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-rw-r--r--src/control/CarCtrl.cpp44
1 files changed, 42 insertions, 2 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index b250cb97..5e8324ed 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -971,7 +971,8 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
pVehicle->GetModelIndex() == MI_AMBULAN ||
pVehicle->GetModelIndex() == MI_FIRETRUCK ||
pVehicle->bIsLawEnforcer ||
- pVehicle->bIsCarParkVehicle
+ pVehicle->bIsCarParkVehicle ||
+ CTimer::GetTimeInMilliseconds() < pVehicle->m_nSetPieceExtendedRangeTime
){
threshold = ONSCREEN_DESPAWN_RANGE * TheCamera.GenerationDistMultiplier;
}
@@ -2515,7 +2516,7 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
pSwerve, pAccel, pBrake, pHandbrake);
return;
case MISSION_BLOCKPLAYER_FORWARDANDBACK:
- //SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
+ SteerAICarBlockingPlayerForwardAndBack(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
return;
default:
assert(0);
@@ -2523,6 +2524,45 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
}
}
+void CCarCtrl::SteerAICarBlockingPlayerForwardAndBack(CVehicle* pVehicle, float* pSwerve, float* pAccel, float* pBrake, bool* pHandbrake)
+{
+ *pSwerve = 0.0f;
+ *pHandbrake = false;
+ CVector player = FindPlayerSpeed() + 0.1f * FindPlayerEntity()->GetForward();
+ player.z = 0.0f;
+ CVector right(pVehicle->GetRight().x, pVehicle->GetRight().y, 0.0f);
+ right.Normalise();
+ CVector forward(pVehicle->GetForward().x, pVehicle->GetForward().y, 0.0f);
+ forward.Normalise();
+ float dpPlayerAndRight = DotProduct(player, right);
+ if (dpPlayerAndRight == 0.0f)
+ dpPlayerAndRight = 0.01f;
+ float dpDiffAndRight = -DotProduct((FindPlayerCoors() - pVehicle->GetPosition()), right) / dpPlayerAndRight;
+ if (dpDiffAndRight < 0.0f) {
+ *pAccel = 0.0f;
+ *pBrake = 0.0f;
+ return;
+ }
+ float dpSpeedAndForward = DotProduct(pVehicle->GetMoveSpeed(), forward);
+ float dpPlayerAndForward = DotProduct(player, forward);
+ float dpDiffAndForward = DotProduct((FindPlayerCoors() - pVehicle->GetPosition()), forward);
+ float multiplier = dpPlayerAndForward * dpDiffAndRight + dpDiffAndForward - dpSpeedAndForward * dpDiffAndRight;
+ if (multiplier > 0) {
+ *pAccel = Min(1.0f, 0.1f * multiplier);
+ *pBrake = 0.0f;
+ }
+ else if (dpSpeedAndForward > 0) {
+ *pAccel = 0.0f;
+ *pBrake = Min(1.0f, -0.1f * multiplier);
+ if (*pBrake > 0.95f)
+ *pHandbrake = true;
+ }
+ else {
+ *pAccel = Max(-1.0f, 0.1f * multiplier);
+ *pBrake = 0.0f;
+ }
+}
+
void CCarCtrl::SteerAIBoatWithPhysicsHeadingForTarget(CVehicle* pVehicle, float targetX, float targetY, float* pSwerve, float* pAccel, float* pBrake)
{
CVector2D forward = pVehicle->GetForward();