fixes for CPhysical and friends
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@@ -18,7 +18,7 @@ public:
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// The not properly indented fields haven't been checked properly yet
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int32 m_audioEntityId;
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float unk1;
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float m_phys_unused1;
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CTreadable *m_treadable[2]; // car and ped
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uint32 m_nLastTimeCollided;
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CVector m_vecMoveSpeed; // velocity
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@@ -37,7 +37,7 @@ public:
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CEntryInfoList m_entryInfoList;
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CPtrNode *m_movingListNode;
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char field_EC;
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int8 m_phys_unused2;
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uint8 m_nStaticFrames;
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uint8 m_nCollisionRecords;
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bool m_bIsVehicleBeingShifted;
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@@ -86,7 +86,6 @@ public:
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void RemoveRefsToEntity(CEntity *ent);
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static void PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos);
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float GetDistanceSq(void) { return m_vecMoveSpeed.MagnitudeSqr() * sq(CTimer::GetTimeStep()); }
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// get speed of point p relative to entity center
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CVector GetSpeed(const CVector &r);
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CVector GetSpeed(void) { return GetSpeed(CVector(0.0f, 0.0f, 0.0f)); }
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@@ -94,7 +93,7 @@ public:
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return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/m_fTurnMass +
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1.0f/m_fMass);
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}
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float GetMassTime(const CVector &pos, const CVector &dir, float t) {
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float GetMassTweak(const CVector &pos, const CVector &dir, float t) {
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return 1.0f / (CrossProduct(pos, dir).MagnitudeSqr()/(m_fTurnMass*t) +
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1.0f/(m_fMass*t));
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}
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