|
|
|
|
@@ -787,6 +787,17 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ProcessCollision calls
|
|
|
|
|
// CheckCollision
|
|
|
|
|
// CheckCollision_SimpleCar
|
|
|
|
|
// CheckCollision calls
|
|
|
|
|
// ProcessCollisionSectorList
|
|
|
|
|
// CheckCollision_SimpleCar
|
|
|
|
|
// ProcessCollisionSectorList_SimpleCar
|
|
|
|
|
// ProcessShift calls
|
|
|
|
|
// ProcessCollisionSectorList
|
|
|
|
|
// ProcessShiftSectorList
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
CPhysical::AddCollisionRecord(CEntity *ent)
|
|
|
|
|
{
|
|
|
|
|
@@ -839,6 +850,168 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool
|
|
|
|
|
CPhysical::ProcessShiftSectorList(CPtrList *lists)
|
|
|
|
|
{
|
|
|
|
|
int i, j;
|
|
|
|
|
CPtrList *list;
|
|
|
|
|
CPtrNode *node;
|
|
|
|
|
CPhysical *A, *B;
|
|
|
|
|
CObject *Bobj;
|
|
|
|
|
bool canshift;
|
|
|
|
|
CVector center;
|
|
|
|
|
float radius;
|
|
|
|
|
|
|
|
|
|
int numCollisions;
|
|
|
|
|
int mostColliding;
|
|
|
|
|
CColPoint colpoints[32];
|
|
|
|
|
CVector shift = { 0.0f, 0.0f, 0.0f };
|
|
|
|
|
bool doShift = false;
|
|
|
|
|
CEntity *boat = nil;
|
|
|
|
|
|
|
|
|
|
bool skipShift;
|
|
|
|
|
|
|
|
|
|
A = this;
|
|
|
|
|
|
|
|
|
|
A->GetBoundCentre(center);
|
|
|
|
|
radius = A->GetBoundRadius();
|
|
|
|
|
for(i = 0; i <= ENTITYLIST_PEDS_OVERLAP; i++){
|
|
|
|
|
list = &lists[i];
|
|
|
|
|
for(node = list->first; node; node = node->next){
|
|
|
|
|
B = (CPhysical*)node->item;
|
|
|
|
|
Bobj = (CObject*)B;
|
|
|
|
|
skipShift = false;
|
|
|
|
|
|
|
|
|
|
if(B->IsBuilding() ||
|
|
|
|
|
B->IsObject() && B->bInfiniteMass)
|
|
|
|
|
canshift = true;
|
|
|
|
|
else
|
|
|
|
|
canshift = A->IsPed() &&
|
|
|
|
|
B->IsObject() && B->bInfiniteMass && !Bobj->bHasBeenDamaged;
|
|
|
|
|
if(B == A ||
|
|
|
|
|
B->m_scanCode == CWorld::GetCurrentScanCode() ||
|
|
|
|
|
!B->bUsesCollision ||
|
|
|
|
|
(A->bHasHitWall && !canshift) ||
|
|
|
|
|
!B->GetIsTouching(center, radius))
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// This could perhaps be done a bit nicer
|
|
|
|
|
|
|
|
|
|
if(B->IsBuilding())
|
|
|
|
|
skipShift = false;
|
|
|
|
|
else if(IsTrafficLight(A->GetModelIndex()) &&
|
|
|
|
|
(B->IsVehicle() || B->IsPed()) &&
|
|
|
|
|
A->GetUp().z < 0.66f)
|
|
|
|
|
skipShift = true;
|
|
|
|
|
else if((A->IsVehicle() || A->IsPed()) &&
|
|
|
|
|
B->GetUp().z < 0.66f &&
|
|
|
|
|
IsTrafficLight(B->GetModelIndex()))
|
|
|
|
|
skipShift = true;
|
|
|
|
|
else if(A->IsObject() && B->IsVehicle()){
|
|
|
|
|
CObject *Aobj = (CObject*)A;
|
|
|
|
|
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
|
|
|
|
|
!Aobj->bHasBeenDamaged &&
|
|
|
|
|
Aobj->bIsStatic){
|
|
|
|
|
if(Aobj->m_pCollidingVehicle == B)
|
|
|
|
|
Aobj->m_pCollidingVehicle = nil;
|
|
|
|
|
}else if(Aobj->m_pCollidingVehicle != B){
|
|
|
|
|
CMatrix inv;
|
|
|
|
|
CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
|
|
|
|
size = A->GetMatrix() * size;
|
|
|
|
|
if(size.z < B->GetPosition().z ||
|
|
|
|
|
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
|
|
|
|
|
skipShift = true;
|
|
|
|
|
Aobj->m_pCollidingVehicle = (CVehicle*)B;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}else if(B->IsObject() && A->IsVehicle()){
|
|
|
|
|
CObject *Bobj = (CObject*)B;
|
|
|
|
|
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
|
|
|
|
|
!Bobj->bHasBeenDamaged &&
|
|
|
|
|
Bobj->bIsStatic){
|
|
|
|
|
if(Bobj->m_pCollidingVehicle == A)
|
|
|
|
|
Bobj->m_pCollidingVehicle = nil;
|
|
|
|
|
}else if(Bobj->m_pCollidingVehicle != A){
|
|
|
|
|
CMatrix inv;
|
|
|
|
|
CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
|
|
|
|
|
size = B->GetMatrix() * size;
|
