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-rw-r--r--src/math/Matrix.h148
-rw-r--r--src/math/math.cpp139
-rw-r--r--src/vehicles/Automobile.cpp213
-rw-r--r--src/vehicles/Automobile.h2
4 files changed, 379 insertions, 123 deletions
diff --git a/src/math/Matrix.h b/src/math/Matrix.h
index 05a6eb03..bfe85afa 100644
--- a/src/math/Matrix.h
+++ b/src/math/Matrix.h
@@ -125,6 +125,24 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
+ void Scale(float scale)
+ {
+ // GTA treats this as 4x4 floats
+ m_matrix.right.x *= scale;
+ m_matrix.right.y *= scale;
+ m_matrix.right.z *= scale;
+ m_matrix.up.x *= scale;
+ m_matrix.up.y *= scale;
+ m_matrix.up.z *= scale;
+ m_matrix.at.x *= scale;
+ m_matrix.at.y *= scale;
+ m_matrix.at.z *= scale;
+ m_matrix.pos.x *= scale;
+ m_matrix.pos.y *= scale;
+ m_matrix.pos.z *= scale;
+ m_matrix.flags = 0;
+ }
+
void SetRotateXOnly(float angle){
float c = Cos(angle);
@@ -192,40 +210,10 @@ public:
m_matrix.pos.y = 0.0f;
m_matrix.pos.z = 0.0f;
}
- void SetRotate(float xAngle, float yAngle, float zAngle) {
- float cX = Cos(xAngle);
- float sX = Sin(xAngle);
- float cY = Cos(yAngle);
- float sY = Sin(yAngle);
- float cZ = Cos(zAngle);
- float sZ = Sin(zAngle);
-
- m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
- m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
- m_matrix.right.z = -cX * sY;
+ void SetRotate(float xAngle, float yAngle, float zAngle);
+ void Rotate(float x, float y, float z);
- m_matrix.up.x = -sZ * cX;
- m_matrix.up.y = cZ * cX;
- m_matrix.up.z = sX;
-
- m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
- m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
- m_matrix.at.z = cX * cY;
-
- m_matrix.pos.x = 0.0f;
- m_matrix.pos.y = 0.0f;
- m_matrix.pos.z = 0.0f;
- }
- void Reorthogonalise(void){
- CVector &r = GetRight();
- CVector &f = GetForward();
- CVector &u = GetUp();
- u = CrossProduct(r, f);
- u.Normalise();
- r = CrossProduct(f, u);
- r.Normalise();
- f = CrossProduct(u, r);
- }
+ void Reorthogonalise(void);
void CopyOnlyMatrix(CMatrix *other){
m_matrix = other->m_matrix;
}
@@ -245,35 +233,13 @@ public:
}
};
-inline CMatrix&
-Invert(const CMatrix &src, CMatrix &dst)
-{
- // GTA handles this as a raw 4x4 orthonormal matrix
- // and trashes the RW flags, let's not do that
- // actual copy of librw code:
- RwMatrix *d = &dst.m_matrix;
- const RwMatrix *s = &src.m_matrix;
- d->right.x = s->right.x;
- d->right.y = s->up.x;
- d->right.z = s->at.x;
- d->up.x = s->right.y;
- d->up.y = s->up.y;
- d->up.z = s->at.y;
- d->at.x = s->right.z;
- d->at.y = s->up.z;
- d->at.z = s->at.z;
- d->pos.x = -(s->pos.x*s->right.x +
- s->pos.y*s->right.y +
- s->pos.z*s->right.z);
- d->pos.y = -(s->pos.x*s->up.x +
- s->pos.y*s->up.y +
- s->pos.z*s->up.z);
- d->pos.z = -(s->pos.x*s->at.x +
- s->pos.y*s->at.y +
- s->pos.z*s->at.z);
- d->flags = rwMATRIXTYPEORTHONORMAL;
- return dst;
-}
+
+CMatrix &Invert(const CMatrix &src, CMatrix &dst);
+CVector operator*(const CMatrix &mat, const CVector &vec);
+CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
+CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
+CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
+CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
inline CMatrix
Invert(const CMatrix &matrix)
@@ -282,64 +248,6 @@ Invert(const CMatrix &matrix)
return Invert(matrix, inv);
}
-inline CVector
-operator*(const CMatrix &mat, const CVector &vec)
-{
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
- mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
- mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
-}
-
-inline CMatrix
-operator*(const CMatrix &m1, const CMatrix &m2)
-{
- CMatrix out;
