summaryrefslogblamecommitdiffstats
path: root/src/entities/Physical.cpp
blob: 3e043a32f4fed89edf221e16a0ca9ccdda592476 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984











                           

                    
                       

                     





















































                                                      











                                                                            


                                                                            





























































                                                                                


                                                                            














































































                                                                                         


                                                                                           




                                                    

























































































                                                                                                 
                                   









                                     


                                


























                                                                                      









































































                                                                                                        

                                      
















































                                                                                                                         
                                                      











                                                                                                        
                                                      



























































































































































































































































































































































































































































































                                                                                                                                                             
























































                                                                                                    
                                 




                                                                          


                                                                               





                                                                                                                                          
                                                                             






                                                                          


                                                                               



                                                                                                                                          
                                                                                         
                                                                 




                                                                              

                                                                                    
































































                                                                                                                         

                                                                
 








                                        
 
                             
 

                                     
 






















                                                                                         

                 









                                                                                    
                                                          

                                                                                                                  

                                                                                                                  



                                                                                                     
                                                                                                                                                   











                                                                                    
                                                          

                                                                                                                  

                                                                                                                  



                                                                                                     
                                                                                                                                                   






















                                                                                                                             
                                                          

                                                                                                                  

                                                                                                                  



                                                                                                     
                                                                                                                                                   
















                                                                                                                             
                                                          

                                                                                                                  

                                                                                                                  



                                                                                                     
                                                                                                                                                   














                                                                                                                             

 






































































































































































































                                                                                                                                                                      
                                                                                                             




























































































































































































































































































                                                                                                                                                                           
                                                     









                                                                             

                                                                                      












                                                                                                                   
                                                                



                                                         
                                                                                                                     



















                                                                 
                                            






                                                                               
                                    























                                                                       
                         







                                                                    
                            







                                                                                        
 




                                                                      

                                                                        
                                                                              

                                                                           


                                                                                   
                                                                         
 















                                                                                                                        


                                                                                           


                                                                                 
          
#include "common.h"
#include "patcher.h"
#include "World.h"
#include "Timer.h"
#include "ModelIndices.h"
#include "Vehicle.h"
#include "Ped.h"
#include "Object.h"
#include "Glass.h"
#include "ParticleObject.h"
#include "Particle.h"
#include "SurfaceTable.h"
#include "CarCtrl.h"
#include "DMAudio.h"
#include "Automobile.h"
#include "Physical.h"

CPhysical::CPhysical(void)
{
	int i;

	fForceMultiplier = 1.0f;
	m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
	m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
	m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
	m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
	m_vecMoveSpeedAvg = CVector(0.0f, 0.0f, 0.0f);
	m_vecTurnSpeedAvg = CVector(0.0f, 0.0f, 0.0f);

	m_movingListNode = nil;
	m_nStaticFrames = 0;

	m_nCollisionRecords = 0;
	for(i = 0; i < 6; i++)
		m_aCollisionRecords[0] = nil;

	field_EF = false;

	m_nDamagePieceType = 0;
	m_fDamageImpulse = 0.0f;
	m_pDamageEntity = nil;
	m_vecDamageNormal = CVector(0.0f, 0.0f, 0.0f);

	bUsesCollision = true;
	uAudioEntityId = -5;
	unk1 = 100.0f;
	m_vecCentreOfMass = CVector(0.0f, 0.0f, 0.0f);
	field_EC = 0;

	bIsHeavy = false;
	bAffectedByGravity = true;
	bInfiniteMass = false;
	bIsInWater = false;
	bHitByTrain = false;
	m_phy_flagA80 = false;

	m_fDistanceTravelled = 0.0f;
	m_pedTreadable = nil;
	m_carTreadable = nil;

	m_phy_flagA10 = false;
	m_phy_flagA20 = false;

	m_nLastCollType = 0;
}

CPhysical::~CPhysical(void)
{
	m_entryInfoList.Flush();
}

void
CPhysical::Add(void)
{
	int x, xstart, xmid, xend;
	int y, ystart, ymid, yend;
	CSector *s;
	CPtrList *list;

	CRect bounds = GetBoundRect();
	xstart = CWorld::GetSectorIndexX(bounds.left);
	xend   = CWorld::GetSectorIndexX(bounds.right);
	xmid   = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
	ystart = CWorld::GetSectorIndexY(bounds.top);
	yend   = CWorld::GetSectorIndexY(bounds.bottom);
	ymid   = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
	assert(xstart >= 0);
	assert(xend < NUMSECTORS_X);
	assert(ystart >= 0);
	assert(yend < NUMSECTORS_Y);

	for(y = ystart; y <= yend; y++)
		for(x = xstart; x <= xend; x++){
			s = CWorld::GetSector(x, y);
			if(x == xmid && y == ymid) switch(m_type){
			case ENTITY_TYPE_VEHICLE:
				list = &s->m_lists[ENTITYLIST_VEHICLES];
				break;
			case ENTITY_TYPE_PED:
				list = &s->m_lists[ENTITYLIST_PEDS];
				break;
			case ENTITY_TYPE_OBJECT:
				list = &s->m_lists[ENTITYLIST_OBJECTS];
				break;
			default:
				assert(0);
			}else switch(m_type){
			case ENTITY_TYPE_VEHICLE:
				list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
				break;
			case ENTITY_TYPE_PED:
				list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
				break;
			case ENTITY_TYPE_OBJECT:
				list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
				break;
			default:
				assert(0);
			}
			CPtrNode *node = list->InsertItem(this);
			assert(node);
			m_entryInfoList.InsertItem(list, node, s);
		}
}

void
CPhysical::Remove(void)
{
	CEntryInfoNode *node, *next;
	for(node = m_entryInfoList.first; node; node = next){
		next = node->next;
		node->list->DeleteNode(node->listnode);
		m_entryInfoList.DeleteNode(node);
	}
}

void
CPhysical::RemoveAndAdd(void)
{
	int x, xstart, xmid, xend;
	int y, ystart, ymid, yend;
	CSector *s;
	CPtrList *list;

	CRect bounds = GetBoundRect();
	xstart = CWorld::GetSectorIndexX(bounds.left);
	xend   = CWorld::GetSectorIndexX(bounds.right);
	xmid   = CWorld::GetSectorIndexX((bounds.left + bounds.right)/2.0f);
	ystart = CWorld::GetSectorIndexY(bounds.top);
	yend   = CWorld::GetSectorIndexY(bounds.bottom);
	ymid   = CWorld::GetSectorIndexY((bounds.top + bounds.bottom)/2.0f);
	assert(xstart >= 0);
	assert(xend < NUMSECTORS_X);
	assert(ystart >= 0);
	assert(yend < NUMSECTORS_Y);

	// we'll try to recycle nodes from here
	CEntryInfoNode *next = m_entryInfoList.first;

	for(y = ystart; y <= yend; y++)
		for(x = xstart; x <= xend; x++){
			s = CWorld::GetSector(x, y);
			if(x == xmid && y == ymid) switch(m_type){
			case ENTITY_TYPE_VEHICLE:
				list = &s->m_lists[ENTITYLIST_VEHICLES];
				break;
			case ENTITY_TYPE_PED:
				list = &s->m_lists[ENTITYLIST_PEDS];
				break;
			case ENTITY_TYPE_OBJECT:
				list = &s->m_lists[ENTITYLIST_OBJECTS];
				break;
			}else switch(m_type){
			case ENTITY_TYPE_VEHICLE:
				list = &s->m_lists[ENTITYLIST_VEHICLES_OVERLAP];
				break;
			case ENTITY_TYPE_PED:
				list = &s->m_lists[ENTITYLIST_PEDS_OVERLAP];
				break;
			case ENTITY_TYPE_OBJECT:
				list = &s->m_lists[ENTITYLIST_OBJECTS_OVERLAP];
				break;
			}
			if(next){
				// If we still have old nodes, use them
				next->list->RemoveNode(next->listnode);
				list->InsertNode(next->listnode);
				next->list = list;
				next->sector = s;
				next = next->next;
			}else{
				CPtrNode *node = list->InsertItem(this);
				m_entryInfoList.InsertItem(list, node, s);
			}
		}

	// Remove old nodes we no longer need
	CEntryInfoNode *node;
	for(node = next; node; node = next){
		next = node->next;
		node->list->DeleteNode(node->listnode);
		m_entryInfoList.DeleteNode(node);
	}
}

