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-rw-r--r--src/core/Cam.cpp34
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);