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-rw-r--r--src/entities/Physical.cpp79
1 files changed, 46 insertions, 33 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index d6a82658..55ed5380 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -3,6 +3,7 @@
#include "World.h"
#include "Timer.h"
#include "ModelIndices.h"
+#include "Treadable.h"
#include "Vehicle.h"
#include "Ped.h"
#include "Object.h"
@@ -32,7 +33,7 @@ CPhysical::CPhysical(void)
m_nCollisionRecords = 0;
for(i = 0; i < 6; i++)
- m_aCollisionRecords[0] = nil;
+ m_aCollisionRecords[i] = nil;
field_EF = false;
@@ -61,7 +62,7 @@ CPhysical::CPhysical(void)
m_phy_flagA10 = false;
m_phy_flagA20 = false;
- m_nLastCollType = 0;
+ m_nSurfaceTouched = SURFACE_DEFAULT;
}
CPhysical::~CPhysical(void)
@@ -456,7 +457,7 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
float compression = 1.0f - springRatio;
if(compression > 0.0f){
float step = min(CTimer::GetTimeStep(), 3.0f);
- float impulse = -0.008f*m_fMass*step * springConst * compression * bias*2.0f;
+ float impulse = -GRAVITY*m_fMass*step * springConst * compression * bias*2.0f;
ApplyMoveForce(springDir*impulse);
ApplyTurnForce(springDir*impulse, point);
}
@@ -475,7 +476,7 @@ CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &poin
// what is this?
float a = m_fTurnMass / ((point.MagnitudeSqr() + 1.0f) * 2.0f * m_fMass);
a = min(a, 1.0f);
- float b = fabs(impulse / (speedB * m_fMass));
+ float b = Abs(impulse / (speedB * m_fMass));
if(a < b)
impulse *= a/b;
@@ -488,7 +489,7 @@ void
CPhysical::ApplyGravity(void)
{
if(bAffectedByGravity)
- m_vecMoveSpeed.z -= 0.008f * CTimer::GetTimeStep();
+ m_vecMoveSpeed.z -= GRAVITY * CTimer::GetTimeStep();
}
void
@@ -504,11 +505,11 @@ void
CPhysical::ApplyAirResistance(void)
{
if(m_fAirResistance > 0.1f){
- float f = powf(m_fAirResistance, CTimer::GetTimeStep());
+ float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= f;
}else{
- float f = powf(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
+ float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
m_vecMoveSpeed *= f;
m_vecTurnSpeed *= 0.99f;
}
@@ -718,7 +719,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(!B->bInfiniteMass){
if(fB.z < 0.0f){
fB.z = 0.0f;
- if(fabs(speedA) < 0.01f)
+ if(Abs(speedA) < 0.01f)
fB *= 0.5f;
}
if(ispedcontactA){
@@ -814,9 +815,9 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
float minspeed = 0.0104f * CTimer::GetTimeStep();
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
!bHasContacted &&
- fabs(m_vecMoveSpeed.x) < minspeed &&
- fabs(m_vecMoveSpeed.y) < minspeed &&
- fabs(m_vecMoveSpeed.z) < minspeed*2.0f)
+ Abs(m_vecMoveSpeed.x) < minspeed &&
+ Abs(m_vecMoveSpeed.y) < minspeed &&
+ Abs(m_vecMoveSpeed.z) < minspeed*2.0f)
e = -1.0f;
else
e = -(m_fElasticity + 1.0f);
@@ -1149,14 +1150,14 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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);
+ float f = min(Abs(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);
+ float f = min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
@@ -1497,8 +1498,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
float imp = impulseA;
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
- fabs(A->m_vecMoveSpeed.x) < 0.05f &&
- fabs(A->m_vecMoveSpeed.y) < 0.05f)
+ Abs(A->m_vecMoveSpeed.x) < 0.05f &&
+ Abs(A->m_vecMoveSpeed.y) < 0.05f)
imp *= 0.1f;
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
@@ -1518,8 +1519,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
float imp = impulseA;
if(A->IsVehicle() && A->GetUp().z < -0.6f &&
- fabs(A->m_vecMoveSpeed.x) < 0.05f &&
- fabs(A->m_vecMoveSpeed.y) < 0.05f)
+ Abs(A->m_vecMoveSpeed.x) < 0.05f &&
+ Abs(A->m_vecMoveSpeed.y) < 0.05f)
imp *= 0.1f;
float turnSpeedDiff = A->m_vecTurnSpeed.MagnitudeSqr();
@@ -1556,8 +1557,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