CRect
CPhysical::GetBoundRect(void)
{
	CVector center;
	float radius;
	GetBoundCentre(center);
	radius = GetBoundRadius();
	return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
}

void
CPhysical::AddToMovingList(void)
{
	m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
}

void
CPhysical::RemoveFromMovingList(void)
{
	if(m_movingListNode){
		CWorld::GetMovingEntityList().DeleteNode(m_movingListNode);
		m_movingListNode = nil;
	}
}

void
CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, CVector dir)
{
	m_nDamagePieceType = piece;
	m_fDamageImpulse = impulse;
	m_pDamageEntity = entity;
	entity->RegisterReference(&m_pDamageEntity);
	m_vecDamageNormal = dir;
}

void
CPhysical::AddCollisionRecord(CEntity *ent)
{
	AddCollisionRecord_Treadable(ent);
	this->bHasCollided = true;
	ent->bHasCollided = true;
	if(IsVehicle() && ent->IsVehicle()){
		if(((CVehicle*)this)->m_nAlarmState == -1)
			((CVehicle*)this)->m_nAlarmState = 15000;
		if(((CVehicle*)ent)->m_nAlarmState == -1)
			((CVehicle*)ent)->m_nAlarmState = 15000;
	}
	if(bUseCollisionRecords){
		int i;
		for(i = 0; i < m_nCollisionRecords; i++)
			if(m_aCollisionRecords[i] == ent)
				return;
		if(m_nCollisionRecords < PHYSICAL_MAX_COLLISIONRECORDS)
			m_aCollisionRecords[m_nCollisionRecords++] = ent;
		m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
	}
}

void
CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
{
	if(ent->IsBuilding() && ((CBuilding*)ent)->GetIsATreadable()){
		CTreadable *t = (CTreadable*)ent;
		if(t->m_nodeIndicesPeds[0] >= 0 ||
		   t->m_nodeIndicesPeds[1] >= 0 ||
		   t->m_nodeIndicesPeds[2] >= 0 ||
		   t->m_nodeIndicesPeds[3] >= 0)
			m_pedTreadable = t;
		if(t->m_nodeIndicesCars[0] >= 0 ||
		   t->m_nodeIndicesCars[1] >= 0 ||
		   t->m_nodeIndicesCars[2] >= 0 ||
		   t->m_nodeIndicesCars[3] >= 0)
			m_carTreadable = t;
	}
}

bool
CPhysical::GetHasCollidedWith(CEntity *ent)
{
	int i;
	if(bUseCollisionRecords)
		for(i = 0; i < m_nCollisionRecords; i++)
			if(m_aCollisionRecords[i] == ent)
				return true;
	return false;
}

void
CPhysical::RemoveRefsToEntity(CEntity *ent)
{
	int i, j;

	for(i = 0; i < m_nCollisionRecords; i++){
		if(m_aCollisionRecords[i] == ent){
			for(j = i; j < m_nCollisionRecords-1; j++)
				m_aCollisionRecords[j] = m_aCollisionRecords[j+1];
			m_nCollisionRecords--;
		}
	}
}

int32
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
	int32 numSpheres = CCollision::ProcessColModels(
		GetMatrix(), *CModelInfo::GetModelInfo(GetModelIndex())->GetColModel(),
		ent->GetMatrix(), *CModelInfo::GetModelInfo(ent->GetModelIndex())->GetColModel(),
		colpoints,
		nil, nil);	// No Lines allowed!
	if(numSpheres > 0){
		AddCollisionRecord(ent);
		if(!ent->IsBuilding())	// Can't this catch dummies too?
			((CPhysical*)ent)->AddCollisionRecord(this);
		if(ent->IsBuilding() || ent->bIsStatic)
			this->bHasHitWall = true;
	}
	return numSpheres;
}

void
CPhysical::ProcessControl(void)
{
	if(!IsPed())
		bIsInWater = false;
	bHasContacted = false;
	bIsInSafePosition = false;
	bWasPostponed = false;
	bHasHitWall = false;

	if(m_status == STATUS_SIMPLE)
		return;

	m_nCollisionRecords = 0;
	bHasCollided = false;
	m_nDamagePieceType = 0;
	m_fDamageImpulse = 0.0f;
	m_pDamageEntity = nil;

	if(!bIsStuck){
		if(IsObject() ||
		   IsPed() && !bPedPhysics){
			m_vecMoveSpeedAvg = (m_vecMoveSpeedAvg + m_vecMoveSpeed)/2.0f;
			m_vecTurnSpeedAvg = (m_vecTurnSpeedAvg + m_vecTurnSpeed)/2.0f;
			float step = CTimer::GetTimeStep() * 0.003;
			if(m_vecMoveSpeedAvg.MagnitudeSqr() < step*step &&
			   m_vecTurnSpeedAvg.MagnitudeSqr() < step*step){
				m_nStaticFrames++;
				if(m_nStaticFrames > 10){
					m_nStaticFrames = 10;
					bIsStatic = true;
					m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
					m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
					m_vecMoveFriction = m_vecMoveSpeed;
					m_vecTurnFriction = m_vecTurnSpeed;
					return;
				}
			}else 
				m_nStaticFrames = 0;
		}
	}
	ApplyGravity();
	ApplyFriction();
	ApplyAirResistance();
}

/*
 * Some quantities (german in parens):
 *
 * acceleration: distance/time^2: a
 * velocity: distance/time: v	(GTA: speed)
 * momentum (impuls): velocity*mass: p
 * impulse (kraftstoss): delta momentum, force*time: J
 *
 * angular equivalents:
 * velocity -> angular velocity	(GTA: turn speed)
 * momentum -> angular momentum (drehimpuls): L = r cross p
 * force -> torque (drehmoment): tau = r cross F
 * mass -> moment of inertia, angular mass (drehmoment, drehmasse): I = L/omega	(GTA: turn mass)
 */

CVector
CPhysical::GetSpeed(const CVector &r)
{
	return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
}

void
CPhysical::ApplyMoveSpeed(void)
{
	GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
}

void
CPhysical::ApplyTurnSpeed(void)
{
	// Move the coordinate axes by their speed
	// Note that this denormalizes the matrix
	CVector turnvec = m_vecTurnSpeed*CTimer::GetTimeStep();
	GetRight() += CrossProduct(turnvec, GetRight());
	GetForward() += CrossProduct(turnvec, GetForward());
	GetUp() += CrossProduct(turnvec, GetUp());
}

void
CPhysical::ApplyMoveForce(float jx, float jy, float jz)
{
	m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
}

void
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
	CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
	CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
	m_vecTurnSpeed += turnimpulse*(1.0f/m_fTurnMass);
}

void
CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
{
	m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
}

void
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
	CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
	CVector turnimpulse = CrossProduct(CVector(px, py, pz)-com, CVector(jx, jy, jz));
	m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
}

void
CPhysical::ApplySpringCollision(float f1, CVector &v, CVector &p, float f2, float f3)
{
	if(1.0f - f2 <= 0.0f)
		return;
	float step = min(CTimer::GetTimeStep(), 3.0f);
	float strength = -0.008f*m_fMass*2.0f*step * f1 * (1.0f-f2) * f3;
	ApplyMoveForce(v*strength);
	ApplyTurnForce(v*strength, p);
}

void
CPhysical::ApplyGravity(void)
{
	if(bAffectedByGravity)
		m_vecMoveSpeed.z -= 0.008f * CTimer::GetTimeStep();
}

void
CPhysical::ApplyFriction(void)
{
	m_vecMoveSpeed += m_vecMoveFriction;
	m_vecTurnSpeed += m_vecTurnFriction;
	m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
	m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}

void
CPhysical::ApplyAirResistance(void)
{
	if(m_fAirResistance > 0.1f){
		float f = powf(m_fAirResistance, CTimer::GetTimeStep());
		m_vecMoveSpeed *= f;
		m_vecTurnSpeed *= f;
	}else{
		float f = powf(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
		m_vecMoveSpeed *= f;
		m_vecTurnSpeed *= 0.99f;
	}
}


bool
CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB)
{
	float eA, eB;
	CPhysical *A = this;
	CObject *Bobj = (CObject*)B;

	bool ispedcontactA = false;
	bool ispedcontactB = false;

