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More use of GetModelIndex
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commit
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20 changed files with 121 additions and 128 deletions
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@ -4639,7 +4639,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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uint8 camSetArrPos = 0;
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// We may need those later
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bool isPlane = car->m_modelIndex == MI_DODO;
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bool isPlane = car->GetModelIndex() == MI_DODO;
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bool isHeli = false;
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bool isBike = false;
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bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike;
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@ -4650,9 +4650,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) &&
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DirectionWasLooking == LOOKING_FORWARD;
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if (car->m_modelIndex == MI_FIRETRUCK) {
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if (car->GetModelIndex() == MI_FIRETRUCK) {
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camSetArrPos = 7;
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} else if (car->m_modelIndex == MI_RCBANDIT) {
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} else if (car->GetModelIndex() == MI_RCBANDIT) {
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camSetArrPos = 5;
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} else if (car->IsBoat()) {
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camSetArrPos = 4;
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@ -4851,7 +4851,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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// This is also original LCS and SA bug, or some attempt to fix lag. We'll never know
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// if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f))
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if (car->m_modelIndex != MI_FIRETRUCK) {
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if (car->GetModelIndex() != MI_FIRETRUCK) {
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// if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3)
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// if (!isHeli && (!isPlane || car->GetWheelsOnGround())) {
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@ -4907,7 +4907,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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bool correctAlpha = true;
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// if (SA checks if we aren't in work car, why?) {
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if (!isCar || car->m_modelIndex != MI_YARDIE) {
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if (!isCar || car->GetModelIndex() != MI_YARDIE) {
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correctAlpha = false;
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}
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else {
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@ -5186,13 +5186,13 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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// gTargetCoordsForLookingBehind = TargetCoors;
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// SA code from CAutomobile::TankControl/FireTruckControl.
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if (car->m_modelIndex == MI_RHINO || car->m_modelIndex == MI_FIRETRUCK) {
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if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) {
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float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR;
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CVector hi = Multiply3x3(Front, car->GetMatrix());
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// III/VC's firetruck turret angle is reversed
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float angleToFace = (car->m_modelIndex == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
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float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
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if (angleToFace <= carGunLR + PI) {
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if (angleToFace < carGunLR - PI)
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@ -5202,7 +5202,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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}
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float neededTurn = angleToFace - carGunLR;
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float turnPerFrame = CTimer::GetTimeStep() * (car->m_modelIndex == MI_FIRETRUCK ? 0.05f : 0.015f);
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float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f);
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if (neededTurn <= turnPerFrame) {
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if (neededTurn < -turnPerFrame)
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angleToFace = carGunLR - turnPerFrame;
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@ -5210,7 +5210,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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angleToFace = turnPerFrame + carGunLR;
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}
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if (car->m_modelIndex == MI_RHINO && carGunLR != angleToFace) {
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if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) {
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DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
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}
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carGunLR = angleToFace;
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@ -5222,7 +5222,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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}
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// Because firetruk turret also has Y movement
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if (car->m_modelIndex == MI_FIRETRUCK) {
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if (car->GetModelIndex() == MI_FIRETRUCK) {
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float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
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float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
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