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-rw-r--r--src/entities/Physical.cpp90
1 files changed, 45 insertions, 45 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index d37405ec..64358cbf 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -54,7 +54,7 @@ CPhysical::CPhysical(void)
bInfiniteMass = false;
bIsInWater = false;
bHitByTrain = false;
- m_phy_flagA80 = false;
+ bSkipLineCol = false;
m_fDistanceTravelled = 0.0f;
m_treadable[PATH_CAR] = nil;
@@ -315,7 +315,7 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
CWorld::Remove(phys);
phys->GetMatrix() = other->GetMatrix();
- phys->GetPosition() = pos;
+ phys->SetPosition(pos);
phys->m_vecMoveSpeed = other->m_vecMoveSpeed;
phys->GetMatrix().UpdateRW();
phys->UpdateRwFrame();
@@ -326,15 +326,15 @@ int32
CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
{
int32 numSpheres = CCollision::ProcessColModels(
- GetMatrix(), *CModelInfo::GetModelInfo(GetModelIndex())->GetColModel(),
- ent->GetMatrix(), *CModelInfo::GetModelInfo(ent->GetModelIndex())->GetColModel(),
+ GetMatrix(), *GetColModel(),
+ ent->GetMatrix(), *ent->GetColModel(),
colpoints,
nil, nil); // No Lines allowed!
if(numSpheres > 0){
AddCollisionRecord(ent);
if(!ent->IsBuilding()) // Can't this catch dummies too?
((CPhysical*)ent)->AddCollisionRecord(this);
- if(ent->IsBuilding() || ent->bIsStatic)
+ if(ent->IsBuilding() || ent->IsStatic())
this->bHasHitWall = true;
}
return numSpheres;
@@ -350,7 +350,7 @@ CPhysical::ProcessControl(void)
bWasPostponed = false;
bHasHitWall = false;
- if(m_status == STATUS_SIMPLE)
+ if(GetStatus() == STATUS_SIMPLE)
return;
m_nCollisionRecords = 0;
@@ -410,7 +410,7 @@ CPhysical::GetSpeed(const CVector &r)
void
CPhysical::ApplyMoveSpeed(void)
{
- GetPosition() += m_vecMoveSpeed * CTimer::GetTimeStep();
+ GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
}
void
@@ -538,7 +538,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
float timestepB;
if(A->bPedPhysics){
if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
- (B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall))
+ (B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
timestepB = 2200.0f / B->m_fMass;
else
timestepB = 10.0f;
@@ -549,7 +549,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
timestepB = B->bIsHeavy ? 2.0f : 1.0f;
float speedA, speedB;
- if(B->bIsStatic){
+ if(B->IsStatic()){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
@@ -632,7 +632,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
}
- if(B->bIsStatic)
+ if(B->IsStatic())
return false;
if(!B->bInfiniteMass)
B->AddToMovingList();
@@ -757,7 +757,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
fA.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fA.z *= 0.3f;
- if(A->m_status == STATUS_PLAYER)
+ if(A->GetStatus() == STATUS_PLAYER)
pointposA *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
A->ApplyFrictionMoveForce(fA*-0.3f);
@@ -769,7 +769,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
fB.y *= 1.4f;
if(colpoint.normal.z < 0.7f)
fB.z *= 0.3f;
- if(B->m_status == STATUS_PLAYER)
+ if(B->GetStatus() == STATUS_PLAYER)
pointposB *= 0.8f;
if(CWorld::bNoMoreCollisionTorque){
// BUG: the game actually uses A here, but this can't be right
@@ -815,7 +815,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
if(normalSpeed < 0.0f){
float minspeed = 0.0104f * CTimer::GetTimeStep();
#ifdef GTA3_1_1_PATCH
- if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED))) &&
+ if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
#else
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
#endif
@@ -1089,7 +1089,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
- Aobj->bIsStatic){
+ Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
@@ -1106,7 +1106,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
- Bobj->bIsStatic){
+ Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
@@ -1165,7 +1165,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
float f = Min(Abs(dir.z), 0.9f);
dir.z = 0.0f;
dir.Normalise();
- B->GetPosition() += dir * colpoints[mostColliding].depth / (1.0f - f);
+ B->GetMatrix().Translate(dir * colpoints[mostColliding].depth / (1.0f - f));
// BUG? how can that ever happen? A is a Ped
if(B->IsVehicle())
B->ProcessEntityCollision(A, colpoints);
@@ -1182,7 +1182,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
if(!doShift)
return false;
- GetPosition() += shift;
+ GetMatrix().Translate(shift);
if(boat)
ProcessEntityCollision(boat, colpoints);
return true;
@@ -1341,8 +1341,8 @@ collision:
}
}
- if(B->m_status == STATUS_SIMPLE){
- B->m_status = STATUS_PHYSICS;
+ if(B->GetStatus() == STATUS_SIMPLE){
+ B->SetStatus(STATUS_PHYSICS);