	float timestepA;
	if(B->bPedPhysics){
		timestepA = 10.0f;
		if(B->IsPed() && ((CPed*)B)->m_pCurrentPhysSurface == A)
			ispedcontactA = true;
	}else
		timestepA = A->bIsHeavy ? 2.0f : 1.0f;

	float timestepB;
	if(A->bPedPhysics){
		if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
		   (B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall))
			timestepB = 2200.0f / B->m_fMass;
		else
			timestepB = 10.0f;

		if(A->IsPed() && ((CPed*)A)->m_pCurrentPhysSurface == B)
			ispedcontactB = true;
	}else
		timestepB = B->bIsHeavy ? 2.0f : 1.0f;

	float speedA, speedB;
	if(B->bIsStatic){
		if(A->bPedPhysics){
			speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
			if(speedA < 0.0f){
				if(B->IsObject()){
					impulseA = -speedA * A->m_fMass;
					impulseB = impulseA;
					if(impulseA > Bobj->m_fUprootLimit){
						if(IsGlass(B->GetModelIndex()))
							CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
						else if(!B->bInfiniteMass)
							B->bIsStatic = false;
					}else{
						if(IsGlass(B->GetModelIndex()))
							CGlass::WindowRespondsToSoftCollision(B, impulseA);
						if(!A->bInfiniteMass)
							A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
						return true;
					}
				}else if(!B->bInfiniteMass)
					B->bIsStatic = false;
	
				if(B->bInfiniteMass){
					impulseA = -speedA * A->m_fMass;
					impulseB = 0.0f;
					if(!A->bInfiniteMass)
						A->ApplyMoveForce(colpoint.normal*(1.0f + A->m_fElasticity)*impulseA);
					return true;
				}
			}
		}else{
			CVector pointposA = colpoint.point - A->GetPosition();
			speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
			if(speedA < 0.0f){
				if(B->IsObject()){
					if(A->bHasHitWall)
						eA = -1.0f;
					else
						eA = -(1.0f + A->m_fElasticity);
					impulseA = eA * speedA * A->GetMass(pointposA, colpoint.normal);
					impulseB = impulseA;

					if(Bobj->m_nCollisionDamageEffect && impulseA > 20.0f){
						Bobj->ObjectDamage(impulseA);
						if(!B->bUsesCollision){
							if(!A->bInfiniteMass){
								A->ApplyMoveForce(colpoint.normal*0.2f*impulseA);
								A->ApplyTurnForce(colpoint.normal*0.2f*impulseA, pointposA);
							}
							return false;
						}
					}

					if((impulseA > Bobj->m_fUprootLimit || A->bIsStuck) &&
					   !B->bInfiniteMass){
						if(IsGlass(B->GetModelIndex()))
							CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
						else
							B->bIsStatic = false;
						int16 model = B->GetModelIndex();
						if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
							CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
							Bobj->bHasBeenDamaged = true;
						}else if(B->IsObject() && model != MI_EXPLODINGBARREL && model != MI_PETROLPUMP)
							Bobj->bHasBeenDamaged = true;
					}else{
						if(IsGlass(B->GetModelIndex()))
							CGlass::WindowRespondsToSoftCollision(B, impulseA);
						CVector f = colpoint.normal * impulseA;
						if(A->IsVehicle() && colpoint.normal.z < 0.7f)
							f.z *= 0.3f;
						if(!A->bInfiniteMass){
							A->ApplyMoveForce(f);
							if(!A->IsVehicle() || !CWorld::bNoMoreCollisionTorque)
								A->ApplyTurnForce(f, pointposA);
						}
						return true;
					}
				}else if(!B->bInfiniteMass)
					B->bIsStatic = false;
			}
		}
	
		if(B->bIsStatic)
			return false;
		if(!B->bInfiniteMass)
			B->AddToMovingList();
	}

	// B is not static

	if(A->bPedPhysics && B->bPedPhysics){
		// negative if A is moving towards B
		speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
		// positive if B is moving towards A
		// not interested in how much B moves into A apparently?
		// only interested in cases where A collided into B
		speedB = max(0.0f, DotProduct(B->m_vecMoveSpeed, colpoint.normal));
		// A has moved into B
		if(speedA < speedB){
			if(!A->bHasHitWall)
				speedB -= (speedA - speedB) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
			impulseA = (speedB-speedA) * A->m_fMass * timestepA;
			if(!A->bInfiniteMass)
				A->ApplyMoveForce(colpoint.normal*(impulseA/timestepA));
			return true;
		}
	}else if(A->bPedPhysics){
		CVector pointposB = colpoint.point - B->GetPosition();
		speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
		speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);

		float a = A->m_fMass*timestepA;
		float b = B->GetMassTime(pointposB, colpoint.normal, timestepB);
		float speedSum = (b*speedB + a*speedA)/(a + b);
		if(speedA < speedSum){
			if(A->bHasHitWall)
				eA = speedSum;
			else
				eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
			if(B->bHasHitWall)
				eB = speedSum;
			else
				eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
			impulseA = (eA - speedA) * a;
			impulseB = -(eB - speedB) * b;
			CVector fA = colpoint.normal*(impulseA/timestepA);
			CVector fB = colpoint.normal*(-impulseB/timestepB);
			if(!A->bInfiniteMass){
				if(fA.z < 0.0f) fA.z = 0.0f;
				if(ispedcontactB){
					fA.x *= 2.0f;
					fA.y *= 2.0f;
				}
				A->ApplyMoveForce(fA);
			}
			if(!B->bInfiniteMass && !ispedcontactB){
				B->ApplyMoveForce(fB);
				B->ApplyTurnForce(fB, pointposB);
			}
			return true;
		}
	}else if(B->bPedPhysics){
		CVector pointposA = colpoint.point - A->GetPosition();
		speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
		speedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);

		float a = A->GetMassTime(pointposA, colpoint.normal, timestepA);
		float b = B->m_fMass*timestepB;
		float speedSum = (b*speedB + a*speedA)/(a + b);
		if(speedA < speedSum){
			if(A->bHasHitWall)
				eA = speedSum;
			else
				eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
			if(B->bHasHitWall)
				eB = speedSum;
			else
				eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
			impulseA = (eA - speedA) * a;
			impulseB = -(eB - speedB) * b;
			CVector fA = colpoint.normal*(impulseA/timestepA);
			CVector fB = colpoint.normal*(-impulseB/timestepB);
			if(!A->bInfiniteMass && !ispedcontactA){
				if(fA.z < 0.0f) fA.z = 0.0f;
				A->ApplyMoveForce(fA);
				A->ApplyTurnForce(fA, pointposA);
			}
			if(!B->bInfiniteMass){
				if(fB.z < 0.0f){
					fB.z = 0.0f;
					if(fabs(speedA) < 0.01f)
						fB *= 0.5f;
				}
				if(ispedcontactA){
					fB.x *= 2.0f;
					fB.y *= 2.0f;
				}
				B->ApplyMoveForce(fB);
			}
			return true;
		}
	}else{
		CVector pointposA = colpoint.point - A->GetPosition();
		CVector pointposB = colpoint.point - B->GetPosition();
		speedA = DotProduct(A->GetSpeed(pointposA), colpoint.normal);
		speedB = DotProduct(B->GetSpeed(pointposB), colpoint.normal);
		float a = A->GetMassTime(pointposA, colpoint.normal, timestepA);
		float b = B->GetMassTime(pointposB, colpoint.normal, timestepB);
		float speedSum = (b*speedB + a*speedA)/(a + b);
		if(speedA < speedSum){
			if(A->bHasHitWall)
				eA = speedSum;
			else
				eA = speedSum - (speedA - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
			if(B->bHasHitWall)
				eB = speedSum;
			else
				eB = speedSum - (speedB - speedSum) * (A->m_fElasticity+B->m_fElasticity)/2.0f;
			impulseA = (eA - speedA) * a;
			impulseB = -(eB - speedB) * b;
			CVector fA = colpoint.normal*(impulseA/timestepA);
			CVector fB = colpoint.normal*(-impulseB/timestepB);
			if(A->IsVehicle() && !A->bHasHitWall){
				fA.x *= 1.4f;
				fA.y *= 1.4f;
				if(colpoint.normal.z < 0.7f)
					fA.z *= 0.3f;
				if(A->m_status == STATUS_PLAYER)
					pointposA *= 0.8f;
				if(CWorld::bNoMoreCollisionTorque){
					A->ApplyFrictionMoveForce(fA*-0.3f);
					A->ApplyFrictionTurnForce(fA*-0.3f, pointposA);
				}
			}
			if(B->IsVehicle() && !B->bHasHitWall){
				fB.x *= 1.4f;
				fB.y *= 1.4f;
				if(colpoint.normal.z < 0.7f)
					fB.z *= 0.3f;
				if(B->m_status == STATUS_PLAYER)
					pointposB *= 0.8f;
				if(CWorld::bNoMoreCollisionTorque){
					// BUG: the game actually uses A here, but this can't be right
					B->ApplyFrictionMoveForce(fB*-0.3f);
					B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
				}
			}
			if(!A->bInfiniteMass){
				A->ApplyMoveForce(fA);
				A->ApplyTurnForce(fA, pointposA);
			}
			if(!B->bInfiniteMass){
				if(B->bIsInSafePosition)
					B->UnsetIsInSafePosition();
				B->ApplyMoveForce(fB);
				B->ApplyTurnForce(fB, pointposB);
			}
			return true;
		}
	}
	return false;
}

