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

@ -252,6 +252,7 @@ public:
bool8 InitialiseSampleBanks(void);
uint8 GetMusicVolume() const { return m_nMusicVolume; }
uint8 GetMusicFadeVolume() const { return m_nMusicFadeVolume; }
};
extern cSampleManager SampleManager;

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@ -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

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@ -6,36 +6,10 @@ class CGeneral
{
public:
static float GetATanOfXY(float x, float y){
if(x == 0.0f && y == 0.0f)
return 0.0f;
float xabs = Abs(x);
float yabs = Abs(y);
if(xabs < yabs){
if(y > 0.0f){
if(x > 0.0f)
return 0.5f*PI - Atan2(x / y, 1.0f);
else
return 0.5f*PI + Atan2(-x / y, 1.0f);
}else{
if(x > 0.0f)
return 1.5f*PI + Atan2(x / -y, 1.0f);
else
return 1.5f*PI - Atan2(-x / -y, 1.0f);
}
}else{
if(y > 0.0f){
if(x > 0.0f)
return Atan2(y / x, 1.0f);
else
return PI - Atan2(y / -x, 1.0f);
}else{
if(x > 0.0f)
return 2.0f*PI - Atan2(-y / x, 1.0f);
else
return PI + Atan2(-y / -x, 1.0f);
}
}
float arc = atan2f(y, x);
if(arc < 0.0f)
arc += TWOPI;
return arc;
}
static float LimitAngle(float angle)

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@ -1096,8 +1096,11 @@ enum
MI_SEASPAR = -986,
MI_SPARROW = -985,
MI_VOODOO = -984,
MI_FBIRANCH = -982,
MI_SANDKING = -981,
MI_COMET = -972,
MI_PHEONIX = -973,
MI_KAUFMAN = -967,
MI_BAGGAGE = -963,
MI_VICECHEE = -954,
MI_RCBARON = -955,
@ -1107,14 +1110,12 @@ enum
MI_TROPIC = -988,
// HACK HACK, hopefully temporary
MI_FBIRANCH = -2000,
MI_SQUALO,
MI_SQUALO = -2000,
MI_JETMAX,
MI_COASTG,
MI_DINGHY,
MI_SKIMMER,
MI_CUBAN,
MI_PHEONIX,
MI_SABRE,
MI_VIRGO,
MI_RANCHER,

View File

@ -725,7 +725,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
void
CShadows::StoreCarLightShadow(CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fMaxViewAngle)
float fMaxViewAngle, bool arg1, float arg2, float arg3)
{
ASSERT(pCar != nil);
ASSERT(pPosn != nil);

View File

@ -159,7 +159,7 @@ public:
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings);
static void StoreShadowForVehicle (CVehicle *pCar, VEH_SHD_TYPE type);
static void StoreCarLightShadow (CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
static void StoreCarLightShadow (CVehicle *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle, bool arg1 = false, float arg2 = 0.0f, float arg3 = 1.0f);
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
static void StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);

View File

@ -51,6 +51,8 @@
#include "Bike.h"
#include "Wanted.h"
#include "SaveBuf.h"
#include "Streaming.h"
#include "sampman.h"
bool bAllCarCheat;
@ -1667,6 +1669,11 @@ CAutomobile::Teleport(CVector pos)
CWorld::Add(this);
}
float gHeadlightRange = 25.0f;
float gTaxilightRange = 1.1f;
CVector gHeadlightColour(0.86, 0.82f, 1.0f);
CVector gTaxilightColour(1.0, 1.0f, 0.5f);
void
CAutomobile::PreRender(void)
{
@ -1678,19 +1685,8 @@ CAutomobile::PreRender(void)
CVehicle::PreRender();
if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_WINDSCREEN]){
// Rotate Rhino turret
CMatrix m;
CVector p;
m.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
p = m.GetPosition();
m.SetRotateZ(m_fCarGunLR);
m.Translate(p);
m.UpdateRW();
}
if(GetModelIndex() == MI_RCBANDIT){
CVector pos = GetMatrix() * CVector(0.218f, -0.444f, 0.391f);
CVector pos = GetMatrix() * CVector(0.218f, -0.3f, 0.0f);
CAntennas::RegisterOne((uintptr)this, GetUp(), pos, 1.0f);
}
@ -1699,7 +1695,7 @@ CAutomobile::PreRender(void)
// Wheel particles
if(GetModelIndex() == MI_DODO || GetVehicleAppearance() != VEHICLE_APPEARANCE_CAR){
if(GetModelIndex() == MI_DODO){
; // nothing
}else if(GetModelIndex() == MI_RCBANDIT){
for(i = 0; i < 4; i++){
@ -1812,7 +1808,7 @@ CAutomobile::PreRender(void)
break;
default:
if(Abs(fwdSpeed) > 0.5f)
if(Abs(fwdSpeed) > 5.0f)
AddWheelDirtAndWater(&m_aWheelColPoints[i], drawParticles);
if((m_aWheelSkidmarkBloody[i] || m_aWheelSkidmarkUnk[i]) && m_aWheelTimer[i] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + i, m_aWheelColPoints[i].point,
@ -1866,7 +1862,7 @@ CAutomobile::PreRender(void)
CVector(0.0f, 0.0f, 0.0f));
if(m_aWheelTimer[CARWHEEL_REAR_LEFT] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_LEFT,
CSkidmarks::RegisterOne((uintptr)this + 5,
m_aWheelColPoints[CARWHEEL_REAR_LEFT].point + offset,
GetForward().x, GetForward().y,
m_aWheelSkidmarkType[CARWHEEL_REAR_LEFT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_LEFT]);
@ -1884,18 +1880,18 @@ CAutomobile::PreRender(void)
CVector(0.0f, 0.0f, 0.0f));
if(m_aWheelTimer[CARWHEEL_REAR_RIGHT] > 0.0f)
CSkidmarks::RegisterOne((uintptr)this + CARWHEEL_REAR_RIGHT,
CSkidmarks::RegisterOne((uintptr)this + 6,
m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point + offset,
GetForward().x, GetForward().y,
m_aWheelSkidmarkType[CARWHEEL_REAR_RIGHT], &m_aWheelSkidmarkBloody[CARWHEEL_REAR_RIGHT]);
break;
default: break;
default: break;
}
}
// Rain on roof