- RwMatrix *dst = &out.m_matrix;
- const RwMatrix *src1 = &m1.m_matrix;
- const RwMatrix *src2 = &m2.m_matrix;
- dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
- dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
- dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
- dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
- dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
- dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
- dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
- dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
- dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
- dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
- dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
- dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
- return out;
-}
-
-inline CVector
-MultiplyInverse(const CMatrix &mat, const CVector &vec)
-{
- CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
- return CVector(
- mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
- mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
- mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
-}
-
-inline CVector
-Multiply3x3(const CMatrix &mat, const CVector &vec)
-{
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
- mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
- mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
-}
-
-inline CVector
-Multiply3x3(const CVector &vec, const CMatrix &mat)
-{
- return CVector(
- mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
- mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
- mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
-}
class CCompressedMatrixNotAligned
{
diff --git a/src/math/math.cpp b/src/math/math.cpp
index c1199fcc..e8b7d933 100644
--- a/src/math/math.cpp
+++ b/src/math/math.cpp
@@ -5,6 +5,145 @@
// TODO: move more stuff into here
void
+CMatrix::SetRotate(float xAngle, float yAngle, float zAngle)
+{
+ float cX = Cos(xAngle);
+ float sX = Sin(xAngle);
+ float cY = Cos(yAngle);
+ float sY = Sin(yAngle);
+ float cZ = Cos(zAngle);
+ float sZ = Sin(zAngle);
+
+ m_matrix.right.x = cZ * cY - (sZ * sX) * sY;
+ m_matrix.right.y = (cZ * sX) * sY + sZ * cY;
+ m_matrix.right.z = -cX * sY;
+
+ m_matrix.up.x = -sZ * cX;
+ m_matrix.up.y = cZ * cX;
+ m_matrix.up.z = sX;
+
+ m_matrix.at.x = (sZ * sX) * cY + cZ * sY;
+ m_matrix.at.y = sZ * sY - (cZ * sX) * cY;
+ m_matrix.at.z = cX * cY;
+
+ m_matrix.pos.x = 0.0f;
+ m_matrix.pos.y = 0.0f;
+ m_matrix.pos.z = 0.0f;
+}
+
+void
+CMatrix::Rotate(float x, float y, float z)
+{
+ // TODO? do this directly without creating another matrix
+ CMatrix rot;
+ rot.SetRotate(x, y, z);
+ *this = rot * *this;
+}
+
+void
+CMatrix::Reorthogonalise(void)
+{
+ CVector &r = GetRight();
+ CVector &f = GetForward();
+ CVector &u = GetUp();
+ u = CrossProduct(r, f);
+ u.Normalise();
+ r = CrossProduct(f, u);
+ r.Normalise();
+ f = CrossProduct(u, r);
+}
+
+CMatrix&
+Invert(const CMatrix &src, CMatrix &dst)
+{
+ // GTA handles this as a raw 4x4 orthonormal matrix
+ // and trashes the RW flags, let's not do that
+ // actual copy of librw code:
+ RwMatrix *d = &dst.m_matrix;
+ const RwMatrix *s = &src.m_matrix;
+ d->right.x = s->right.x;
+ d->right.y = s->up.x;
+ d->right.z = s->at.x;
+ d->up.x = s->right.y;
+ d->up.y = s->up.y;
+ d->up.z = s->at.y;
+ d->at.x = s->right.z;
+ d->at.y = s->up.z;
+ d->at.z = s->at.z;
+ d->pos.x = -(s->pos.x*s->right.x +
+ s->pos.y*s->right.y +
+ s->pos.z*s->right.z);
+ d->pos.y = -(s->pos.x*s->up.x +
+ s->pos.y*s->up.y +
+ s->pos.z*s->up.z);
+ d->pos.z = -(s->pos.x*s->at.x +
+ s->pos.y*s->at.y +
+ s->pos.z*s->at.z);
+ d->flags = rwMATRIXTYPEORTHONORMAL;
+ return dst;
+}
+