bool
CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed)
{
	float normalSpeed;
	float e;
	CVector speed;
	CVector vImpulse;

	if(bPedPhysics){
		normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
		if(normalSpeed < 0.0f){
			impulse = -normalSpeed * m_fMass;
			ApplyMoveForce(colpoint.normal * impulse);
			return true;
		}
	}else{
		CVector pointpos = colpoint.point - GetPosition();
		speed = GetSpeed(pointpos);
		normalSpeed = DotProduct(speed, colpoint.normal);
		if(normalSpeed < 0.0f){
			float minspeed = 0.0104f * CTimer::GetTimeStep();
			if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
			   !bHasContacted &&
			   fabs(m_vecMoveSpeed.x) < minspeed &&
			   fabs(m_vecMoveSpeed.y) < minspeed &&
			   fabs(m_vecMoveSpeed.z) < minspeed*2.0f)
				e = -1.0f;
			else
				e = -(m_fElasticity + 1.0f);
			impulse = normalSpeed * e * GetMass(pointpos, colpoint.normal);

			// ApplyMoveForce
			vImpulse = colpoint.normal*impulse;
			if(IsVehicle() &&
			   (!bHasHitWall ||
			    !(m_vecMoveSpeed.MagnitudeSqr() > 0.1 || !(B->IsBuilding() || ((CPhysical*)B)->bInfiniteMass))))
				moveSpeed += vImpulse * 1.2f * (1.0f/m_fMass);
			else
				moveSpeed += vImpulse * (1.0f/m_fMass);

			// ApplyTurnForce
			CVector com = Multiply3x3(m_matrix, m_vecCentreOfMass);
			CVector turnimpulse = CrossProduct(pointpos-com, vImpulse);
			turnSpeed += turnimpulse*(1.0f/m_fTurnMass);

			return true;
		}
	}
	return false;
}

bool
CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
{
	CVector speedA, speedB;
	float normalSpeedA, normalSpeedB;
	CVector vOtherSpeedA, vOtherSpeedB;
	float fOtherSpeedA, fOtherSpeedB;
	float speedSum;
	CVector frictionDir;
	float impulseA, impulseB;
	float impulseLimit;
	CPhysical *A = this;

	if(A->bPedPhysics && B->bPedPhysics){
		normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
		normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
		vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA;
		vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB;

		fOtherSpeedA = vOtherSpeedA.Magnitude();
		fOtherSpeedB = vOtherSpeedB.Magnitude();

		frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
		speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
		if(fOtherSpeedA > speedSum){
			impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
			impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
			impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
			if(impulseA < -impulseLimit) impulseA = -impulseLimit;
			if(impulseB > impulseLimit) impulseB = impulseLimit;		// BUG: game has A's clamp again here, but this can't be right
			A->ApplyFrictionMoveForce(frictionDir*impulseA);
			B->ApplyFrictionMoveForce(frictionDir*impulseB);
			return true;
		}
	}else if(A->bPedPhysics){
		if(B->IsVehicle())
			return false;
		CVector pointposB = colpoint.point - B->GetPosition();
		speedB = B->GetSpeed(pointposB);

		normalSpeedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
		normalSpeedB = DotProduct(speedB, colpoint.normal);
		vOtherSpeedA = A->m_vecMoveSpeed - colpoint.normal*normalSpeedA;
		vOtherSpeedB = speedB - colpoint.normal*normalSpeedB;

		fOtherSpeedA = vOtherSpeedA.Magnitude();
		fOtherSpeedB = vOtherSpeedB.Magnitude();

		frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
		float massB = B->GetMass(pointposB, frictionDir);
		speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
		if(fOtherSpeedA > speedSum){
			impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
			impulseB = (speedSum - fOtherSpeedB) * massB;
			impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
			if(impulseA < -impulseLimit) impulseA = -impulseLimit;
			if(impulseB > impulseLimit) impulseB = impulseLimit;
			A->ApplyFrictionMoveForce(frictionDir*impulseA);
			B->ApplyFrictionMoveForce(frictionDir*impulseB);
			B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB);
			return true;
		}
	}else if(B->bPedPhysics){
		if(A->IsVehicle())
			return false;
		CVector pointposA = colpoint.point - A->GetPosition();
		speedA = A->GetSpeed(pointposA);

		normalSpeedA = DotProduct(speedA, colpoint.normal);
		normalSpeedB = DotProduct(B->m_vecMoveSpeed, colpoint.normal);
		vOtherSpeedA = speedA - colpoint.normal*normalSpeedA;
		vOtherSpeedB = B->m_vecMoveSpeed - colpoint.normal*normalSpeedB;

		fOtherSpeedA = vOtherSpeedA.Magnitude();
		fOtherSpeedB = vOtherSpeedB.Magnitude();

		frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
		float massA = A->GetMass(pointposA, frictionDir);
		speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
		if(fOtherSpeedA > speedSum){
			impulseA = (speedSum - fOtherSpeedA) * massA;
			impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
			impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
			if(impulseA < -impulseLimit) impulseA = -impulseLimit;
			if(impulseB > impulseLimit) impulseB = impulseLimit;
			A->ApplyFrictionMoveForce(frictionDir*impulseA);
			A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA);
			B->ApplyFrictionMoveForce(frictionDir*impulseB);
			return true;
		}
	}else{
		CVector pointposA = colpoint.point - A->GetPosition();
		CVector pointposB = colpoint.point - B->GetPosition();
		speedA = A->GetSpeed(pointposA);
		speedB = B->GetSpeed(pointposB);

		normalSpeedA = DotProduct(speedA, colpoint.normal);
		normalSpeedB = DotProduct(speedB, colpoint.normal);
		vOtherSpeedA = speedA - colpoint.normal*normalSpeedA;
		vOtherSpeedB = speedB - colpoint.normal*normalSpeedB;

		fOtherSpeedA = vOtherSpeedA.Magnitude();
		fOtherSpeedB = vOtherSpeedB.Magnitude();

		frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
		float massA = A->GetMass(pointposA, frictionDir);
		float massB = B->GetMass(pointposB, frictionDir);
		speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
		if(fOtherSpeedA > speedSum){
			impulseA = (speedSum - fOtherSpeedA) * massA;
			impulseB = (speedSum - fOtherSpeedB) * massB;
			impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
			if(impulseA < -impulseLimit) impulseA = -impulseLimit;
			if(impulseB > impulseLimit) impulseB = impulseLimit;
			A->ApplyFrictionMoveForce(frictionDir*impulseA);
			A->ApplyFrictionTurnForce(frictionDir*impulseA, pointposA);
			B->ApplyFrictionMoveForce(frictionDir*impulseB);
			B->ApplyFrictionTurnForce(frictionDir*impulseB, pointposB);
			return true;
		}
	}
	return false;
}

bool
CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
{
	CVector speed;
	float normalSpeed;
	CVector vOtherSpeed;
	float fOtherSpeed;
	CVector frictionDir;
	float fImpulse;
	float impulseLimit;

	if(bPedPhysics){
		normalSpeed = DotProduct(m_vecMoveSpeed, colpoint.normal);
		vOtherSpeed = m_vecMoveSpeed - colpoint.normal*normalSpeed;