if(!CCullZones::CamNoRain() && !CCullZones::PlayerNoRain() &&
if(!CCullZones::CamNoRain() && !CCullZones::PlayerNoRain() && // LCS has those checks twice, but let's not be silly
Abs(fwdSpeed) < 20.0f && CWeather::Rain > 0.02f){
CColModel *colModel = GetColModel();
@ -1910,7 +1906,7 @@ CAutomobile::PreRender(void)
p3 = GetMatrix() * p3;
c = (p1 + p2 + p3)/3.0f;
n = 6.0f*CWeather::Rain;
n = 4.5f*CWeather::Rain;
for(j = 0; j <= n; j++)
CParticle::AddParticle(PARTICLE_RAIN_SPLASHUP,
c + CVector(CGeneral::GetRandomNumberInRange(-0.4f, 0.4f), CGeneral::GetRandomNumberInRange(-0.4f, 0.4f), 0.0f),
@ -1952,7 +1948,8 @@ CAutomobile::PreRender(void)
static float fumesLimit = 2.0f;
if(CGeneral::GetRandomNumberInRange(1.0f, 3.0f)*(m_fGasPedal+1.1f) > fumesLimit)
for(i = 0; i < 4;){
// for(i = 0; i < 4;)
{
CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos1, dir1);
if(pHandling->Flags & HANDLING_DBL_EXHAUST)
CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos2, dir2);
@ -1965,6 +1962,7 @@ CAutomobile::PreRender(void)
CParticle::AddParticle(PARTICLE_EXHAUST_FUMES, pos2, dir2);
}
/*
// Fire on Cuban hermes
if(GetModelIndex() == MI_CUBAN && i == 1 && m_fGasPedal > 0.9f){
if(m_nCurrentGear == 1 || m_nCurrentGear == 3 && (CTimer::GetTimeInMilliseconds()%1500) > 750){
@ -1984,7 +1982,6 @@ CAutomobile::PreRender(void)
if(DotProduct(GetForward(), camDist) > 0.0f ||
TheCamera.GetLookDirection() == LOOKING_LEFT ||
TheCamera.GetLookDirection() == LOOKING_RIGHT){
/*
CParticle::AddParticle(PARTICLE_HEATHAZE, pos1, CVector(0.0f, 0.0f, 0.0f));
if(pHandling->Flags & HANDLING_DBL_EXHAUST)
CParticle::AddParticle(PARTICLE_HEATHAZE, pos2, CVector(0.0f, 0.0f, 0.0f));
@ -1992,7 +1989,6 @@ CAutomobile::PreRender(void)
CParticle::AddParticle(PARTICLE_HEATHAZE, pos1, CVector(0.0f, 0.0f, 0.0f));
if(pHandling->Flags & HANDLING_DBL_EXHAUST)
CParticle::AddParticle(PARTICLE_HEATHAZE, pos2, CVector(0.0f, 0.0f, 0.0f));
*/
}
}
@ -2004,6 +2000,7 @@ CAutomobile::PreRender(void)
dir2 -= 0.05f*GetRight();
}else
i = 99;
*/
}
}
}
@ -2023,26 +2020,26 @@ CAutomobile::PreRender(void)
switch(GetModelIndex()){
case MI_FIRETRUCK:
pos1 = CVector(1.1f, 1.7f, 2.0f);
pos2 = CVector(-1.1f, 1.7f, 2.0f);
pos1 = CVector(0.91f, 1.7f, 1.86f);
pos2 = CVector(-0.91f, 1.7f, 1.86f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 255; g2 = 255; b2 = 0;
break;
case MI_AMBULAN:
pos1 = CVector(1.1f, 0.9f, 1.6f);
pos2 = CVector(-1.1f, 0.9f, 1.6f);
pos1 = CVector(0.95f, 0.64f, 1.6f);
pos2 = CVector(-0.95f, 0.64f, 1.6f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 255; g2 = 255; b2 = 255;
break;
case MI_POLICE:
pos1 = CVector(0.7f, -0.4f, 1.0f);
pos2 = CVector(-0.7f, -0.4f, 1.0f);
pos1 = CVector(0.47f, -0.4f, 1.0f);
pos2 = CVector(-0.47f, -0.4f, 1.0f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 0; g2 = 0; b2 = 255;
break;
case MI_ENFORCER:
pos1 = CVector(1.1f, 0.8f, 1.2f);
pos2 = CVector(-1.1f, 0.8f, 1.2f);
pos1 = CVector(0.7f, 0.98f, 1.55f);
pos2 = CVector(-0.7f, 0.98f, 1.55f);
r1 = 255; g1 = 0; b1 = 0;
r2 = 0; g2 = 0; b2 = 255;
break;
@ -2065,7 +2062,7 @@ CAutomobile::PreRender(void)
r *= f;
g *= f;
b *= f;
}else if(t > 412){
}else if(t > (512-100)){
float f = (512-t)/100.0f;
r *= f;
g *= f;
@ -2115,7 +2112,7 @@ CAutomobile::PreRender(void)
}
break;
case MI_FBIRANCH:
//case MI_FBIRANCH:
case MI_VICECHEE:
if(m_bSirenOrAlarm){
CVector pos = GetMatrix() * CVector(0.4f, 0.6f, 0.3f);
@ -2141,10 +2138,8 @@ CAutomobile::PreRender(void)
break;
case MI_TAXI:
case MI_CABBIE:
case MI_BORGNINE:
if(bTaxiLight){
CVector pos = GetPosition() + GetUp()*0.95f;
CVector pos = GetPosition() + GetForward()*-0.3f + GetUp()*0.9f;
CCoronas::RegisterCorona((uintptr)this + 21,
128, 128, 0, 255,
pos, 0.8f, 50.0f,
@ -2152,8 +2147,39 @@ CAutomobile::PreRender(void)
CCoronas::FLARE_NONE,
CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f), 10.0f,
1.0f, 1.0f, 0.5f, CPointLights::FOG_NONE, true);
pos, CVector(0.0f, 0.0f, 0.0f), gTaxilightRange,
gTaxilightColour.x, gTaxilightColour.y, gTaxilightColour.z, CPointLights::FOG_NONE, true);
}
break;
case MI_CABBIE:
if(bTaxiLight){
CVector pos = GetPosition() + GetUp()*0.9f;
CCoronas::RegisterCorona((uintptr)this + 21,
128, 128, 0, 255,
pos, 0.8f, 50.0f,
CCoronas::TYPE_NORMAL,
CCoronas::FLARE_NONE,
CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f), gTaxilightRange,
gTaxilightColour.x, gTaxilightColour.y, gTaxilightColour.z, CPointLights::FOG_NONE, true);
}
break;
case MI_BORGNINE:
case MI_KAUFMAN:
if(bTaxiLight){
CVector pos = GetPosition() + GetForward()*-0.3f + GetUp()*0.85f;
CCoronas::RegisterCorona((uintptr)this + 21,
128, 128, 0, 255,
pos, 0.8f, 50.0f,
CCoronas::TYPE_NORMAL,
CCoronas::FLARE_NONE,
CCoronas::REFLECTION_ON, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_OFF, 0.0f);
CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f), gTaxilightRange,
gTaxilightColour.x, gTaxilightColour.y, gTaxilightColour.z, CPointLights::FOG_NONE, true);
}
break;
}
@ -2190,7 +2216,8 @@ CAutomobile::PreRender(void)
else
