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-rw-r--r--src/entities/Physical.h20
1 files changed, 16 insertions, 4 deletions
diff --git a/src/entities/Physical.h b/src/entities/Physical.h
index f552da6c..71e30485 100644
--- a/src/entities/Physical.h
+++ b/src/entities/Physical.h
@@ -61,9 +61,13 @@ public:
uint8 m_bIsVehicleBeingShifted : 1; // wrong name - also used on but never set for peds
uint8 bJustCheckCollision : 1; // just see if there is a collision
+bool phys_lcs_unk1;
+
uint8 m_nSurfaceTouched;
int8 m_nZoneLevel;
+int8 phys_lcs_unk2;
+
CPhysical(void);
~CPhysical(void);
@@ -75,6 +79,9 @@ public:
void ProcessShift(void);
void ProcessCollision(void);
+ // these two are virtual in LCS...why?
+ virtual void ApplyMoveSpeed(void);
+ virtual void ApplyTurnSpeed(void);
virtual int32 ProcessEntityCollision(CEntity *ent, CColPoint *colpoints);
void RemoveAndAdd(void);
@@ -141,8 +148,6 @@ public:
m_vecCentreOfMass.z = z;
}
- void ApplyMoveSpeed(void);
- void ApplyTurnSpeed(void);
// Force actually means Impulse here
void ApplyMoveForce(float jx, float jy, float jz);
void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
@@ -150,14 +155,15 @@ public:
void ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz);
// j is direction of force, p is point relative to model center where force is applied
void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
+ void ApplyTurnForceMultiplayer(const CVector &j, const CVector &p);
void ApplyFrictionMoveForce(float jx, float jy, float jz);
void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }
void ApplyFrictionTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
// springRatio: 1.0 fully extended, 0.0 fully compressed
bool ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias);
- bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
- bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
+ bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir, float &impulse);
+ bool ApplySpringDampening(float damping, float dampingLimit, CVector &springDir, CVector &point, CVector &speed);
void ApplyGravity(void);
void ApplyFriction(void);
void ApplyAirResistance(void);
@@ -172,4 +178,10 @@ public:
bool ProcessCollisionSectorList(CPtrList *lists);
bool CheckCollision(void);
bool CheckCollision_SimpleCar(void);
+
+ void SendMuliVehicleCollision(CEntity *,CColPoint *,float) {}
+
+ // TEMP
+ bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
+ bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
};