diff options
Diffstat (limited to 'src/entities/Physical.h')
-rw-r--r-- | src/entities/Physical.h | 14 |
1 files changed, 10 insertions, 4 deletions
diff --git a/src/entities/Physical.h b/src/entities/Physical.h index 290c267c..71e30485 100644 --- a/src/entities/Physical.h +++ b/src/entities/Physical.h @@ -15,8 +15,6 @@ class CTreadable; class CPhysical : public CEntity { public: - // The not properly indented fields haven't been checked properly yet - int32 m_audioEntityId; float m_phys_unused1; uint32 m_nLastTimeCollided; @@ -63,9 +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); @@ -77,6 +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); @@ -143,8 +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); } @@ -152,6 +155,7 @@ 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); @@ -175,6 +179,8 @@ public: 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); |