+CVector
+operator*(const CMatrix &mat, const CVector &vec)
+{
+ return CVector(
+ mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z + mat.m_matrix.pos.x,
+ mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z + mat.m_matrix.pos.y,
+ mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z + mat.m_matrix.pos.z);
+}
+
+CMatrix
+operator*(const CMatrix &m1, const CMatrix &m2)
+{
+ CMatrix out;
+ RwMatrix *dst = &out.m_matrix;
+ const RwMatrix *src1 = &m1.m_matrix;
+ const RwMatrix *src2 = &m2.m_matrix;
+ dst->right.x = src1->right.x*src2->right.x + src1->up.x*src2->right.y + src1->at.x*src2->right.z;
+ dst->right.y = src1->right.y*src2->right.x + src1->up.y*src2->right.y + src1->at.y*src2->right.z;
+ dst->right.z = src1->right.z*src2->right.x + src1->up.z*src2->right.y + src1->at.z*src2->right.z;
+ dst->up.x = src1->right.x*src2->up.x + src1->up.x*src2->up.y + src1->at.x*src2->up.z;
+ dst->up.y = src1->right.y*src2->up.x + src1->up.y*src2->up.y + src1->at.y*src2->up.z;
+ dst->up.z = src1->right.z*src2->up.x + src1->up.z*src2->up.y + src1->at.z*src2->up.z;
+ dst->at.x = src1->right.x*src2->at.x + src1->up.x*src2->at.y + src1->at.x*src2->at.z;
+ dst->at.y = src1->right.y*src2->at.x + src1->up.y*src2->at.y + src1->at.y*src2->at.z;
+ dst->at.z = src1->right.z*src2->at.x + src1->up.z*src2->at.y + src1->at.z*src2->at.z;
+ dst->pos.x = src1->right.x*src2->pos.x + src1->up.x*src2->pos.y + src1->at.x*src2->pos.z + src1->pos.x;
+ dst->pos.y = src1->right.y*src2->pos.x + src1->up.y*src2->pos.y + src1->at.y*src2->pos.z + src1->pos.y;
+ dst->pos.z = src1->right.z*src2->pos.x + src1->up.z*src2->pos.y + src1->at.z*src2->pos.z + src1->pos.z;
+ return out;
+}
+
+CVector
+MultiplyInverse(const CMatrix &mat, const CVector &vec)
+{
+ CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
+ return CVector(
+ mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
+ mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
+ mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
+}
+
+CVector
+Multiply3x3(const CMatrix &mat, const CVector &vec)
+{
+ return CVector(
+ mat.m_matrix.right.x * vec.x + mat.m_matrix.up.x * vec.y + mat.m_matrix.at.x * vec.z,
+ mat.m_matrix.right.y * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.at.y * vec.z,
+ mat.m_matrix.right.z * vec.x + mat.m_matrix.up.z * vec.y + mat.m_matrix.at.z * vec.z);
+}
+
+CVector
+Multiply3x3(const CVector &vec, const CMatrix &mat)
+{
+ return CVector(
+ mat.m_matrix.right.x * vec.x + mat.m_matrix.right.y * vec.y + mat.m_matrix.right.z * vec.z,
+ mat.m_matrix.up.x * vec.x + mat.m_matrix.up.y * vec.y + mat.m_matrix.up.z * vec.z,
+ mat.m_matrix.at.x * vec.x + mat.m_matrix.at.y * vec.y + mat.m_matrix.at.z * vec.z);
+}
+
+
+void
CQuaternion::Slerp(const CQuaternion &q1, const CQuaternion &q2, float theta, float invSin, float t)
{
if(theta == 0.0f)
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index 851eaa28..b49bc5e0 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -168,7 +168,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
m_fCarGunLR = 0.0f;
m_fCarGunUD = 0.05f;
- m_fWindScreenRotation = 0.0f;
+ m_fPropellerRotation = 0.0f;
m_weaponDoorTimerLeft = 0.0f;
m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
@@ -1203,8 +1203,216 @@ CAutomobile::Teleport(CVector pos)
}
WRAPPER void CAutomobile::PreRender(void) { EAXJMP(0x535B40); }
-WRAPPER void CAutomobile::Render(void) { EAXJMP(0x539EA0); }
+void
+CAutomobile::Render(void)
+{
+ int i;
+ CMatrix mat;
+ CVector pos;
+ CVehicleModelInfo *mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex());
+
+ if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){
+ // Rhino has no bonnet...what are we doing here?
