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-rw-r--r--src/entities/Physical.cpp75
1 files changed, 53 insertions, 22 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index acf9c702..706b469c 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -235,6 +235,7 @@ CPhysical::GetBoundRect(void)
return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
}
+// --MIAMI: Proof-read once
void
CPhysical::AddToMovingList(void)
{
@@ -242,6 +243,7 @@ CPhysical::AddToMovingList(void)
m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
}
+// --MIAMI: Proof-read once
void
CPhysical::RemoveFromMovingList(void)
{
@@ -261,12 +263,14 @@ CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, C
m_vecDamageNormal = dir;
}
+// --MIAMI: Proof-read once
void
CPhysical::AddCollisionRecord(CEntity *ent)
{
AddCollisionRecord_Treadable(ent);
this->bHasCollided = true;
ent->bHasCollided = true;
+ this->m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
if(IsVehicle() && ent->IsVehicle()){
if(((CVehicle*)this)->m_nAlarmState == -1)
((CVehicle*)this)->m_nAlarmState = 15000;
@@ -280,10 +284,10 @@ CPhysical::AddCollisionRecord(CEntity *ent)
return;
if(m_nCollisionRecords < PHYSICAL_MAX_COLLISIONRECORDS)
m_aCollisionRecords[m_nCollisionRecords++] = ent;
- m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
}
}
+// --MIAMI: Proof-read once
void
CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
{
@@ -291,6 +295,7 @@ CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
}
}
+// --MIAMI: Proof-read once
bool
CPhysical::GetHasCollidedWith(CEntity *ent)
{
@@ -302,20 +307,23 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
return false;
}
+// --MIAMI: Proof-read once
void
CPhysical::RemoveRefsToEntity(CEntity *ent)
{
- int i, j;
+ int i = 0, j;
- for(i = 0; i < m_nCollisionRecords; i++){
+ while (i < m_nCollisionRecords){
if(m_aCollisionRecords[i] == ent){
for(j = i; j < m_nCollisionRecords-1; j++)
m_aCollisionRecords[j] = m_aCollisionRecords[j+1];
m_nCollisionRecords--;
- }
+ } else
+ i++;
}
}
+// --MIAMI: Proof-read once
void
CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
{
@@ -332,6 +340,7 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
CWorld::Add(phys);
}
+// --MIAMI: Proof-read once
int32
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
@@ -350,6 +359,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
return numSpheres;
}
+// --MIAMI: Proof-read once
void
CPhysical::ProcessControl(void)
{
@@ -417,6 +427,7 @@ CPhysical::GetSpeed(const CVector &r)
return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
}
+// --MIAMI: Proof-read once
void
CPhysical::ApplyMoveSpeed(void)
{
@@ -426,7 +437,7 @@ CPhysical::ApplyMoveSpeed(void)
GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
}
-
+// --MIAMI: Proof-read once
void
CPhysical::ApplyTurnSpeed(void)
{
@@ -442,12 +453,14 @@ CPhysical::ApplyTurnSpeed(void)
}
}
+// --MIAMI: Proof-read once
void
CPhysical::ApplyMoveForce(float jx, float jy, float jz)
{
m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
}
+// --MIAMI: Proof-read once
void
CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
@@ -462,6 +475,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
}
+// --MIAMI: Proof-read once
void
CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
{
@@ -470,6 +484,7 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float
m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
}
+// --MIAMI: Proof-read once
bool
CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
{
@@ -483,6 +498,7 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
return true;
}
+// --MIAMI: Proof-read once
bool
CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
{
@@ -500,6 +516,7 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto
return true;
}
+// --MIAMI: Proof-read once
// What exactly is speed?
