntity(pos, car);
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car->SetStatus(STATUS_ABANDONED);
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