CAutomobile done

This commit is contained in:
aap
2021-08-20 10:33:02 +02:00
parent 2d41405e29
commit aed313d81c
9 changed files with 361 additions and 270 deletions

View File

@@ -5063,6 +5063,11 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// Using GetCarGun(LR/UD) will give us same unprocessed RightStick value as SA
float stickX = -(pad->GetCarGunLeftRight());
float stickY = -pad->GetCarGunUpDown();
// HACK to disable rotation on tank for now
if(car->GetModelIndex() == MI_RHINO){
stickX = 0.0f;
stickY = 0.0f;
}
// In SA this checks for m_bUseMouse3rdPerson so num2 / num8 do not move camera
// when Keyboard & Mouse controls are used. To make it work better with III/VC, check for actual pad state instead
@@ -5357,70 +5362,5 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// SA
// gTargetCoordsForLookingBehind = TargetCoors;
// SA code from CAutomobile::TankControl/FireTruckControl.
if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) {
float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR;
CVector hi = Multiply3x3(Front, car->GetMatrix());
// III/VC's firetruck turret angle is reversed
float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
if (angleToFace <= carGunLR + PI) {
if (angleToFace < carGunLR - PI)
angleToFace = angleToFace + TWOPI;
} else {
angleToFace = angleToFace - TWOPI;
}
float neededTurn = angleToFace - carGunLR;
float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f);
if (neededTurn <= turnPerFrame) {
if (neededTurn < -turnPerFrame)
angleToFace = carGunLR - turnPerFrame;
} else {
angleToFace = turnPerFrame + carGunLR;
}
if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) {
DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
}
carGunLR = angleToFace;
if (carGunLR < -PI) {
carGunLR += TWOPI;
} else if (carGunLR > PI) {
carGunLR -= TWOPI;
}
// Because firetruk turret also has Y movement
if (car->GetModelIndex() == MI_FIRETRUCK) {
float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
float neededAlphaTurn = alphaToFace - carGunUD;
float alphaTurnPerFrame = CTimer::GetTimeStepInSeconds();
if (neededAlphaTurn > alphaTurnPerFrame) {
neededTurn = alphaTurnPerFrame;
carGunUD = neededTurn + carGunUD;
} else {
if (neededAlphaTurn >= -alphaTurnPerFrame) {
carGunUD = alphaToFace;
} else {
carGunUD = carGunUD - alphaTurnPerFrame;
}
}
float turretMinY = -DEGTORAD(20.0f);
float turretMaxY = DEGTORAD(20.0f);
if (turretMinY <= carGunUD) {
if (carGunUD > turretMaxY)
carGunUD = turretMaxY;
} else {
carGunUD = turretMinY;
}
}
}
}
#endif