bool
CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
@@ -560,17 +577,16 @@ CPhysical::ApplyFriction(void)
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
}
+// --MIAMI: Proof-read once
void
CPhysical::ApplyAirResistance(void)
{
if(m_fAirResistance > 0.1f){
- if(GetStatus() != STATUS_GHOST){
- float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
- m_vecMoveSpeed *= f;
- m_vecTurnSpeed *= f;
- }
- }else{
- float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
+ float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
+ m_vecMoveSpeed *= f;
+ m_vecTurnSpeed *= f;
+ }else if(GetStatus() != STATUS_GHOST){
+ float f = Pow(1.0f/Abs(1.0f + m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr()), CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= 0.99f;
}
@@ -1015,6 +1031,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
return false;
}
+// --MIAMI: Proof-read once
bool
CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
{
@@ -1044,7 +1061,11 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
if(impulseA < -impulseLimit) impulseA = -impulseLimit;
- if(impulseB > impulseLimit) impulseB = impulseLimit; // BUG: game has A's clamp again here, but this can't be right
+#ifdef FIX_BUGS
+ if(impulseB > impulseLimit) impulseB = impulseLimit;
+#else
+ if(impulseA < -impulseLimit) impulseA = -impulseLimit; // duplicate
+#endif
A->ApplyFrictionMoveForce(frictionDir*impulseA);
B->ApplyFrictionMoveForce(frictionDir*impulseB);
return true;
@@ -1139,6 +1160,7 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
return false;
}
+// --MIAMI: Proof-read once
bool
CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
{
@@ -1176,7 +1198,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
if(fOtherSpeed > 0.0f){
frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
fImpulse = -fOtherSpeed * m_fMass;
- impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5f;
+ impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
ApplyFrictionMoveForce(frictionDir*fImpulse);
ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos);
@@ -1194,6 +1216,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
return false;
}
+// --MIAMI: Proof-read once
bool
CPhysical::ProcessShiftSectorList(CPtrList *lists)
{
@@ -1267,7 +1290,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
skipShift = true;
Aobj->m_pCollidingEntity = B;
}
- }
+ } else
+ skipShift = true;
}else if(B->IsObject() && A->IsVehicle()){
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
@@ -1282,7 +1306,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
skipShift = true;
- }
+ } else
+ skipShift = true;
}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
skipShift = true;
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
@@ -1354,6 +1379,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
return true;
}
+// --MIAMI: Proof-read once
bool
CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
{
@@ -1520,6 +1546,7 @@ collision:
return true;
}
+// --MIAMI: Proof-read once
bool
CPhysical::ProcessCollisionSectorList(CPtrList *lists)
{
@@ -1656,8 +1683,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
return true;
if(numCollisions == 0 && A == (CEntity*)FindPlayerPed() && Aped->m_pCollidingEntity == B)
Aped->m_pCollidingEntity = nil;
- }else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){
-
+ }else if(B->IsBuilding() || B->bIsStuck || B->m_phy_flagA08 || altcollision){
// This is the case where B doesn't move
B->m_scanCode = CWorld::GetCurrentScanCode();
@@ -1925,18 +1951,22 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = B->GetMatrix() * size;
- if(size.z < B->GetPosition().z ||
+ if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
Bobj->ObjectDamage(50.0f);
}
}else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
Aobj->ObjectDamage(maxImpulseB);
+#ifdef FIX_BUGS
else if(Aobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
+#else
+ else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
+#endif
CMatrix inv;
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
size = A->GetMatrix() * size;
- if(size.z < A->GetPosition().z ||
+ if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f)
Aobj->ObjectDamage(50.0f);
}
@@ -1987,6 +2017,7 @@ CPhysical::CheckCollision_SimpleCar(void)
float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
+// --MIAMI: Proof-read once
void
CPhysical::ProcessShift(void)
{
@@ -1997,8 +2028,8 @@ CPhysical::ProcessShift(void)
RemoveAndAdd();
}else{
CPhysical *surf;
- if(bHasHitWall && IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) ||
- CWorld::bSecondShift){
+ if(bHasHitWall && (IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) ||
+ CWorld::bSecondShift)){
m_vecMoveSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
m_vecTurnSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
}