alarmOff = true;
}
if(bEngineOn && bLightsOn || alarmOn || alarmOff){
bool playerRemote = this == FindPlayerVehicle() && CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle;
if((bEngineOn && bLightsOn && !m_bGarageTurnedLightsOff || alarmOn || alarmOff) && !playerRemote){
CVector lookVector = GetPosition() - TheCamera.GetPosition();
float camDist = lookVector.Magnitude();
if(camDist != 0.0f)
@ -2306,8 +2333,8 @@ CAutomobile::PreRender(void)
// Taillight coronas
if(DotProduct(lightR-TheCamera.GetPosition(), GetForward()) > 0.0f){
// Behind car
float intensity = 0.4f*behindness + 0.4f;
float size = (behindness + 1.0f)/2.0f;
float intensity = (behindness + 1.0f)*0.4f;
float size = (behindness + 1.0f)*0.5f;
if(m_fGasPedal < 0.0f){
// reversing
@ -2355,10 +2382,11 @@ CAutomobile::PreRender(void)
}
}else{
// In front of car
// missing LODDistMultiplier probably a BUG
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, angle);
CCoronas::UpdateCoronaCoors((uintptr)this + 14, lightL, 50.0f, angle);
if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, angle);
CCoronas::UpdateCoronaCoors((uintptr)this + 15, lightR, 50.0f, angle);
}
// bright lights
@ -2372,27 +2400,52 @@ CAutomobile::PreRender(void)
CVector pos = GetPosition();
CVector2D fwd(GetForward());
fwd.Normalise();
float f = headLightPos.y + 6.0f;
float f = headLightPos.y + 7.0f;
pos += CVector(f*fwd.x, f*fwd.y, 2.0f);
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK ||
Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK &&
Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowHeadLightsTex, &pos,
7.0f*fwd.x, 7.0f*fwd.y, 5.5f*fwd.y, -5.5f*fwd.x, 45, 45, 45, 7.0f);
7.0f*fwd.x, 7.0f*fwd.y, -3.5f*fwd.y, 3.5f*fwd.x, 145, 145, 145, 7.0f, true, -0.4f, 1.4f);
else if(Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowHeadLightsTex, &pos,
7.0f*fwd.x, 7.0f*fwd.y, -3.5f*fwd.y, 3.5f*fwd.x, 145, 145, 145, 7.0f, false, 9.9f, 1.4f);
else if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 22, gpShadowHeadLightsTex, &pos,
7.0f*fwd.x, 7.0f*fwd.y, -3.5f*fwd.y, 3.5f*fwd.x, 145, 145, 145, 7.0f, false, -0.4f, 1.4f);
f = (tailLightPos.y - 2.5f) - (headLightPos.y + 6.0f);
f = (tailLightPos.y - 2.1f) - (headLightPos.y + 7.0f);
pos += CVector(f*fwd.x, f*fwd.y, 0.0f);
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK ||
Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowExplosionTex, &pos,
3.0f, 0.0f, 0.0f, -3.0f, 35, 0, 0, 4.0f);
if(m_fGasPedal < 0.0f){
if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK &&
Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowHeadLightsTex, &pos,
-2.0f*fwd.x, -2.0f*fwd.y, 1.5f*fwd.y, -1.5f*fwd.x, 58, 58, 58, 4.0f, true, -0.5f, 1.5f);
else if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowHeadLightsTex, &pos,
-2.0f*fwd.x, -2.0f*fwd.y, 1.5f*fwd.y, -1.5f*fwd.x, 58, 58, 58, 4.0f, false, 9.9f, 1.5f);
else if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowHeadLightsTex, &pos,
-2.0f*fwd.x, -2.0f*fwd.y, 1.5f*fwd.y, -1.5f*fwd.x, 58, 58, 58, 4.0f, false, -0.5f, 1.5f);
}else{
if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK &&
Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowHeadLightsTex, &pos,
-2.0f*fwd.x, -2.0f*fwd.y, 1.5f*fwd.y, -1.5f*fwd.x, 56, 0, 0, 4.0f, true, -0.5f, 1.5f);
else if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowHeadLightsTex, &pos,
-2.0f*fwd.x, -2.0f*fwd.y, 1.5f*fwd.y, -1.5f*fwd.x, 56, 0, 0, 4.0f, false, 9.9f, 1.5f);
else if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CShadows::StoreCarLightShadow(this, (uintptr)this + 25, gpShadowHeadLightsTex, &pos,
-2.0f*fwd.x, -2.0f*fwd.y, 1.5f*fwd.y, -1.5f*fwd.x, 56, 0, 0, 4.0f, false, -0.5f, 1.5f);
}
}
if(this == FindPlayerVehicle() && !alarmOff){
if(Damage.GetLightStatus(VEHLIGHT_FRONT_LEFT) == LIGHT_STATUS_OK ||
Damage.GetLightStatus(VEHLIGHT_FRONT_RIGHT) == LIGHT_STATUS_OK)
CPointLights::AddLight(CPointLights::LIGHT_DIRECTIONAL, GetPosition(), GetForward(),
20.0f, 1.0f, 1.0f, 1.0f,
gHeadlightRange, gHeadlightColour.x, gHeadlightColour.y, gHeadlightColour.z,
FindPlayerVehicle()->m_vecMoveSpeed.MagnitudeSqr2D() < sq(0.45f) ? CPointLights::FOG_NORMAL : CPointLights::FOG_NONE,
false);
CVector pos = GetPosition() - 4.0f*GetForward();
@ -2400,15 +2453,15 @@ CAutomobile::PreRender(void)
Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK) {
if(m_fBrakePedal > 0.0f)
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f),
10.0f, 1.0f, 0.0f, 0.0f,
8.39f, 1.0f, 0.0f, 0.0f,
CPointLights::FOG_NONE, false);
else
CPointLights::AddLight(CPointLights::LIGHT_POINT, pos, CVector(0.0f, 0.0f, 0.0f),
7.0f, 0.6f, 0.0f, 0.0f,
5.13f, 0.64f, 0.0f, 0.0f,
CPointLights::FOG_NONE, false);
}
}
}else if(GetStatus() != STATUS_ABANDONED && GetStatus() != STATUS_WRECKED){
}else if(GetStatus() != STATUS_ABANDONED && GetStatus() != STATUS_WRECKED && !m_bGarageTurnedLightsOff && !playerRemote){
// Lights off
CVector lightPos = mi->m_positions[CAR_POS_TAILLIGHTS];
@ -2424,12 +2477,12 @@ CAutomobile::PreRender(void)