		fOtherSpeed = vOtherSpeed.Magnitude();
		if(fOtherSpeed > 0.0f){
			frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
			// not really impulse but speed
			// maybe use ApplyFrictionMoveForce instead?
			fImpulse = -fOtherSpeed;
			impulseLimit = adhesiveLimit*CTimer::GetTimeStep() / m_fMass;
			if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
			CVector vImpulse = frictionDir*fImpulse;
			m_vecMoveFriction += CVector(vImpulse.x, vImpulse.y, 0.0f);
			return true;
		}
	}else{
		CVector pointpos = colpoint.point - GetPosition();
		speed = GetSpeed(pointpos);
		normalSpeed = DotProduct(speed, colpoint.normal);
		vOtherSpeed = speed - colpoint.normal*normalSpeed;

		fOtherSpeed = vOtherSpeed.Magnitude();
		if(fOtherSpeed > 0.0f){
			frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
			fImpulse = -fOtherSpeed * m_fMass;
			impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5f;
			if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
			ApplyFrictionMoveForce(frictionDir*fImpulse);
			ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos);

			if(fOtherSpeed > 0.1f &&
			   colpoint.surfaceB != SURFACE_2 && colpoint.surfaceB != SURFACE_4 &&
			   CSurfaceTable::GetAdhesionGroup(colpoint.surfaceA) == ADHESIVE_HARD){
				CVector v = frictionDir * fOtherSpeed * 0.25f;
				for(int i = 0; i < 4; i++)
					CParticle::AddParticle(PARTICLE_SPARK_SMALL, colpoint.point, v);
			}
			return true;
		}
	}
	return false;
}

bool
CPhysical::ProcessShiftSectorList(CPtrList *lists)
{
	int i, j;
	CPtrList *list;
	CPtrNode *node;
	CPhysical *A, *B;
	CObject *Bobj;
	bool canshift;
	CVector center;
	float radius;

	int numCollisions;
	int mostColliding;
	CColPoint colpoints[32];
	CVector shift = { 0.0f, 0.0f, 0.0f };
	bool doShift = false;
	CEntity *boat = nil;

	bool skipShift;

	A = this;

	A->GetBoundCentre(center);
	radius = A->GetBoundRadius();
	for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){
		list = &lists[i];
		for(node = list->first; node; node = node->next){
			B = (CPhysical*)node->item;
			Bobj = (CObject*)B;
			skipShift = false;

			if(B->IsBuilding() ||
			   B->IsObject() && B->bInfiniteMass)
				canshift = true;
			else
				canshift = A->IsPed() &&
					B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged;
			if(B == A ||
			   B->m_scanCode == CWorld::GetCurrentScanCode() ||
			   !B->bUsesCollision ||
			   (A->bHasHitWall && !canshift) ||
			   !B->GetIsTouching(center, radius))
				continue;

			// This could perhaps be done a bit nicer

			if(B->IsBuilding())
				skipShift = false;
			else if(IsTrafficLight(A->GetModelIndex()) &&
			  (B->IsVehicle() || B->IsPed()) &&
			  A->GetUp().z < 0.66f)
				skipShift = true;
			else if((A->IsVehicle() || A->IsPed()) &&
			  B->GetUp().z < 0.66f &&
			  IsTrafficLight(B->GetModelIndex()))
				skipShift = true;
// TODO: maybe flip some ifs here
			else if(A->IsObject() && B->IsVehicle()){
				CObject *Aobj = (CObject*)A;
				if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
				   !Aobj->bHasBeenDamaged &&
				   Aobj->bIsStatic){
					if(Aobj->m_pCollidingEntity == B)
						Aobj->m_pCollidingEntity = nil;
				}else if(Aobj->m_pCollidingEntity != B){
					CMatrix inv;
					CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
					size = A->GetMatrix() * size;
					if(size.z < B->GetPosition().z ||
					   (Invert(B->GetMatrix(), inv) * size).z < 0.0f){
						skipShift = true;
						Aobj->m_pCollidingEntity = B;
					}
				}
			}else if(B->IsObject() && A->IsVehicle()){
				CObject *Bobj = (CObject*)B;
				if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
				   !Bobj->bHasBeenDamaged &&
				   Bobj->bIsStatic){
					if(Bobj->m_pCollidingEntity == A)
						Bobj->m_pCollidingEntity = nil;
				}else if(Bobj->m_pCollidingEntity != A){
					CMatrix inv;
					CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
					size = B->GetMatrix() * size;
					if(size.z < A->GetPosition().z ||
					   (Invert(A->GetMatrix(), inv) * size).z < 0.0f)
						skipShift = true;
				}
			}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
				skipShift = true;
			else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
				skipShift = true;
			else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B ||
			  B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A ||
			  A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
			  B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
				skipShift = true;

			if(skipShift)
				continue;

			B->m_scanCode = CWorld::GetCurrentScanCode();
			numCollisions = A->ProcessEntityCollision(B, colpoints);
			if(numCollisions <= 0)
				continue;

			mostColliding = 0;
			for(j = 1; j < numCollisions; j++)
				if(colpoints[j].depth > colpoints[mostColliding].depth)
					mostColliding = j;

			if(CWorld::bSecondShift)
				for(j = 0; j < numCollisions; j++)
					shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
			else
				for(j = 0; j < numCollisions; j++)
					shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;

			if(A->IsVehicle() && B->IsVehicle()){
				CVector dir = A->GetPosition() - B->GetPosition();
				dir.Normalise();
				if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
					dir.z = min(0.0f, min(A->GetForward().z, A->GetRight().z));
				shift += dir * colpoints[mostColliding].depth * 0.5f;
			}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
				CVector dir = colpoints[mostColliding].normal;
				float f = min(fabs(dir.z), 0.9f);
				dir.z = 0.0f;
				dir.Normalise();
				shift += dir * colpoints[mostColliding].depth / (1.0f - f);
				boat = B;
			}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
				CVector dir = colpoints[mostColliding].normal * -1.0f;
				float f = min(fabs(dir.z), 0.9f);
				dir.z = 0.0f;
				dir.Normalise();
				B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
				// BUG? how can that ever happen? A is a Ped
				if(B->IsVehicle())
					B->ProcessEntityCollision(A, colpoints);
			}else{
				if(CWorld::bSecondShift)
					shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
				else
					shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
			}

			doShift = true;
		}
	}

	if(!doShift)
		return false;
	GetPosition() += shift;
	if(boat)
		ProcessEntityCollision(boat, colpoints);
	return true;
}

bool
CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
	static CColPoint aColPoints[32];
	float radius;
	CVector center;
	int listtype;
	CPhysical *A, *B;
	int numCollisions;
	int i;
	float impulseA = -1.0f;
	float impulseB = -1.0f;

	A = (CPhysical*)this;

	radius = A->GetBoundRadius();
	A->GetBoundCentre(center);

	for(listtype = 3; listtype >= 0; listtype--){
		// Go through vehicles and objects
		CPtrList *list;
		switch(listtype){
		case 0:	list = &lists[ENTITYLIST_VEHICLES]; break;
		case 1:	list = &lists[ENTITYLIST_VEHICLES_OVERLAP]; break;
		case 2:	list = &lists[ENTITYLIST_OBJECTS]; break;
		case 3:	list = &lists[ENTITYLIST_OBJECTS_OVERLAP]; break;
		}

		// Find first collision in list
		CPtrNode *listnode;
		for(listnode = list->first; listnode; listnode = listnode->next){
			B = (CPhysical*)listnode->item;
			if(B != A &&
			   B->m_scanCode != CWorld::GetCurrentScanCode() &&
			   B->bUsesCollision &&
			   B->GetIsTouching(center, radius)){
				B->m_scanCode = CWorld::GetCurrentScanCode();
				numCollisions = A->ProcessEntityCollision(B, aColPoints);
				if(numCollisions > 0)
					goto collision;
			}
		}
	}
	// no collision
	return false;

collision:

	if(A->bHasContacted && B->bHasContacted){
		for(i = 0; i < numCollisions; i++){
			if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
				continue;

			if(impulseA > A->m_fDamageImpulse)
				A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

			if(impulseB > B->m_fDamageImpulse)
				B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

			float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
			float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

			DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
		}
	}else if(A->bHasContacted){
		CVector savedMoveFriction = A->m_vecMoveFriction;
		CVector savedTurnFriction = A->m_vecTurnFriction;
		A->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
		A->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
		A->bHasContacted = false;

		for(i = 0; i < numCollisions; i++){
			if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
				continue;

			if(impulseA > A->m_fDamageImpulse)
				A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

			if(impulseB > B->m_fDamageImpulse)
				B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

			float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
			float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

			DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));

			if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
				A->bHasContacted = true;
				B->bHasContacted = true;
			}
		}

		if(!A->bHasContacted){
			A->bHasContacted = true;
			A->m_vecMoveFriction = savedMoveFriction;
			A->m_vecTurnFriction = savedTurnFriction;
		}
	}else if(B->bHasContacted){
		CVector savedMoveFriction = B->m_vecMoveFriction;
		CVector savedTurnFriction = B->m_vecTurnFriction;
		B->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
		B->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
		B->bHasContacted = false;

		for(i = 0; i < numCollisions; i++){
			if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
				continue;

			if(impulseA > A->m_fDamageImpulse)
				A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

			if(impulseB > B->m_fDamageImpulse)
				B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

			float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
			float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

			DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));

			if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
				A->bHasContacted = true;
				B->bHasContacted = true;
			}
		}

		if(!B->bHasContacted){
			B->bHasContacted = true;
			B->m_vecMoveFriction = savedMoveFriction;
			B->m_vecTurnFriction = savedTurnFriction;
		}
	}else{
		for(i = 0; i < numCollisions; i++){
			if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
				continue;

			if(impulseA > A->m_fDamageImpulse)
				A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

			if(impulseB > B->m_fDamageImpulse)
				B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

			float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
			float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

			DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));

			if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
				A->bHasContacted = true;
				B->bHasContacted = true;
			}
		}
	}

	if(B->m_status == STATUS_SIMPLE){
		B->m_status = STATUS_PHYSICS;
		if(B->IsVehicle())
			CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
	}

	return true;
}

bool
CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
	static CColPoint aColPoints[32];
	float radius;
	CVector center;
	CPtrList *list;
	CPhysical *A, *B;
	CObject *Aobj, *Bobj;
	CPed *Aped, *Bped;
	int numCollisions;
	int numResponses;
	int i, j;
	bool skipCollision, altcollision;
	float impulseA = -1.0f;
	float impulseB = -1.0f;

	A = (CPhysical*)this;
	Aobj = (CObject*)A;
	Aped = (CPed*)A;

	radius = A->GetBoundRadius();
	A->GetBoundCentre(center);

	for(j = 0; j <= ENTITYLIST_PEDS_OVERLAP; j++){
		list = &lists[j];

		CPtrNode *listnode;
		for(listnode = list->first; listnode; listnode = listnode->next){
			B = (CPhysical*)listnode->item;
			Bobj = (CObject*)B;
			Bped = (CPed*)B;

			bool isTouching = true;
			if(B == A ||
			   B->m_scanCode == CWorld::GetCurrentScanCode() ||
			   !B->bUsesCollision ||
			   !(isTouching = B->GetIsTouching(center, radius))){
				if(!isTouching){
					if(A->IsObject() && Aobj->m_pCollidingEntity == B)
						Aobj->m_pCollidingEntity = nil;
					else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
						Bobj->m_pCollidingEntity = nil;
					else if(A->IsPed() && Aped->m_pCollidingEntity == B)
						Aped->m_pCollidingEntity = nil;
					else if(B->IsPed() && Bped->m_pCollidingEntity == A)
						Bped->m_pCollidingEntity = nil;
				}
				continue;
			}

			A->m_phy_flagA80 = false;
			skipCollision = false;
			altcollision = false;

			if(B->IsBuilding())
				skipCollision = false;
			else if(IsTrafficLight(A->GetModelIndex()) &&
			  (B->IsVehicle() || B->IsPed()) &&
			  A->GetUp().z < 0.66f){
				skipCollision = true;
				A->m_phy_flagA80 = true;
				Aobj->m_pCollidingEntity = B;
			}else if((A->IsVehicle() || A->IsPed()) &&
			  B->GetUp().z < 0.66f &&
			  IsTrafficLight(B->GetModelIndex())){
				skipCollision = true;
				A->m_phy_flagA80 = true;
				Bobj->m_pCollidingEntity = A;
			}else if(A->IsObject() && B->IsVehicle()){
				if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES)
					skipCollision = true;
				else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
				   Aobj->bHasBeenDamaged ||
				   !Aobj->bIsStatic){
					if(Aobj->m_pCollidingEntity == B)
						skipCollision = true;
					else{
						CMatrix inv;
						CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
						size = A->GetMatrix() * size;
						if(size.z < B->GetPosition().z ||
						   (Invert(B->GetMatrix(), inv) * size).z < 0.0f){
							skipCollision = true;
							Aobj->m_pCollidingEntity = B;
						}
					}
				}
			}else if(B->IsObject() && A->IsVehicle()){
				if(B->GetModelIndex() == MI_CAR_BUMPER || B->GetModelIndex() == MI_FILES)
					skipCollision = true;
				else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
				   Bobj->bHasBeenDamaged ||
				   !Bobj->bIsStatic){
					if(Bobj->m_pCollidingEntity == A)
						skipCollision = true;
					else{
						CMatrix inv;
						CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
						size = B->GetMatrix() * size;
						if(size.z < A->GetPosition().z ||
						   (Invert(A->GetMatrix(), inv) * size).z < 0.0f){
							skipCollision = true;
						}
					}
				}
			}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed()){
				skipCollision = true;
			}else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
				skipCollision = true;
				A->m_phy_flagA80 = true;
			}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
				skipCollision = true;
				if(!Aped->m_ped_flagH1)
					A->m_phy_flagA80 = true;
			}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
				skipCollision = true;
				A->m_phy_flagA80 = true;
			}else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
			         B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
				skipCollision = true;
				A->m_phy_flagA80 = true;
			}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
				altcollision = true;


			if(!A->bUsesCollision || skipCollision){
				B->m_scanCode = CWorld::GetCurrentScanCode();
				A->ProcessEntityCollision(B, aColPoints);
			}else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){

				// This is the case where B doesn't move

				B->m_scanCode = CWorld::GetCurrentScanCode();
				numCollisions = A->ProcessEntityCollision(B, aColPoints);
				if(numCollisions <= 0)
					continue;

				CVector moveSpeed = { 0.0f, 0.0f, 0.0f };
				CVector turnSpeed = { 0.0f, 0.0f, 0.0f };
				numResponses = 0;
				if(A->bHasContacted){
					for(i = 0; i < numCollisions; i++){
						if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
							continue;

						numResponses++;

						if(impulseA > A->m_fDamageImpulse)
							A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

						float imp = impulseA;
						if(A->IsVehicle() && A->GetUp().z < -0.6f &&
						   fabs(A->m_vecMoveSpeed.x) < 0.05f &&
						   fabs(A->m_vecMoveSpeed.y) < 0.05f)
							imp *= 0.1f;

						float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
						float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();

						DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, max(turnSpeedDiff, moveSpeedDiff));
					}
				}else{
					for(i = 0; i < numCollisions; i++){
						if(!A->ApplyCollisionAlt(B, aColPoints[i], impulseA, moveSpeed, turnSpeed))
							continue;

						numResponses++;

						if(impulseA > A->m_fDamageImpulse)
							A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

						float imp = impulseA;
						if(A->IsVehicle() && A->GetUp().z < -0.6f &&
						   fabs(A->m_vecMoveSpeed.x) < 0.05f &&
						   fabs(A->m_vecMoveSpeed.y) < 0.05f)
							imp *= 0.1f;

						float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
						float moveSpeedDiff = A->m_vecMoveSpeed.MagnitudeSqr();

						DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, imp, max(turnSpeedDiff, moveSpeedDiff));

						float adhesion = CSurfaceTable::GetAdhesiveLimit(aColPoints[i]) / numCollisions;

						if(A->GetModelIndex() == MI_RCBANDIT)
							adhesion *= 0.2f;
						else if(IsBoatModel(A->GetModelIndex())){
							if(aColPoints[i].normal.z > 0.6f){
								if(CSurfaceTable::GetAdhesionGroup(aColPoints[i].surfaceB) == ADHESIVE_LOOSE)
									adhesion *= 3.0f;
							}else
								adhesion = 0.0f;
						}else if(A->IsVehicle()){
							if(A->m_status == STATUS_WRECKED)
								adhesion *= 3.0f;
							else if(A->GetUp().z > 0.3f)
								adhesion = 0.0f;
							else
								adhesion *= min(5.0f, 0.03f*impulseA + 1.0f);
						}

						if(A->ApplyFriction(adhesion, aColPoints[i]))
							A->bHasContacted = true;
					}
				}

				if(numResponses){
					m_vecMoveSpeed += moveSpeed / numResponses;
					m_vecTurnSpeed += turnSpeed / numResponses;
					if(!CWorld::bNoMoreCollisionTorque &&
					   A->m_status == STATUS_PLAYER && A->IsVehicle() &&
					   fabs(A->m_vecMoveSpeed.x) > 0.2f &&
					   fabs(A->m_vecMoveSpeed.y) > 0.2f){
						A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
						A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
						A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
					}
					return true;
				}
			}else{

				// B can move

				B->m_scanCode = CWorld::GetCurrentScanCode();
				numCollisions = A->ProcessEntityCollision(B, aColPoints);
				if(numCollisions <= 0)
					continue;

				float maxImpulseA = 0.0f;
				float maxImpulseB = 0.0f;
				if(A->bHasContacted && B->bHasContacted){
					for(i = 0; i < numCollisions; i++){
						if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
							continue;

						if(impulseA > maxImpulseA) maxImpulseA = impulseA;
						if(impulseB > maxImpulseB) maxImpulseB = impulseB;

						if(impulseA > A->m_fDamageImpulse)
							A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

						if(impulseB > B->m_fDamageImpulse)
							B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

						float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
						float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

						DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));
					}
				}else if(A->bHasContacted){
					CVector savedMoveFriction = A->m_vecMoveFriction;
					CVector savedTurnFriction = A->m_vecTurnFriction;
					A->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
					A->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
					A->bHasContacted = false;

					for(i = 0; i < numCollisions; i++){
						if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
							continue;

						if(impulseA > maxImpulseA) maxImpulseA = impulseA;
						if(impulseB > maxImpulseB) maxImpulseB = impulseB;

						if(impulseA > A->m_fDamageImpulse)
							A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

						if(impulseB > B->m_fDamageImpulse)
							B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

						float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
						float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

						DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));

						if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
							A->bHasContacted = true;
							B->bHasContacted = true;
						}
					}

					if(!A->bHasContacted){
						A->bHasContacted = true;
						A->m_vecMoveFriction = savedMoveFriction;
						A->m_vecTurnFriction = savedTurnFriction;
					}
				}else if(B->bHasContacted){
					CVector savedMoveFriction = B->m_vecMoveFriction;
					CVector savedTurnFriction = B->m_vecTurnFriction;
					B->m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
					B->m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
					B->bHasContacted = false;

					for(i = 0; i < numCollisions; i++){
						if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
							continue;

						if(impulseA > maxImpulseA) maxImpulseA = impulseA;
						if(impulseB > maxImpulseB) maxImpulseB = impulseB;

						if(impulseA > A->m_fDamageImpulse)
							A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

						if(impulseB > B->m_fDamageImpulse)
							B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

						float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
						float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

						DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));

						if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
							A->bHasContacted = true;
							B->bHasContacted = true;
						}
					}

					if(!B->bHasContacted){
						B->bHasContacted = true;
						B->m_vecMoveFriction = savedMoveFriction;
						B->m_vecTurnFriction = savedTurnFriction;
					}
				}else{
					for(i = 0; i < numCollisions; i++){
						if(!A->ApplyCollision(B, aColPoints[i], impulseA, impulseB))
							continue;

						if(impulseA > maxImpulseA) maxImpulseA = impulseA;
						if(impulseB > maxImpulseB) maxImpulseB = impulseB;

						if(impulseA > A->m_fDamageImpulse)
							A->SetDamagedPieceRecord(aColPoints[i].pieceA, impulseA, B, aColPoints[i].normal);

						if(impulseB > B->m_fDamageImpulse)
							B->SetDamagedPieceRecord(aColPoints[i].pieceB, impulseB, A, aColPoints[i].normal);

						float turnSpeedDiff = (B->m_vecTurnSpeed - A->m_vecTurnSpeed).MagnitudeSqr();
						float moveSpeedDiff = (B->m_vecMoveSpeed - A->m_vecMoveSpeed).MagnitudeSqr();

						DMAudio.ReportCollision(A, B, aColPoints[i].surfaceA, aColPoints[i].surfaceB, impulseA, max(turnSpeedDiff, moveSpeedDiff));

						if(A->ApplyFriction(B, CSurfaceTable::GetAdhesiveLimit(aColPoints[i])/numCollisions, aColPoints[i])){
							A->bHasContacted = true;
							B->bHasContacted = true;
						}
					}
				}

				if(B->IsPed() && A->IsVehicle() &&
				   (!Bped->IsPlayer() || B->bHasHitWall && A->m_vecMoveSpeed.MagnitudeSqr() > 0.0025f))
					Bped->KillPedWithCar((CVehicle*)A, maxImpulseB);
				else if(B->GetModelIndex() == MI_TRAIN && A->IsPed() &&
				  (!Aped->IsPlayer() || A->bHasHitWall))
					Aped->KillPedWithCar((CVehicle*)B, maxImpulseA*2.0f);
				else if(B->IsObject() && B->bUsesCollision && A->IsVehicle()){
					if(Bobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
						Bobj->ObjectDamage(maxImpulseB);
				}else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
					// BUG? not impulseA?
					if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
						Aobj->ObjectDamage(maxImpulseB);
				}

				if(B->m_status == STATUS_SIMPLE){
					B->m_status = STATUS_PHYSICS;
					if(B->IsVehicle())
						CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
				}

				return true;
			}
			
		}
	}

	return false;
}

bool
CPhysical::CheckCollision(void)
{
	CEntryInfoNode *node;

	bCollisionProcessed = false;
	CWorld::AdvanceCurrentScanCode();
	for(node = m_entryInfoList.first; node; node = node->next)
		if(ProcessCollisionSectorList(node->sector->m_lists))
			return true;
	return false;
}

bool
CPhysical::CheckCollision_SimpleCar(void)
{
	CEntryInfoNode *node;

	bCollisionProcessed = false;
	CWorld::AdvanceCurrentScanCode();
	for(node = m_entryInfoList.first; node; node = node->next)
		if(ProcessCollisionSectorList_SimpleCar(node->sector->m_lists))
			return true;
	return false;
}

void
CPhysical::ProcessShift(void)
{
	m_fDistanceTravelled = 0.0f;
	if(m_status == STATUS_SIMPLE){
		bIsStuck = false;
		bIsInSafePosition = true;
		RemoveAndAdd();
	}else{
		CMatrix matrix(GetMatrix());
		ApplyMoveSpeed();
		ApplyTurnSpeed();
		GetMatrix().Reorthogonalise();

		CWorld::AdvanceCurrentScanCode();

		if(IsVehicle())
			field_EF = true;

		CEntryInfoNode *node;
		bool hasshifted = false;	// whatever that means...
		for(node = m_entryInfoList.first; node; node = node->next)
			hasshifted |= ProcessShiftSectorList(node->sector->m_lists);
		field_EF = false;
		if(hasshifted){
			CWorld::AdvanceCurrentScanCode();
			for(node = m_entryInfoList.first; node; node = node->next)
				if(ProcessCollisionSectorList(node->sector->m_lists)){
					GetMatrix() = matrix;
					return;
				}
		}
		bIsStuck = false;
		bIsInSafePosition = true;
		m_fDistanceTravelled = (GetPosition() - *matrix.GetPosition()).Magnitude();
		RemoveAndAdd();
	}
}

// x is the number of units (m) we would like to step
#define NUMSTEPS(x) ceil(sqrt(distSq) * (1.0f/(x)))

void
CPhysical::ProcessCollision(void)
{
	int i;
	CPed *ped = (CPed*)this;

	m_fDistanceTravelled = 0.0f;
	field_EF = 0;
	m_phy_flagA80 = false;

	if(!bUsesCollision){
		bIsStuck = false;
		bIsInSafePosition = true;
		RemoveAndAdd();
		return;
	}

	if(m_status == STATUS_SIMPLE){
		if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
			m_status = STATUS_PHYSICS;
			if(IsVehicle())
				CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
		}
		bIsStuck = false;
		bIsInSafePosition = true;
		RemoveAndAdd();
		return;
	}

