diff options
Diffstat (limited to '')
-rw-r--r-- | src/core/Cam.cpp | 34 |
1 files changed, 16 insertions, 18 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index 801652cb..20b262c8 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -25,13 +25,11 @@ #include "Camera.h" #include "DMAudio.h" -const float DefaultFOV = 70.0f; // beta: 80.0f - bool PrintDebugCode = false; int16 DebugCamMode; #ifdef FREE_CAM -bool CCamera::bFreeCam = false; +bool CCamera::bFreeCam = true; int nPreviousMode = -1; #endif @@ -3794,7 +3792,7 @@ CCam::Process_Debug(const CVector&, float, float, float) if(FindPlayerVehicle()) FindPlayerVehicle()->Teleport(Source); else - CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source; + CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source); } // stay inside sectors @@ -3941,7 +3939,7 @@ CCam::Process_Editor(const CVector&, float, float, float) if(FindPlayerVehicle()) FindPlayerVehicle()->Teleport(Source); else - CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source; + CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source); } @@ -4489,7 +4487,7 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient */ { LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); - LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); + LookUpDown = -CPad::GetPad(0)->LookAroundUpDown(); } float AlphaOffset, BetaOffset; if(UseMouse){ @@ -4639,7 +4637,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, uint8 camSetArrPos = 0; // We may need those later - bool isPlane = car->m_modelIndex == MI_DODO; + bool isPlane = car->GetModelIndex() == MI_DODO; bool isHeli = false; bool isBike = false; bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike; @@ -4650,9 +4648,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) && DirectionWasLooking == LOOKING_FORWARD; - if (car->m_modelIndex == MI_FIRETRUCK) { + if (car->GetModelIndex() == MI_FIRETRUCK) { camSetArrPos = 7; - } else if (car->m_modelIndex == MI_RCBANDIT) { + } else if (car->GetModelIndex() == MI_RCBANDIT) { camSetArrPos = 5; } else if (car->IsBoat()) { camSetArrPos = 4; @@ -4683,7 +4681,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, static float ZmTwoAlphaOffsetLCS[] = { 0.1f, 0.08f, 0.3f, 0.08f, 0.08f }; static float ZmThreeAlphaOffsetLCS[] = { 0.065f, 0.05f, 0.15f, 0.06f, 0.08f }; - if (isHeli && car->m_status == STATUS_PLAYER_REMOTE) + if (isHeli && car->GetStatus() == STATUS_PLAYER_REMOTE) zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos]; else { switch ((int)TheCamera.CarZoomIndicator) { @@ -4712,7 +4710,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3]; - if (!isHeli || car->m_status == STATUS_PLAYER_REMOTE) { + if (!isHeli || car->GetStatus() == STATUS_PLAYER_REMOTE) { float radiusToStayOutside = colMaxZ * CARCAM_SET[camSetArrPos][0] - CARCAM_SET[camSetArrPos][2]; if (radiusToStayOutside > 0.0f) { TargetCoors.z += radiusToStayOutside; @@ -4851,7 +4849,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, // This is also original LCS and SA bug, or some attempt to fix lag. We'll never know // if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f)) - if (car->m_modelIndex != MI_FIRETRUCK) { + if (car->GetModelIndex() != MI_FIRETRUCK) { // if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3) // if (!isHeli && (!isPlane || car->GetWheelsOnGround())) { @@ -4907,7 +4905,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, bool correctAlpha = true; // if (SA checks if we aren't in work car, why?) { - if (!isCar || car->m_modelIndex != MI_YARDIE) { + if (!isCar || car->GetModelIndex() != MI_YARDIE) { correctAlpha = false; } else { @@ -5186,13 +5184,13 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, // gTargetCoordsForLookingBehind = TargetCoors; // SA code from CAutomobile::TankControl/FireTruckControl. - if (car->m_modelIndex == MI_RHINO || car->m_modelIndex == MI_FIRETRUCK) { + if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) { float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR; CVector hi = Multiply3x3(Front, car->GetMatrix()); // III/VC's firetruck turret angle is reversed - float angleToFace = (car->m_modelIndex == MI_FIRETRUCK ? -hi.Heading() : hi.Heading()); + float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading()); if (angleToFace <= carGunLR + PI) { if (angleToFace < carGunLR - PI) @@ -5202,7 +5200,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, } float neededTurn = angleToFace - carGunLR; - float turnPerFrame = CTimer::GetTimeStep() * (car->m_modelIndex == MI_FIRETRUCK ? 0.05f : 0.015f); + float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f); if (neededTurn <= turnPerFrame) { if (neededTurn < -turnPerFrame) angleToFace = carGunLR - turnPerFrame; @@ -5210,7 +5208,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, angleToFace = turnPerFrame + carGunLR; } - if (car->m_modelIndex == MI_RHINO && carGunLR != angleToFace) { + if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) { DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR)); } carGunLR = angleToFace; @@ -5222,7 +5220,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, } // Because firetruk turret also has Y movement - if (car->m_modelIndex == MI_FIRETRUCK) { + if (car->GetModelIndex() == MI_FIRETRUCK) { float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD; float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f); |