if(m_fGasPedal < 0.0f){
// reversing
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 2, 120, 120, 120, 255,
CCoronas::RegisterCorona((uintptr)this + 14, 120, 120, 120, 255,
lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 3, 120, 120, 120, 255,
CCoronas::RegisterCorona((uintptr)this + 15, 120, 120, 120, 255,
lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
@ -2440,12 +2493,12 @@ CAutomobile::PreRender(void)
}else{
// braking
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 2, 120, 0, 0, 255,
CCoronas::RegisterCorona((uintptr)this + 14, 120, 0, 0, 255,
lightL, 1.2f, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CCoronas::RegisterCorona((uintptr)this + 3, 120, 0, 0, 255,
CCoronas::RegisterCorona((uintptr)this + 15, 120, 0, 0, 255,
lightR, 1.2f, 50.0f*TheCamera.LODDistMultiplier,
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_ON,
CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f);
@ -2456,15 +2509,15 @@ CAutomobile::PreRender(void)
}
}else{
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
CCoronas::UpdateCoronaCoors((uintptr)this + 14, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
CCoronas::UpdateCoronaCoors((uintptr)this + 15, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
}
}else{
if(Damage.GetLightStatus(VEHLIGHT_REAR_LEFT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this + 2, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
CCoronas::UpdateCoronaCoors((uintptr)this + 14, lightL, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
if(Damage.GetLightStatus(VEHLIGHT_REAR_RIGHT) == LIGHT_STATUS_OK)
CCoronas::UpdateCoronaCoors((uintptr)this + 3, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
CCoronas::UpdateCoronaCoors((uintptr)this + 15, lightR, 50.0f*TheCamera.LODDistMultiplier, 0.0f);
}
}
// end of lights
@ -2498,6 +2551,15 @@ CAutomobile::PreRender(void)
CMatrix mat;
CVector pos;
// what's this supposed to be? Rhino doesn't have this node
if(GetModelIndex() == MI_RHINO && m_aCarNodes[CAR_BONNET]){
mat.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_BONNET]));
pos = mat.GetPosition();
mat.SetRotateZ(m_fCarGunLR);
mat.Translate(pos);
mat.UpdateRW();
}
RwRGBA hoverParticleCol = { 255, 255, 255, 32 };
// Rear right wheel
@ -2519,8 +2581,8 @@ CAutomobile::PreRender(void)
}else{
CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_REAR_RIGHT].point,
0.3f*m_vecMoveSpeed+0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol,
CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
CGeneral::GetRandomNumberInRange(0.0f, 10.0f),
CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1);
}
#ifdef BETTER_ALLCARSAREDODO_CHEAT
} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
@ -2560,8 +2622,8 @@ CAutomobile::PreRender(void)
}else{
CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_REAR_LEFT].point,
0.3f*m_vecMoveSpeed-0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol,
CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
CGeneral::GetRandomNumberInRange(0.0f, 10.0f),
CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1);
}
#ifdef BETTER_ALLCARSAREDODO_CHEAT
} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
@ -2758,8 +2820,8 @@ CAutomobile::PreRender(void)
}else{
CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].point,
0.3f*m_vecMoveSpeed+0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol,
CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
CGeneral::GetRandomNumberInRange(0.0f, 10.0f),
CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1);
}
#ifdef BETTER_ALLCARSAREDODO_CHEAT
} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
@ -2799,8 +2861,8 @@ CAutomobile::PreRender(void)
}else{
CParticle::AddParticle(PARTICLE_CAR_SPLASH, m_aWheelColPoints[CARWHEEL_FRONT_LEFT].point,
0.3f*m_vecMoveSpeed-0.15f*GetRight()+CVector(0.0f, 0.0f, 0.1f), nil, 0.15f, hoverParticleCol,
CGeneral::GetRandomNumberInRange(0.0f, 90.0f),
CGeneral::GetRandomNumberInRange(0.0f, 10.0f), 1);
CGeneral::GetRandomNumberInRange(0.0f, 10.0f),
CGeneral::GetRandomNumberInRange(0.0f, 90.0f), 1);
}
#ifdef BETTER_ALLCARSAREDODO_CHEAT
} else if (bAllDodosCheat && m_nDriveWheelsOnGround == 0 && m_nDriveWheelsOnGroundPrev == 0) {
@ -3136,67 +3198,119 @@ CAutomobile::ProcessControlInputs(uint8 pad)
}
}
// not sure if global variables
float FIRETRUCK_LR_SPEED = 0.05f;
float FIRETRUCK_UD_SPEED = 0.02f;
void
CAutomobile::FireTruckControl(void)
{
if(this == FindPlayerVehicle()){
if(!CPad::GetPad(0)->GetCarGunFired())
return;
#ifdef FREE_CAM
if (!CCamera::bFreeCam)
#endif
{
m_fCarGunLR += CPad::GetPad(0)->GetCarGunLeftRight() * 0.00025f * CTimer::GetTimeStep();
m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown() * 0.0001f * CTimer::GetTimeStep();
}
m_fCarGunUD = Clamp(m_fCarGunUD, 0.05f, 0.3f);
if(CPad::GetPad(0)->GetCarGunFired()){
if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_CAM_ON_A_STRING){
// android code differs
CVector localFront = Multiply3x3(TheCamera.Cams[TheCamera.ActiveCam].Front, GetMatrix());