+ CMatrix m;
+ CVector p;
+ m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET]));
+ p = m.GetPosition();
+ m.SetRotateZ(m_fCarGunLR);
+ m.Translate(p);
+ m.UpdateRW();
+ }
+
+ CVector contactPoints[4]; // relative to model
+ CVector contactSpeeds[4]; // speed at contact points
+ CVector frontWheelFwd = Multiply3x3(GetMatrix(), CVector(-Sin(m_fSteerAngle), Cos(m_fSteerAngle), 0.0f));
+ CVector rearWheelFwd = GetForward();
+ for(i = 0; i < 4; i++){
+ contactPoints[i] = m_aWheelColPoints[i].point - GetPosition();
+ contactSpeeds[i] = GetSpeed(contactPoints[i]);
+ if(i == CARWHEEL_FRONT_LEFT || i == CARWHEEL_FRONT_RIGHT)
+ m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], frontWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale);
+ else
+ m_aWheelSpeed[i] = ProcessWheelRotation(m_aWheelState[i], rearWheelFwd, contactSpeeds[i], 0.5f*mi->m_wheelScale);
+ m_aWheelRotation[i] += m_aWheelSpeed[i];
+ }
+
+ // Rear right wheel
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RB]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT];
+ if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
+ mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT]));
+ else
+ mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]));
+
+ // Rear left wheel
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LB]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT];
+ if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
+ mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT]));
+ else
+ mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]));
+
+ // Mid right wheel
+ if(m_aCarNodes[CAR_WHEEL_RM]){
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RM]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_REAR_RIGHT];
+ if(Damage.GetWheelStatus(CARWHEEL_REAR_RIGHT) == WHEEL_STATUS_BURST)
+ mat.SetRotate(m_aWheelRotation[CARWHEEL_REAR_RIGHT], 0.0f, 0.3f*Sin(m_aWheelRotation[CARWHEEL_REAR_RIGHT]));
+ else
+ mat.SetRotateX(m_aWheelRotation[CARWHEEL_REAR_RIGHT]);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RM]));
+ }
+
+ // Mid left wheel
+ if(m_aCarNodes[CAR_WHEEL_LM]){
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LM]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_REAR_LEFT];
+ if(Damage.GetWheelStatus(CARWHEEL_REAR_LEFT) == WHEEL_STATUS_BURST)
+ mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI+0.3f*Sin(-m_aWheelRotation[CARWHEEL_REAR_LEFT]));
+ else
+ mat.SetRotate(-m_aWheelRotation[CARWHEEL_REAR_LEFT], 0.0f, PI);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LM]));
+ }
+
+ if(GetModelIndex() == MI_DODO){
+ // Front wheel
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
+ if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
+ mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT]));
+ else
+ mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
+
+ // Rotate propeller
+ if(m_aCarNodes[CAR_WINDSCREEN]){
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
+ pos = mat.GetPosition();
+ mat.SetRotateY(m_fPropellerRotation);
+ mat.Translate(pos);
+ mat.UpdateRW();
+
+ m_fPropellerRotation += m_fGasPedal != 0.0f ? TWOPI/13.0f : TWOPI/26.0f;
+ if(m_fPropellerRotation > TWOPI)
+ m_fPropellerRotation -= TWOPI;
+ }
+
+ // Rudder
+ if(Damage.GetDoorStatus(DOOR_BOOT) != DOOR_STATUS_MISSING && m_aCarNodes[CAR_BOOT]){
