some CBike code; vehicle cleanup
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@@ -175,8 +175,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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for(i = 0; i < 4; i++){
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m_aGroundPhysical[i] = nil;
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m_aGroundOffset[i] = CVector(0.0f, 0.0f, 0.0f);
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m_aSuspensionSpringRatio[i] = 1.0f;
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m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i];
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m_aSuspensionSpringRatioPrev[i] = m_aSuspensionSpringRatio[i] = 1.0f;
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m_aWheelTimer[i] = 0.0f;
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m_aWheelRotation[i] = 0.0f;
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m_aWheelSpeed[i] = 0.0f;
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@@ -4850,8 +4849,8 @@ CAutomobile::BurstTyre(uint8 wheel, bool applyForces)
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}
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if(applyForces){
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ApplyMoveForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f));
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ApplyTurnForce(GetRight() * CGeneral::GetRandomNumberInRange(-0.3f, 0.3f), GetForward());
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ApplyMoveForce(GetRight() * m_fMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f));
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ApplyTurnForce(GetRight() * m_fTurnMass * CGeneral::GetRandomNumberInRange(-0.03f, 0.03f), GetForward());
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}
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}
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}
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@@ -4867,10 +4866,10 @@ CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset)
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CVector seatPos;
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switch(component){
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case CAR_DOOR_RF:
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seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
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seatPos = mi->GetFrontSeatPosn();
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break;
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case CAR_DOOR_LF:
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seatPos = mi->m_positions[mi->m_vehicleType == VEHICLE_TYPE_BOAT ? BOAT_POS_FRONTSEAT : CAR_POS_FRONTSEAT];
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seatPos = mi->GetFrontSeatPosn();
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seatPos.x = -seatPos.x;
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break;
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case CAR_DOOR_RR:
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@@ -4898,7 +4897,7 @@ CAutomobile::IsRoomForPedToLeaveCar(uint32 component, CVector *doorOffset)
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CVector dist = doorPos - seatPos;
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// Removing that makes this func. return false for van doors.
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// Removing that makes thiProcessEntityCollisions func. return false for van doors.
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doorPos.z += 0.5f;
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float length = dist.Magnitude();
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CVector pedPos = seatPos + dist*((length+0.6f)/length);
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@@ -5519,7 +5518,7 @@ CAutomobile::SetupModelNodes(void)
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int i;
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for(i = 0; i < NUM_CAR_NODES; i++)
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m_aCarNodes[i] = nil;
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CClumpModelInfo::FillFrameArray((RpClump*)m_rwObject, m_aCarNodes);
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CClumpModelInfo::FillFrameArray(GetClump(), m_aCarNodes);
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}
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void
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