float targetDirLR = localFront.Heading();
float targetDirUD = Atan2(localFront.z, localFront.Magnitude2D());
targetDirUD += DEGTORAD(15.0f);
if(m_fCarGunLR + PI < targetDirLR)
targetDirLR -= TWOPI;
else if(m_fCarGunLR - PI > targetDirLR)
targetDirLR += TWOPI;
CVector cannonPos(0.0f, 1.5f, 1.9f);
cannonPos = GetMatrix() * cannonPos;
CVector cannonDir(
Sin(m_fCarGunLR) * Cos(m_fCarGunUD),
Cos(m_fCarGunLR) * Cos(m_fCarGunUD),
Sin(m_fCarGunUD));
cannonDir = Multiply3x3(GetMatrix(), cannonDir);
cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f;
CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir);
}else if(GetStatus() == STATUS_PHYSICS){
CFire *fire = gFireManager.FindFurthestFire_NeverMindFireMen(GetPosition(), 10.0f, 35.0f);
if(fire == nil)
return;
if(targetDirLR - m_fCarGunLR > CTimer::GetTimeStep()*FIRETRUCK_LR_SPEED)
m_fCarGunLR += CTimer::GetTimeStep()*FIRETRUCK_LR_SPEED;
else if(targetDirLR - m_fCarGunLR < -CTimer::GetTimeStep()*FIRETRUCK_LR_SPEED)
m_fCarGunLR -= CTimer::GetTimeStep()*FIRETRUCK_LR_SPEED;
else
m_fCarGunLR = targetDirLR;
// Target cannon onto fire
float targetAngle = CGeneral::GetATanOfXY(fire->m_vecPos.x-GetPosition().x, fire->m_vecPos.y-GetPosition().y);
float fwdAngle = CGeneral::GetATanOfXY(GetForward().x, GetForward().y);
float targetCannonAngle = fwdAngle - targetAngle;
float angleDelta = CTimer::GetTimeStep()*0.01f;
float cannonDelta = targetCannonAngle - m_fCarGunLR;
while(cannonDelta < PI) cannonDelta += TWOPI;
while(cannonDelta > PI) cannonDelta -= TWOPI;
if(Abs(cannonDelta) < angleDelta)
m_fCarGunLR = targetCannonAngle;
else if(cannonDelta > 0.0f)
m_fCarGunLR += angleDelta;
else
m_fCarGunLR -= angleDelta;
if(targetDirUD - m_fCarGunUD > CTimer::GetTimeStep()*FIRETRUCK_UD_SPEED)
m_fCarGunUD += CTimer::GetTimeStep()*FIRETRUCK_UD_SPEED;
else if(targetDirUD - m_fCarGunUD < -CTimer::GetTimeStep()*FIRETRUCK_UD_SPEED)
m_fCarGunUD -= CTimer::GetTimeStep()*FIRETRUCK_UD_SPEED;
else
m_fCarGunUD = targetDirUD;
}else{
m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight()/128.0f * FIRETRUCK_LR_SPEED * CTimer::GetTimeStep();
m_fCarGunUD += CPad::GetPad(0)->GetCarGunUpDown()/128.0f * FIRETRUCK_UD_SPEED * CTimer::GetTimeStep();
}
// Go up and down a bit
float upDown = Sin((float)(CTimer::GetTimeInMilliseconds() & 0xFFF)/0x1000 * TWOPI);
m_fCarGunUD = 0.2f + 0.2f*upDown;
if(m_fCarGunLR < -PI) m_fCarGunLR += TWOPI;
else if(m_fCarGunLR > PI) m_fCarGunLR -= TWOPI;
m_fCarGunUD = Clamp(m_fCarGunUD, -0.06f, 0.3f);
// Spray water every once in a while
if((CTimer::GetTimeInMilliseconds()>>10) & 3){
CVector cannonPos(0.0f, 0.0f, 2.2f); // different position than player's firetruck!
cannonPos = GetMatrix() * cannonPos;
CVector cannonDir(
Sin(m_fCarGunLR) * Cos(m_fCarGunUD),
Cos(m_fCarGunLR) * Cos(m_fCarGunUD),
Sin(m_fCarGunUD));
cannonDir = Multiply3x3(GetMatrix(), cannonDir);
CVector cannonPos, cannonDir;
CVector localOffset(0.0f, 0.75f, 0.0f);
CVector localPos(0.0f, 1.05f, 2.02f);
CMatrix rotMat;
rotMat.SetUnity();
rotMat.SetRotateZ(m_fCarGunLR);
localOffset = rotMat * localOffset;
localPos += localOffset;
cannonPos = GetMatrix() * localPos;
cannonDir = Multiply3x3(GetMatrix(), CVector(-Sin(m_fCarGunLR) * Cos(m_fCarGunUD),
Cos(m_fCarGunLR) * Cos(m_fCarGunUD),
Sin(m_fCarGunUD)));
cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f;
CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir);
}
}else if(GetStatus() == STATUS_PHYSICS){
CFire *fire = gFireManager.FindFurthestFire_NeverMindFireMen(GetPosition(), 10.0f, 35.0f);
if(fire){
// Target cannon onto fire
float targetAngle = CGeneral::GetATanOfXY(fire->m_vecPos.x-GetPosition().x, fire->m_vecPos.y-GetPosition().y);
float fwdAngle = CGeneral::GetATanOfXY(GetForward().x, GetForward().y);
#ifdef FIX_BUGS
// angle direction changed but they didn't notice
targetAngle = TWOPI - targetAngle;
fwdAngle = TWOPI - fwdAngle;
#endif
float targetCannonAngle = fwdAngle - targetAngle;
float angleDelta = CTimer::GetTimeStep()*0.01f;
float cannonDelta = CGeneral::LimitRadianAngle(targetCannonAngle - m_fCarGunLR);
if(Abs(cannonDelta) < angleDelta)
m_fCarGunLR = targetCannonAngle;
else if(cannonDelta > 0.0f)
m_fCarGunLR += angleDelta;
else
m_fCarGunLR -= angleDelta;
// Go up and down a bit
float upDown = Sin((float)(CTimer::GetTimeInMilliseconds() & 0xFFF)/0x1000 * TWOPI);
m_fCarGunUD = 0.2f + 0.2f*upDown;
// Spray water every once in a while
if((CTimer::GetTimeInMilliseconds()>>10) & 3){
CVector cannonPos, cannonDir;
CVector localOffset(0.0f, 0.75f, 0.0f);
CVector localPos(0.0f, 1.05f, 2.02f);
CMatrix rotMat;
rotMat.SetUnity();
rotMat.SetRotateZ(m_fCarGunLR);
localOffset = rotMat * localOffset;
localPos += localOffset;
cannonPos = GetMatrix() * localPos;
cannonDir = Multiply3x3(GetMatrix(), CVector(-Sin(m_fCarGunLR) * Cos(m_fCarGunUD),
Cos(m_fCarGunLR) * Cos(m_fCarGunUD),
Sin(m_fCarGunUD)));
cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f;
#ifdef FIX_BUGS
// actual call missing?!?
CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir);
#endif
}
}
}
if(m_aCarNodes[CAR_BUMP_REAR]){
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[CAR_BUMP_REAR]));
CVector pos = mat.GetPosition();
mat.SetRotateZ(m_fCarGunLR);
mat.Translate(pos);
mat.UpdateRW();
}
}
@ -3217,10 +3331,7 @@ CAutomobile::TankControl(void)
// Rotate turret
float prevAngle = m_fCarGunLR;
#ifdef FREE_CAM
if(!CCamera::bFreeCam)
#endif
m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep();
m_fCarGunLR -= CPad::GetPad(0)->GetCarGunLeftRight() * 0.00015f * CTimer::GetTimeStep();
if(m_fCarGunLR < 0.0f)
m_fCarGunLR += TWOPI;
@ -3297,6 +3408,14 @@ CAutomobile::TankControl(void)
flashPos += 0.1f*shotDir;
CParticle::AddParticle(PARTICLE_GUNFLASH, flashPos, nullDir, nil, 0.15f, black, 0, 0, 0, lifeSpan);
}
if(m_aCarNodes[CAR_WINDSCREEN]){
CMatrix mat(RwFrameGetMatrix(m_aCarNodes[CAR_WINDSCREEN]));
CVector pos = mat.GetPosition();
mat.SetRotateZ(m_fCarGunLR);
mat.Translate(pos);
mat.UpdateRW();
}
}
#define HYDRAULIC_UPPER_EXT (-0.16f)
@ -3601,8 +3720,8 @@ CAutomobile::ProcessBuoyancy(void)
if(mod_Buoyancy.ProcessBuoyancy(this, m_fBuoyancy, &point, &impulse)){
bTouchingWater = true;
float timeStep = Max(CTimer::GetTimeStep(), 0.01f);
float impulseRatio = impulse.z / (GRAVITY * m_fMass * timeStep);
float timeStep = Max(CTimer::GetTimeStep(), 0.5f); // this seems awfully high
float impulseRatio = impulse.z / ((bIsHeavy?GRAVITY/3.0f:GRAVITY) * m_fMass * timeStep);
float waterResistance = Pow(1.0f - 0.05f*impulseRatio, CTimer::GetTimeStep());
m_vecMoveSpeed *= waterResistance;
m_vecTurnSpeed *= waterResistance;
@ -3647,8 +3766,11 @@ CAutomobile::ProcessBuoyancy(void)
if(pDriver){
pDriver->bIsInWater = true;
if(pDriver->IsPlayer() || !bWaterTight)
if(pDriver->IsPlayer() || !bWaterTight){
if(pDriver->m_fHealth < 30.0f)
SampleManager.SetMusicFadeVolume(Max(0, SampleManager.GetMusicFadeVolume()-4));
pDriver->InflictDamage(nil, WEAPONTYPE_DROWNING, CTimer::GetTimeStep(), PEDPIECE_TORSO, 0);
}
}
for(i = 0; i < m_nNumMaxPassengers; i++)
if(pPassengers[i]){
@ -4068,14 +4190,14 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
case CAR_PIECE_BUMP_FRONT:
GetComponentWorldPosition(CAR_BUMP_FRONT, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_BUMPER_FRONT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetBumperDamage(CAR_BUMP_FRONT, VEHBUMPER_FRONT);
if(m_aCarNodes[CAR_BONNET] && Damage.GetPanelStatus(VEHBUMPER_FRONT) == PANEL_STATUS_MISSING){
case CAR_PIECE_BONNET:
GetComponentWorldPosition(CAR_BONNET, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(GetModelIndex() != MI_DODO)
if(Damage.ApplyDamage(COMPONENT_DOOR_BONNET, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_DOOR_BONNET, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetDoorDamage(CAR_BONNET, DOOR_BONNET);
}
break;
@ -4083,13 +4205,13 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
case CAR_PIECE_BUMP_REAR:
GetComponentWorldPosition(CAR_BUMP_REAR, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_BUMPER_REAR, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_BUMPER_REAR, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetBumperDamage(CAR_BUMP_REAR, VEHBUMPER_REAR);
if(m_aCarNodes[CAR_BOOT] && Damage.GetPanelStatus(VEHBUMPER_REAR) == PANEL_STATUS_MISSING){
case CAR_PIECE_BOOT:
GetComponentWorldPosition(CAR_BOOT, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_DOOR_BOOT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_DOOR_BOOT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetDoorDamage(CAR_BOOT, DOOR_BOOT);
}
break;
@ -4097,50 +4219,50 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
case CAR_PIECE_DOOR_LF:
GetComponentWorldPosition(CAR_DOOR_LF, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_DOOR_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_DOOR_FRONT_LEFT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetDoorDamage(CAR_DOOR_LF, DOOR_FRONT_LEFT);
break;
case CAR_PIECE_DOOR_RF:
GetComponentWorldPosition(CAR_DOOR_RF, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_DOOR_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_DOOR_FRONT_RIGHT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetDoorDamage(CAR_DOOR_RF, DOOR_FRONT_RIGHT);
break;
case CAR_PIECE_DOOR_LR:
GetComponentWorldPosition(CAR_DOOR_LR, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_DOOR_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_DOOR_REAR_LEFT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetDoorDamage(CAR_DOOR_LR, DOOR_REAR_LEFT);
break;
case CAR_PIECE_DOOR_RR:
GetComponentWorldPosition(CAR_DOOR_RR, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_DOOR_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_DOOR_REAR_RIGHT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetDoorDamage(CAR_DOOR_RR, DOOR_REAR_RIGHT);
break;
case CAR_PIECE_WING_LF:
GetComponentWorldPosition(CAR_WING_LF, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_LEFT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetPanelDamage(CAR_WING_LF, VEHPANEL_FRONT_LEFT);
break;
case CAR_PIECE_WING_RF:
GetComponentWorldPosition(CAR_WING_RF, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_PANEL_FRONT_RIGHT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetPanelDamage(CAR_WING_RF, VEHPANEL_FRONT_RIGHT);
break;
case CAR_PIECE_WING_LR:
GetComponentWorldPosition(CAR_WING_LR, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_LEFT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_LEFT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetPanelDamage(CAR_WING_LR, VEHPANEL_REAR_LEFT);
break;
case CAR_PIECE_WING_RR:
GetComponentWorldPosition(CAR_WING_RR, pos);