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BOOT]));
+ pos = mat.GetPosition();
+ mat.SetRotate(0.0f, 0.0f, -m_fSteerAngle);
+ mat.Rotate(0.0f, Sin(m_fSteerAngle)*DEGTORAD(22.0f), 0.0f);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ }
+
+ ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT);
+ ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
+ }else if(GetModelIndex() == MI_RHINO){
+ // Front right wheel
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
+ // no damaged wheels or steering
+ mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, 0.0f);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
+
+ // Front left wheel
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT];
+ // no damaged wheels or steering
+ mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]));
+ }else{
+ // Front right wheel
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_FRONT_RIGHT];
+ if(Damage.GetWheelStatus(CARWHEEL_FRONT_RIGHT) == WHEEL_STATUS_BURST)
+ mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle+0.3f*Sin(m_aWheelRotation[CARWHEEL_FRONT_RIGHT]));
+ else
+ mat.SetRotate(m_aWheelRotation[CARWHEEL_FRONT_RIGHT], 0.0f, m_fSteerAngle);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]));
+
+ // Front left wheel
+ mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
+ pos.x = mat.GetPosition().x;
+ pos.y = mat.GetPosition().y;
+ pos.z = m_aWheelPosition[CARWHEEL_FRONT_LEFT];
+ if(Damage.GetWheelStatus(CARWHEEL_FRONT_LEFT) == WHEEL_STATUS_BURST)
+ mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle+0.3f*Sin(-m_aWheelRotation[CARWHEEL_FRONT_LEFT]));
+ else
+ mat.SetRotate(-m_aWheelRotation[CARWHEEL_FRONT_LEFT], 0.0f, PI+m_fSteerAngle);
+ mat.Scale(mi->m_wheelScale);
+ mat.Translate(pos);
+ mat.UpdateRW();
+ if(CVehicle::bWheelsOnlyCheat)
+ RpAtomicRender((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]));
+
+ ProcessSwingingDoor(CAR_DOOR_LF, DOOR_FRONT_LEFT);
+ ProcessSwingingDoor(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
+ ProcessSwingingDoor(CAR_DOOR_LR, DOOR_REAR_LEFT);
+ ProcessSwingingDoor(CAR_DOOR_RR, DOOR_REAR_RIGHT);
+ ProcessSwingingDoor(CAR_BONNET, DOOR_BONNET);
+ ProcessSwingingDoor(CAR_BOOT, DOOR_BOOT);
+
+ mi->SetVehicleColour(m_currentColour1, m_currentColour2);
+ }
+
+
+ if(!CVehicle::bWheelsOnlyCheat)
+ CEntity::Render();
+}
int32
CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
@@ -3600,6 +3808,7 @@ STARTPATCHES
InjectHook(0x52D190, &CAutomobile_::SetModelIndex_, PATCH_JUMP);
InjectHook(0x531470, &CAutomobile_::ProcessControl_, PATCH_JUMP);
InjectHook(0x535180, &CAutomobile_::Teleport_, PATCH_JUMP);
+ InjectHook(0x539EA0, &CAutomobile_::Render_, PATCH_JUMP);
InjectHook(0x53B270, &CAutomobile_::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x53B660, &CAutomobile_::ProcessControlInputs_, PATCH_JUMP);
InjectHook(0x52E5F0, &CAutomobile_::GetComponentWorldPosition_, PATCH_JUMP);
diff --git a/src/vehicles/Automobile.h b/src/vehicles/Automobile.h
index 959b83e4..618ad079 100644
--- a/src/vehicles/Automobile.h
+++ b/src/vehicles/Automobile.h
@@ -71,7 +71,7 @@ public:
float m_weaponDoorTimerRight;
float m_fCarGunLR;
float m_fCarGunUD;
- float m_fWindScreenRotation;
+ float m_fPropellerRotation;
uint8 stuff4[4];
uint8 m_nWheelsOnGround;
uint8 m_nDriveWheelsOnGround;