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authorerorcun <erorcunerorcun@hotmail.com.tr>2020-12-09 04:09:45 +0100
committererorcun <erorcunerorcun@hotmail.com.tr>2020-12-09 04:09:48 +0100
commit33e1f28239e715aba0abbf417bbcf57e61985d65 (patch)
tree4bbaf5d44db8cc271a1965c8364da9615a29d335 /src/core
parentAnimViewer fixes, commentary from miami (diff)
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Diffstat (limited to 'src/core')
-rw-r--r--src/core/Cam.cpp20
1 files changed, 14 insertions, 6 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index b20e6db3..7cb7564a 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -5042,9 +5042,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
float stickX = -(pad->GetCarGunLeftRight());
float stickY = pad->GetCarGunUpDown();
- // In SA this checks for m_bUseMouse3rdPerson so num2/num8 do not move camera when Keyboard & Mouse controls are used.
- if (CCamera::m_bUseMouse3rdPerson)
- stickY = 0.0f;
+ // In SA this is for not let num2/num8 move camera when Keyboard & Mouse controls are used.
+ // if (CCamera::m_bUseMouse3rdPerson)
+ // stickY = 0.0f;
float xMovement = Abs(stickX) * (FOV / 80.0f * 5.f / 70.f) * stickX * 0.007f * 0.007f;
float yMovement = Abs(stickY) * (FOV / 80.0f * 3.f / 70.f) * stickY * 0.007f * 0.007f;
@@ -5238,11 +5238,14 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
float timestepFactor = Pow(0.99f, CTimer::GetTimeStep());
dontCollideWithCars = (timestepFactor * dontCollideWithCars) + ((1.0f - timestepFactor) * car->m_vecMoveSpeed.Magnitude());
+ // Our addition
+#define IS_TRAFFIC_LIGHT(ent) (ent->IsObject() && (IsStreetLight(ent->GetModelIndex()) || ent->GetModelIndex() == MI_STREETLAMP1 || ent->GetModelIndex() == MI_STREETLAMP2))
+
// Move cam if on collision
CColPoint foundCol;
CEntity* foundEnt;
CWorld::pIgnoreEntity = CamTargetEntity;
- if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
+ if (CWorld::ProcessLineOfSight(TargetCoors, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) && !IS_TRAFFIC_LIGHT(foundEnt)) {
float obstacleTargetDist = (TargetCoors - foundCol.point).Magnitude();
float obstacleCamDist = newDistance - obstacleTargetDist;
if (!foundEnt->IsPed() || obstacleCamDist <= 1.0f) {
@@ -5251,7 +5254,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
RwCameraSetNearClipPlane(Scene.camera, Max(0.05f, obstacleTargetDist - 0.3f));
}
} else {
- if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, false, false, true, false)) {
+ if (!CWorld::ProcessLineOfSight(foundCol.point, Source, foundCol, foundEnt, true, dontCollideWithCars < 0.1f, false, true, false, true, false) || IS_TRAFFIC_LIGHT(foundEnt)) {
float lessClip = obstacleCamDist - 0.35f;
if (lessClip <= DEFAULT_NEAR)
RwCameraSetNearClipPlane(Scene.camera, lessClip);
@@ -5270,6 +5273,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
}
}
}
+
CWorld::pIgnoreEntity = nil;
float nearClip = RwCameraGetNearClipPlane(Scene.camera);
float radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
@@ -5277,9 +5281,12 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// If we're seeing blue hell due to camera intersects some surface, fix it.
// SA and LCS have this unrolled.
for (int i = 0;
- i <= 5 && CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false);
+ i <= 5 && (foundEnt = CWorld::TestSphereAgainstWorld((nearClip * Front) + Source, radius * nearClip, nil, true, true, false, true, false, false));
i++) {
+ if (IS_TRAFFIC_LIGHT(foundEnt))
+ break;
+
CVector surfaceCamDist = gaTempSphereColPoints->point - Source;
CVector frontButInvertedIfTouchesSurface = DotProduct(surfaceCamDist, Front) * Front;
float newNearClip = (surfaceCamDist - frontButInvertedIfTouchesSurface).Magnitude() / radius;
@@ -5297,6 +5304,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
nearClip = RwCameraGetNearClipPlane(Scene.camera);
radius = Tan(DEGTORAD(FOV * 0.5f)) * CDraw::GetAspectRatio() * 1.1f;
}
+#undef IS_TRAFFIC_LIGHT
}
TheCamera.m_bCamDirectlyBehind = false;
TheCamera.m_bCamDirectlyInFront = false;