dmgDrawCarCollidingParticles(pos, impulse*damageMultiplier);
if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_RIGHT, impulse*impulseMult, pHandling->fCollisionDamageMultiplier))
if(Damage.ApplyDamage(COMPONENT_PANEL_REAR_RIGHT, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier()))
SetPanelDamage(CAR_WING_RR, VEHPANEL_REAR_RIGHT);
break;
@ -4151,7 +4273,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
break;
case CAR_PIECE_WINDSCREEN:
if(Damage.ApplyDamage(COMPONENT_PANEL_WINDSCREEN, impulse*impulseMult, pHandling->fCollisionDamageMultiplier)){
if(Damage.ApplyDamage(COMPONENT_PANEL_WINDSCREEN, impulse*impulseMult, pHandling->GetCollisionDamageMultiplier())){
uint8 oldStatus = Damage.GetPanelStatus(VEHPANEL_WINDSCREEN);
SetPanelDamage(CAR_WINDSCREEN, VEHPANEL_WINDSCREEN);
if(oldStatus != Damage.GetPanelStatus(VEHPANEL_WINDSCREEN)){
@ -4162,7 +4284,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
}
}
float damage = (impulse-minImpulse)*pHandling->fCollisionDamageMultiplier*0.6f*damageMultiplier;
float damage = (impulse-minImpulse)*pHandling->GetCollisionDamageMultiplier()*0.6f*damageMultiplier;
if(GetModelIndex() == MI_SECURICA && m_pDamageEntity && m_pDamageEntity->GetStatus() == STATUS_PLAYER)
damage *= 7.0f;
@ -4184,6 +4306,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
int oldHealth = m_fHealth;
if(this == FindPlayerVehicle())
// android has other values here
m_fHealth -= bTakeLessDamage ? damage/6.0f : damage/2.0f;
else if(bTakeLessDamage)
m_fHealth -= damage/12.0f;
@ -4221,6 +4344,35 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
Damage.SetEngineStatus(100);
}
}
if(bHitByTrain){
for(i = 0; i < PHYSICAL_MAX_COLLISIONRECORDS; i++){
CVehicle *train = (CVehicle*)m_aCollisionRecords[i];
if(train && train->IsVehicle() &&
train->GetModelIndex() == MI_TRAIN &&
train->GetSpeed(CVector(0.0f, 0.0, 0.0f)).MagnitudeSqr() > SQR(0.001f)){
CPed *ped = KnockPedOutCar(WEAPONTYPE_RAMMEDBYCAR, CAR_DOOR_LF, pDriver);
if(ped){
//TODO(LCS): ped->NailToSubwayTrack();
ped->SetDie();
}
BlowUpCar(train);
}
}
}
if(pDriver && pDriver->IsPlayer()){
for(i = 0; i < PHYSICAL_MAX_COLLISIONRECORDS; i++){
CVehicle *airtrain = (CVehicle*)m_aCollisionRecords[i];
if(airtrain && airtrain->IsVehicle() &&
airtrain->GetModelIndex() == MI_AIRTRAIN){
CPed *ped = KnockPedOutCar(WEAPONTYPE_RAMMEDBYCAR, CAR_DOOR_LF, pDriver);
if(ped)
ped->SetDie();
BlowUpCar(airtrain);
}
}
}
}
void
@ -4263,6 +4415,16 @@ CAutomobile::dmgDrawCarCollidingParticles(const CVector &pos, float amount)
CGeneral::GetRandomNumberInRange(0, 4));
}
float fDamagePosSpeedShift = 0.4f;
float fSpeedMult[] = {
0.8f,
0.75f,
0.85f,
0.9f,
0.85f,
0.85f
};
void
CAutomobile::AddDamagedVehicleParticles(void)
{
@ -4275,7 +4437,7 @@ CAutomobile::AddDamagedVehicleParticles(void)
if(m_fHealth >= 650.0f)
return;
CVector direction = 0.85f*m_vecMoveSpeed;
CVector direction = fSpeedMult[5]*m_vecMoveSpeed;
CVector damagePos = ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->m_positions[CAR_POS_HEADLIGHTS];
switch(Damage.GetDoorStatus(DOOR_BONNET)){
@ -4300,7 +4462,7 @@ CAutomobile::AddDamagedVehicleParticles(void)
damagePos.y = 0.2f*GetColModel()->boundingBox.min.y;
damagePos.z = 0.3f*GetColModel()->boundingBox.max.z;
}else
damagePos.z += 0.4f*(GetColModel()->boundingBox.max.z-damagePos.z) * DotProduct(GetForward(), m_vecMoveSpeed);
damagePos.z += fDamagePosSpeedShift*(GetColModel()->boundingBox.max.z-damagePos.z) * DotProduct(GetForward(), m_vecMoveSpeed);
damagePos = GetMatrix()*damagePos;
damagePos.z += 0.15f;
@ -4319,7 +4481,7 @@ CAutomobile::AddDamagedVehicleParticles(void)
direction = 0.85f*m_vecMoveSpeed;
direction += GetRight() * CGeneral::GetRandomNumberInRange(0.0f, 0.04f) * (1.0f - 2.0f*m_vecMoveSpeed.Magnitude());
direction.z += 0.001f;
n = (CGeneral::GetRandomNumber() & 3) + 2;
n = (CGeneral::GetRandomNumber() & 3) + 1;
for(i = 0; i < n; i++)
CParticle::AddParticle(PARTICLE_SPARK_SMALL, damagePos, direction);
if(((CTimer::GetFrameCounter() + m_randomSeed) & 0xF) == 0)
@ -4327,11 +4489,15 @@ CAutomobile::AddDamagedVehicleParticles(void)
}else if(m_fHealth < 250.0f){
// nothing
}else if(m_fHealth < 320.0f){
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, 0.8f*direction);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE2, damagePos, fSpeedMult[0]*direction);
}else if(m_fHealth < 390.0f){
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.75f*direction);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.85f*direction);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, fSpeedMult[1]*direction);
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, fSpeedMult[2]*direction);
}else if(m_fHealth < 460.0f){
if(((CTimer::GetFrameCounter() + m_randomSeed) & 3) == 0 ||
((CTimer::GetFrameCounter() + m_randomSeed) & 3) == 2)
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, fSpeedMult[3]*direction);
}else{
int rnd = CTimer::GetFrameCounter() + m_randomSeed;
if(rnd < 10 ||
rnd < 70 && rnd > 25 ||
@ -4341,7 +4507,6 @@ CAutomobile::AddDamagedVehicleParticles(void)
return;
direction.z += 0.05f*Max(1.0f - 1.6f*m_vecMoveSpeed.Magnitude(), 0.0f);
if(electric){
// BUG. we had that case already
direction = 0.85f*m_vecMoveSpeed;
direction += GetRight() * CGeneral::GetRandomNumberInRange(0.0f, 0.04f) * (1.0f - 2.0f*m_vecMoveSpeed.Magnitude());
direction.z += 0.001f;
@ -4352,13 +4517,10 @@ CAutomobile::AddDamagedVehicleParticles(void)
CParticle::AddParticle(PARTICLE_ENGINE_SMOKE, damagePos, 0.8f*m_vecMoveSpeed, nil, 0.1f, 0, 0, 0, 1000);
}else{
if(TheCamera.GetLookDirection() != LOOKING_FORWARD)
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.75f*direction);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, direction);