	// Save current state
	CMatrix savedMatrix(GetMatrix());
	float savedTimeStep = CTimer::GetTimeStep();

	int8 n = 1;	// The number of steps we divide the time step into
	float step = 0.0f;	// divided time step
	float distSq = GetDistanceSq();

	if(IsPed() && (distSq >= sq(0.2f) || ped->IsPlayer())){
		if(ped->IsPlayer())
			n = max(NUMSTEPS(0.2f), 2.0);
		else
			n = NUMSTEPS(0.3f);
		step = savedTimeStep / n;
	}else if(IsVehicle() && distSq >= sq(0.4f)){
		if(m_status == STATUS_PLAYER)
			n = NUMSTEPS(0.2f);
		else
			n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
		step = savedTimeStep / n;
	}else if(IsObject()){
		int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
		if(responsecase == COLLRESPONSE_CHANGE_MODEL){
			CVector speedUp = { 0.0f, 0.0f, 0.0f };
			CVector speedDown = { 0.0f, 0.0f, 0.0f };
			speedUp.z = GetBoundRadius();
			speedDown.z = -speedUp.z;
			speedUp = Multiply3x3(GetMatrix(), speedUp);
			speedDown = Multiply3x3(GetMatrix(), speedDown);
			speedUp = GetSpeed(speedUp);
			speedDown = GetSpeed(speedDown);
			distSq = max(speedUp.MagnitudeSqr(), speedDown.MagnitudeSqr()) * sq(CTimer::GetTimeStep());
			if(distSq >= sq(0.3f)){
				n = NUMSTEPS(0.3f);
				step = savedTimeStep / n;
			}
		}else if(responsecase == COLLRESPONSE_UNKNOWN5){
			if(distSq >= 0.009f){
				n = NUMSTEPS(0.09f);
				step = savedTimeStep / n;
			}
		}else if(responsecase == COLLRESPONSE_SPLIT_MODEL || responsecase == COLLRESPONSE_CHANGE_THEN_SMASH){
			if(distSq >= sq(0.15f)){
				n = NUMSTEPS(0.15f);
				step = savedTimeStep / n;
			}
		}else{
			if(distSq >= sq(0.3f)){
				n = NUMSTEPS(0.3f);
				step = savedTimeStep / n;
			}
		}
	}

	for(i = 1; i < n; i++){
		CTimer::SetTimeStep(i * step);
		ApplyMoveSpeed();
		ApplyTurnSpeed();
		// TODO: get rid of copy paste?
		if(CheckCollision()){
			if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
			   !ped->m_ped_flagA2 &&
			   ped->bIsStanding)
				savedMatrix.GetPosition()->z = GetPosition().z;
			GetMatrix() = savedMatrix;
			CTimer::SetTimeStep(savedTimeStep);
			return;
		}
		if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
		   !ped->m_ped_flagA2 &&
		   ped->bIsStanding)
			savedMatrix.GetPosition()->z = GetPosition().z;
		GetMatrix() = savedMatrix;
		CTimer::SetTimeStep(savedTimeStep);
		if(IsVehicle()){
			CVehicle *veh = (CVehicle*)this;
			if(veh->m_vehType == VEHICLE_TYPE_CAR){
				CAutomobile *car = (CAutomobile*)this;
				car->m_afWheelSuspDist[0] = 1.0f;
				car->m_afWheelSuspDist[1] = 1.0f;
				car->m_afWheelSuspDist[2] = 1.0f;
				car->m_afWheelSuspDist[3] = 1.0f;
			}else if(veh->m_vehType == VEHICLE_TYPE_BIKE){
				assert(0 && "TODO - but unused");
			}
		}
	}
	
	ApplyMoveSpeed();
	ApplyTurnSpeed();
	GetMatrix().Reorthogonalise();
	field_EF = 0;
	m_phy_flagA80 = false;
	if(!m_vecMoveSpeed.IsZero() ||
	   !m_vecTurnSpeed.IsZero() ||
	   bHitByTrain ||
	   m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
		if(IsVehicle())
			((CVehicle*)this)->m_veh_flagD4 = true;
		if(CheckCollision()){
			GetMatrix() = savedMatrix;
			return;
		}
	}
	bHitByTrain = false;
	m_fDistanceTravelled = (GetPosition() - *savedMatrix.GetPosition()).Magnitude();
	m_phy_flagA80 = false;

	bIsStuck = false;
	bIsInSafePosition = true;
	RemoveAndAdd();
}


STARTPATCHES
	InjectHook(0x4951F0, &CPhysical::Add_, PATCH_JUMP);
	InjectHook(0x4954B0, &CPhysical::Remove_, PATCH_JUMP);
	InjectHook(0x495540, &CPhysical::RemoveAndAdd, PATCH_JUMP);
	InjectHook(0x495F10, &CPhysical::ProcessControl_, PATCH_JUMP);
	InjectHook(0x496F10, &CPhysical::ProcessShift_, PATCH_JUMP);
	InjectHook(0x4961A0, &CPhysical::ProcessCollision_, PATCH_JUMP);
	InjectHook(0x49F790, &CPhysical::ProcessEntityCollision_, PATCH_JUMP);
	InjectHook(0x4958F0, &CPhysical::AddToMovingList, PATCH_JUMP);
	InjectHook(0x495940, &CPhysical::RemoveFromMovingList, PATCH_JUMP);
	InjectHook(0x497180, &CPhysical::AddCollisionRecord, PATCH_JUMP);
	InjectHook(0x4970C0, &CPhysical::AddCollisionRecord_Treadable, PATCH_JUMP);
	InjectHook(0x497240, &CPhysical::GetHasCollidedWith, PATCH_JUMP);
	InjectHook(0x49F820, &CPhysical::RemoveRefsToEntity, PATCH_JUMP);

#define F3 float, float, float
	InjectHook(0x495B10, &CPhysical::ApplyMoveSpeed, PATCH_JUMP);
	InjectHook(0x497280, &CPhysical::ApplyTurnSpeed, PATCH_JUMP);
	InjectHook(0x4959A0, (void (CPhysical::*)(F3))&CPhysical::ApplyMoveForce, PATCH_JUMP);
	InjectHook(0x495A10, (void (CPhysical::*)(F3, F3))&CPhysical::ApplyTurnForce, PATCH_JUMP);
	InjectHook(0x495D90, (void (CPhysical::*)(F3))&CPhysical::ApplyFrictionMoveForce, PATCH_JUMP);
	InjectHook(0x495E10, (void (CPhysical::*)(F3, F3))&CPhysical::ApplyFrictionTurnForce, PATCH_JUMP);
	InjectHook(0x499890, &CPhysical::ApplySpringCollision, PATCH_JUMP);
	InjectHook(0x495B50, &CPhysical::ApplyGravity, PATCH_JUMP);
	InjectHook(0x495B80, (void (CPhysical::*)(void))&CPhysical::ApplyFriction, PATCH_JUMP);
	InjectHook(0x495C20, &CPhysical::ApplyAirResistance, PATCH_JUMP);

	InjectHook(0x4973A0, &CPhysical::ApplyCollision, PATCH_JUMP);
	InjectHook(0x4992A0, &CPhysical::ApplyCollisionAlt, PATCH_JUMP);
	InjectHook(0x499BE0, (bool (CPhysical::*)(float, CColPoint&))&CPhysical::ApplyFriction, PATCH_JUMP);
	InjectHook(0x49A180, (bool (CPhysical::*)(CPhysical*, float, CColPoint&))&CPhysical::ApplyFriction, PATCH_JUMP);

	InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP);
	InjectHook(0x49E790, &CPhysical::ProcessCollisionSectorList_SimpleCar, PATCH_JUMP);
	InjectHook(0x49B620, &CPhysical::ProcessCollisionSectorList, PATCH_JUMP);
	InjectHook(0x496E50, &CPhysical::CheckCollision, PATCH_JUMP);
	InjectHook(0x496EB0, &CPhysical::CheckCollision_SimpleCar, PATCH_JUMP);
ENDPATCHES