|
|
|
|
if(size.z < A->GetPosition().z ||
|
|
|
|
|
(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
|
|
|
|
|
skipShift = true;
|
|
|
|
|
Bobj->m_pCollidingVehicle = (CVehicle*)A;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
|
|
|
|
|
skipShift = true;
|
|
|
|
|
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
|
|
|
|
|
skipShift = true;
|
|
|
|
|
else if(A->IsPed() && ((CPed*)A)->m_pCollidingVehicle == B ||
|
|
|
|
|
B->IsPed() && ((CPed*)B)->m_pCollidingVehicle == A ||
|
|
|
|
|
A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
|
|
|
|
|
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
|
|
|
|
|
skipShift = true;
|
|
|
|
|
|
|
|
|
|
if(skipShift)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
B->m_scanCode = CWorld::GetCurrentScanCode();
|
|
|
|
|
numCollisions = A->ProcessEntityCollision(B, colpoints);
|
|
|
|
|
if(numCollisions <= 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
mostColliding = 0;
|
|
|
|
|
for(j = 1; j < numCollisions; j++)
|
|
|
|
|
if(colpoints[j].depth > colpoints[mostColliding].depth)
|
|
|
|
|
mostColliding = j;
|
|
|
|
|
|
|
|
|
|
if(CWorld::bSecondShift)
|
|
|
|
|
for(j = 0; j < numCollisions; j++)
|
|
|
|
|
shift += colpoints[j].normal * colpoints[j].depth * 1.5f/numCollisions;
|
|
|
|
|
else
|
|
|
|
|
for(j = 0; j < numCollisions; j++)
|
|
|
|
|
shift += colpoints[j].normal * colpoints[j].depth * 1.2f/numCollisions;
|
|
|
|
|
|
|
|
|
|
if(A->IsVehicle() && B->IsVehicle()){
|
|
|
|
|
CVector dir = A->GetPosition() - B->GetPosition();
|
|
|
|
|
dir.Normalise();
|
|
|
|
|
if(dir.z < 0.0f && dir.z < A->GetForward().z && dir.z < A->GetRight().z)
|
|
|
|
|
dir.z = min(0.0f, min(A->GetForward().z, A->GetRight().z));
|
|
|
|
|
shift += dir * colpoints[mostColliding].depth * 0.5f;
|
|
|
|
|
}else if(A->IsPed() && B->IsVehicle() && ((CVehicle*)B)->IsBoat()){
|
|
|
|
|
CVector dir = colpoints[mostColliding].normal;
|
|
|
|
|
float f = min(fabs(dir.z), 0.9f);
|
|
|
|
|
dir.z = 0.0f;
|
|
|
|
|
dir.Normalise();
|
|
|
|
|
shift += dir * colpoints[mostColliding].depth / (1.0f - f);
|
|
|
|
|
boat = B;
|
|
|
|
|
}else if(B->IsPed() && A->IsVehicle() && ((CVehicle*)A)->IsBoat()){
|
|
|
|
|
CVector dir = colpoints[mostColliding].normal * -1.0f;
|
|
|
|
|
float f = min(fabs(dir.z), 0.9f);
|
|
|
|
|
dir.z = 0.0f;
|
|
|
|
|
dir.Normalise();
|
|
|
|
|
B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
|
|
|
|
|
// BUG? how can that ever happen? A is a Ped
|
|
|
|
|
if(B->IsVehicle())
|
|
|
|
|
B->ProcessEntityCollision(A, colpoints);
|
|
|
|
|
}else{
|
|
|
|
|
if(CWorld::bSecondShift)
|
|
|
|
|
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.4f;
|
|
|
|
|
else
|
|
|
|
|
shift += colpoints[mostColliding].normal * colpoints[mostColliding].depth * 0.2f;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
doShift = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(!doShift)
|
|
|
|
|
return false;
|
|
|
|
|
GetPosition() += shift;
|
|
|
|
|
if(boat)
|
|
|
|
|
ProcessEntityCollision(boat, colpoints);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void
|
|
|
|
|
CPhysical::ProcessControl(void)
|
|
|
|
|
{
|
|
|
|
|
@@ -897,6 +1070,8 @@ STARTPATCHES
|
|
|
|
|
InjectHook(0x4970C0, &CPhysical::AddCollisionRecord_Treadable, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x497240, &CPhysical::GetHasCollidedWith, PATCH_JUMP);
|
|
|
|
|
|
|
|
|
|
InjectHook(0x49DA10, &CPhysical::ProcessShiftSectorList, PATCH_JUMP);
|
|
|
|
|
|
|
|
|
|
#define F3 float, float, float
|
|
|
|
|
InjectHook(0x495B10, &CPhysical::ApplyMoveSpeed, PATCH_JUMP);
|
|
|
|
|
InjectHook(0x497280, &CPhysical::ApplyTurnSpeed, PATCH_JUMP);
|
|
|
|
|
|