else if(((CTimer::GetFrameCounter() + m_randomSeed) & 1) == 0)
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.85f*m_vecMoveSpeed);
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, fSpeedMult[4]*m_vecMoveSpeed);
}
}else if(((CTimer::GetFrameCounter() + m_randomSeed) & 3) == 0 ||
((CTimer::GetFrameCounter() + m_randomSeed) & 3) == 2){
CParticle::AddParticle(PARTICLE_ENGINE_STEAM, damagePos, 0.9f*direction);
}
}
@ -4408,7 +4570,7 @@ CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed)
case SURFACE_SAND:
case SURFACE_SAND_BEACH:
if(CTimer::GetFrameCounter() & 2 ||
CGeneral::GetRandomNumberInRange(CWeather::WetRoads, 1.01f) > 0.5f)
CWeather::WetRoads > 0.0f && CGeneral::GetRandomNumberInRange(CWeather::WetRoads, 1.01f) > 0.5f)
return 0;
dir.x = 0.5f*m_vecMoveSpeed.x;
dir.y = 0.5f*m_vecMoveSpeed.y;
@ -4547,6 +4709,19 @@ CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time)
{
eDoors door;
if(bIsVan){
if(component == CAR_DOOR_RR){
if(anim == ANIM_STD_VAN_OPEN_DOOR_REAR_RHS || anim == ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS)
if(IsDoorReady(DOOR_REAR_LEFT))
ProcessOpenDoor(CAR_DOOR_LR, anim, time);
}
if(component == CAR_DOOR_LR){
if(anim == ANIM_STD_VAN_OPEN_DOOR_REAR_LHS || anim == ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS)
if(IsDoorReady(DOOR_REAR_RIGHT))
ProcessOpenDoor(CAR_DOOR_RR, anim, time);
}
}
switch(component){
case CAR_DOOR_RF: door = DOOR_FRONT_RIGHT; break;
case CAR_DOOR_RR: door = DOOR_REAR_RIGHT; break;
@ -4568,7 +4743,7 @@ CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time)
case ANIM_STD_CAR_CLOSE_DOOR_LO_LHS:
case ANIM_STD_CAR_CLOSE_DOOR_RHS:
case ANIM_STD_CAR_CLOSE_DOOR_LO_RHS:
ProcessDoorCloseAnimation(this, component, door, time, 0.2f, 0.45f);
ProcessDoorCloseAnimation(this, component, door, time, 0.2f, 0.63f);
break;
case ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS:
case ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS:
@ -4582,7 +4757,7 @@ CAutomobile::ProcessOpenDoor(uint32 component, uint32 anim, float time)
break;
case ANIM_STD_CAR_CLOSE_LHS:
case ANIM_STD_CAR_CLOSE_RHS:
ProcessDoorCloseAnimation(this, component, door, time, 0.1f, 0.23f);
ProcessDoorCloseAnimation(this, component, door, time, 0.35f, 0.5f);
break;
case ANIM_STD_CAR_PULL_OUT_PED_RHS:
case ANIM_STD_CAR_PULL_OUT_PED_LO_RHS:
@ -5403,6 +5578,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
if(obj == nil)
return nil;
phys_lcs_unk1 = false;
if(component == CAR_WINDSCREEN){
obj->SetModelIndexNoCreate(MI_CAR_BONNET);
}else switch(type){
@ -5441,6 +5617,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
*RwFrameGetMatrix(frame) = *matrix;
RpAtomicSetFrame(atomic, frame);
CVisibilityPlugins::SetAtomicRenderCallback(atomic, nil);
CStreaming::RegisterInstance(atomic, nil);
obj->AttachToRwObject((RwObject*)atomic);
obj->bDontStream = true;
@ -5485,7 +5662,7 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
CVector dist = obj->GetPosition() - GetPosition();
dist.Normalise();
if(component == COMPGROUP_BONNET || component == COMPGROUP_BOOT || component == CAR_WINDSCREEN){
// push these up some
// push these up some
dist += GetUp();
if(GetUp().z > 0.0f){
// simulate fast upward movement if going fast
@ -5508,9 +5685,9 @@ CAutomobile::SpawnFlyingComponent(int32 component, uint32 type)
ApplyMoveForce(5.0f*dist);
}
if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(),
this->GetMatrix(), *this->GetColModel(),
CWorld::m_aTempColPts, nil, nil) > 0)
// if(CCollision::ProcessColModels(obj->GetMatrix(), *obj->GetColModel(),
// this->GetMatrix(), *this->GetColModel(),
// CWorld::m_aTempColPts, nil, nil) > 0)
obj->m_pCollidingEntity = this;
if(bRenderScorched)
@ -5768,12 +5945,12 @@ CAutomobile::CloseAllDoors(void)
}
}
void
CPed*
CAutomobile::KnockPedOutCar(eWeaponType weapon, uint16 door, CPed *ped)
{
AnimationId anim = ANIM_STD_KO_FRONT;
if(ped == nil)
return;
return nil;
ped->m_vehDoor = door;
ped->SetPedState(PED_IDLE);
@ -5808,6 +5985,7 @@ CAutomobile::KnockPedOutCar(eWeaponType weapon, uint16 door, CPed *ped)
ped->m_headingRate = 0.0f;
}
ped->m_pMyVehicle = nil;
return ped;
}
#ifdef COMPATIBLE_SAVES

View File

@ -164,7 +164,7 @@ public:
void PopBoot(void);
void PopBootUsingPhysics(void);
void CloseAllDoors(void);
void KnockPedOutCar(eWeaponType weapon, uint16 door, CPed *ped);
CPed *KnockPedOutCar(eWeaponType weapon, uint16 door, CPed *ped);
#ifdef COMPATIBLE_SAVES
virtual void Save(uint8*& buf);

View File

@ -1672,7 +1672,7 @@ CVehicle::IsLawEnforcementVehicle(void)
case MI_RHINO:
case MI_BARRACKS:
// case MI_FBIRANCH:
// case MI_VICECHEE:
case MI_VICECHEE:
return true;
default:
return false;
@ -1690,8 +1690,8 @@ CVehicle::UsesSiren(void)
case MI_POLICE:
case MI_ENFORCER:
case MI_PREDATOR:
// case MI_FBIRANCH:
// case MI_VICECHEE:
case MI_FBIRANCH:
case MI_VICECHEE:
return true;
default:
return false;
@ -1955,12 +1955,11 @@ CVehicle::SetDriver(CPed *driver)
case MI_ENFORCER:
driver->m_fArmour = Max(driver->m_fArmour, CWorld::Players[0].m_nMaxArmour);
break;
/*
case MI_CADDY:
if(!(driver->IsPlayer() && ((CPlayerPed*)driver)->DoesPlayerWantNewWeapon(WEAPONTYPE_GOLFCLUB, true)))
CStreaming::RequestModel(MI_GOLFCLUB, STREAMFLAGS_DONT_REMOVE);
break;
*/
}
}
@ -2035,12 +2034,10 @@ CVehicle::RemoveDriver(void)
bFreebies = false;
}
CStreaming::SetModelIsDeletable(MI_SHOTGUN);
/*
}else if(GetModelIndex() == MI_CADDY && CStreaming::HasModelLoaded(MI_GOLFCLUB)){
if(((CPlayerPed*)pDriver)->DoesPlayerWantNewWeapon(WEAPONTYPE_GOLFCLUB, true))
pDriver->GiveWeapon(WEAPONTYPE_GOLFCLUB, 1, true);
CStreaming::SetModelIsDeletable(MI_GOLFCLUB);
*/
}
}
pDriver = nil;