m_vecTurnSpeed += turnSpeed / numResponses;
if(!CWorld::bNoMoreCollisionTorque &&
A->m_status == STATUS_PLAYER && A->IsVehicle() &&
- fabs(A->m_vecMoveSpeed.x) > 0.2f &&
- fabs(A->m_vecMoveSpeed.y) > 0.2f){
+ Abs(A->m_vecMoveSpeed.x) > 0.2f &&
+ Abs(A->m_vecMoveSpeed.y) > 0.2f){
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
A->m_vecMoveFriction.y += moveSpeed.y * -0.3f / numCollisions;
A->m_vecTurnFriction += turnSpeed * -0.3f / numCollisions;
@@ -1782,13 +1783,13 @@ CPhysical::ProcessShift(void)
}
bIsStuck = false;
bIsInSafePosition = true;
- m_fDistanceTravelled = (GetPosition() - *matrix.GetPosition()).Magnitude();
+ m_fDistanceTravelled = (GetPosition() - matrix.GetPosition()).Magnitude();
RemoveAndAdd();
}
}
// x is the number of units (m) we would like to step
-#define NUMSTEPS(x) ceil(sqrt(distSq) * (1.0f/(x)))
+#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
void
CPhysical::ProcessCollision(void)
@@ -1882,7 +1883,7 @@ CPhysical::ProcessCollision(void)
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
!ped->m_ped_flagA2 &&
ped->bIsStanding)
- savedMatrix.GetPosition()->z = GetPosition().z;
+ savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
CTimer::SetTimeStep(savedTimeStep);
return;
@@ -1890,7 +1891,7 @@ CPhysical::ProcessCollision(void)
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
!ped->m_ped_flagA2 &&
ped->bIsStanding)
- savedMatrix.GetPosition()->z = GetPosition().z;
+ savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
CTimer::SetTimeStep(savedTimeStep);
if(IsVehicle()){
@@ -1917,14 +1918,14 @@ CPhysical::ProcessCollision(void)
bHitByTrain ||
m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
if(IsVehicle())
- ((CVehicle*)this)->m_veh_flagD4 = true;
+ ((CVehicle*)this)->bVehicleColProcessed = true;
if(CheckCollision()){
GetMatrix() = savedMatrix;
return;
}
}
bHitByTrain = false;
- m_fDistanceTravelled = (GetPosition() - *savedMatrix.GetPosition()).Magnitude();
+ m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
m_phy_flagA80 = false;
bIsStuck = false;
@@ -1932,16 +1933,28 @@ CPhysical::ProcessCollision(void)
RemoveAndAdd();
}
+class CPhysical_ : public CPhysical
+{
+public:
+ void dtor(void) { CPhysical::~CPhysical(); }
+ void Add_(void) { CPhysical::Add(); }
+ void Remove_(void) { CPhysical::Remove(); }
+ CRect GetBoundRect_(void) { return CPhysical::GetBoundRect(); }
+ void ProcessControl_(void) { CPhysical::ProcessControl(); }
+ void ProcessShift_(void) { CPhysical::ProcessShift(); }
+ void ProcessCollision_(void) { CPhysical::ProcessCollision(); }
+ int32 ProcessEntityCollision_(CEntity *ent, CColPoint *point) { return CPhysical::ProcessEntityCollision(ent, point); }
+};
STARTPATCHES
- InjectHook(0x495130, &CPhysical::dtor, PATCH_JUMP);
- InjectHook(0x4951F0, &CPhysical::Add_, PATCH_JUMP);
- InjectHook(0x4954B0, &CPhysical::Remove_, PATCH_JUMP);
- InjectHook(0x495540, &CPhysical::RemoveAndAdd, PATCH_JUMP);
- InjectHook(0x495F10, &CPhysical::ProcessControl_, PATCH_JUMP);
- InjectHook(0x496F10, &CPhysical::ProcessShift_, PATCH_JUMP);
- InjectHook(0x4961A0, &CPhysical::ProcessCollision_, PATCH_JUMP);
- InjectHook(0x49F790, &CPhysical::ProcessEntityCollision_, PATCH_JUMP);
+ InjectHook(0x495130, &CPhysical_::dtor, PATCH_JUMP);
+ InjectHook(0x4951F0, &CPhysical_::Add_, PATCH_JUMP);
+ InjectHook(0x4954B0, &CPhysical_::Remove_, PATCH_JUMP);
+ InjectHook(0x495540, &CPhysical_::RemoveAndAdd, PATCH_JUMP);
+ InjectHook(0x495F10, &CPhysical_::ProcessControl_, PATCH_JUMP);
+ InjectHook(0x496F10, &CPhysical_::ProcessShift_, PATCH_JUMP);
+ InjectHook(0x4961A0, &CPhysical_::ProcessCollision_, PATCH_JUMP);
+ InjectHook(0x49F790, &CPhysical_::ProcessEntityCollision_, PATCH_JUMP);
InjectHook(0x4958F0, &CPhysical::AddToMovingList, PATCH_JUMP);
InjectHook(0x495940, &CPhysical::RemoveFromMovingList, PATCH_JUMP);
InjectHook(0x497180, &CPhysical::AddCollisionRecord, PATCH_JUMP);