if(B->IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
@@ -1401,7 +1401,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
continue;
}
- A->m_phy_flagA80 = false;
+ A->bSkipLineCol = false;
skipCollision = false;
altcollision = false;
@@ -1411,20 +1411,20 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
(B->IsVehicle() || B->IsPed()) &&
A->GetUp().z < 0.66f){
skipCollision = true;
- A->m_phy_flagA80 = true;
+ A->bSkipLineCol = true;
Aobj->m_pCollidingEntity = B;
}else if((A->IsVehicle() || A->IsPed()) &&
B->GetUp().z < 0.66f &&
IsTrafficLight(B->GetModelIndex())){
skipCollision = true;
- A->m_phy_flagA80 = true;
+ A->bSkipLineCol = true;
Bobj->m_pCollidingEntity = A;
}else if(A->IsObject() && B->IsVehicle()){
if(A->GetModelIndex() == MI_CAR_BUMPER || A->GetModelIndex() == MI_FILES)
skipCollision = true;
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
Aobj->bHasBeenDamaged ||
- !Aobj->bIsStatic){
+ !Aobj->IsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
else{
@@ -1443,7 +1443,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
Bobj->bHasBeenDamaged ||
- !Bobj->bIsStatic){
+ !Bobj->IsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
else{
@@ -1460,18 +1460,18 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
}else if(A->IsPed() && IsBodyPart(B->GetModelIndex())){
skipCollision = true;
- A->m_phy_flagA80 = true;
+ A->bSkipLineCol = true;
}else if(A->IsPed() && Aped->m_pCollidingEntity == B){
skipCollision = true;
if(!Aped->bKnockedUpIntoAir)
- A->m_phy_flagA80 = true;
+ A->bSkipLineCol = true;
}else if(B->IsPed() && Bped->m_pCollidingEntity == A){
skipCollision = true;
- A->m_phy_flagA80 = true;
+ A->bSkipLineCol = true;
}else if(A->GetModelIndex() == MI_RCBANDIT && (B->IsPed() || B->IsVehicle()) ||
B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle())){
skipCollision = true;
- A->m_phy_flagA80 = true;
+ A->bSkipLineCol = true;
}else if(A->IsPed() && B->IsObject() && Bobj->m_fUprootLimit > 0.0f)
altcollision = true;
@@ -1544,7 +1544,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
}else
adhesion = 0.0f;
}else if(A->IsVehicle()){
- if(A->m_status == STATUS_WRECKED)
+ if(A->GetStatus() == STATUS_WRECKED)
adhesion *= 3.0f;
else if(A->GetUp().z > 0.3f)
adhesion = 0.0f;
@@ -1561,7 +1561,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
m_vecMoveSpeed += moveSpeed / numResponses;
m_vecTurnSpeed += turnSpeed / numResponses;
if(!CWorld::bNoMoreCollisionTorque &&
- A->m_status == STATUS_PLAYER && A->IsVehicle() &&
+ A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
Abs(A->m_vecMoveSpeed.x) > 0.2f &&
Abs(A->m_vecMoveSpeed.y) > 0.2f){
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
@@ -1713,8 +1713,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
Aobj->ObjectDamage(maxImpulseB);
}
- if(B->m_status == STATUS_SIMPLE){
- B->m_status = STATUS_PHYSICS;
+ if(B->GetStatus() == STATUS_SIMPLE){
+ B->SetStatus(STATUS_PHYSICS);
if(B->IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
}
@@ -1758,7 +1758,7 @@ void
CPhysical::ProcessShift(void)
{
m_fDistanceTravelled = 0.0f;
- if(m_status == STATUS_SIMPLE){
+ if(GetStatus() == STATUS_SIMPLE){
bIsStuck = false;
bIsInSafePosition = true;
RemoveAndAdd();
@@ -1804,7 +1804,7 @@ CPhysical::ProcessCollision(void)
m_fDistanceTravelled = 0.0f;
m_bIsVehicleBeingShifted = false;
- m_phy_flagA80 = false;
+ bSkipLineCol = false;
if(!bUsesCollision){
bIsStuck = false;
@@ -1813,9 +1813,9 @@ CPhysical::ProcessCollision(void)
return;
}
- if(m_status == STATUS_SIMPLE){
- if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
- m_status = STATUS_PHYSICS;
+ if(GetStatus() == STATUS_SIMPLE){
+ if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){
+ SetStatus(STATUS_PHYSICS);
if(IsVehicle())
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
}
@@ -1840,14 +1840,14 @@ CPhysical::ProcessCollision(void)
n = NUMSTEPS(0.3f);
step = savedTimeStep / n;
}else if(IsVehicle() && distSq >= sq(0.4f)){
- if(m_status == STATUS_PLAYER)
+ if(GetStatus() == STATUS_PLAYER)
n = NUMSTEPS(0.2f);
else
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
step = savedTimeStep / n;
}else if(IsObject()){
int responsecase = ((CObject*)this)->m_nSpecialCollisionResponseCases;
- if(responsecase == COLLRESPONSE_CHANGE_MODEL){
+ if(responsecase == COLLRESPONSE_LAMPOST){
CVector speedUp = { 0.0f, 0.0f, 0.0f };
CVector speedDown = { 0.0f, 0.0f, 0.0f };
speedUp.z = GetBoundRadius();
@@ -1866,7 +1866,7 @@ CPhysical::ProcessCollision(void)
n = NUMSTEPS(0.09f);
step = savedTimeStep / n;
}
- }else if(responsecase == COLLRESPONSE_SPLIT_MODEL || responsecase == COLLRESPONSE_CHANGE_THEN_SMASH){
+ }else if(responsecase == COLLRESPONSE_SMALLBOX || responsecase == COLLRESPONSE_FENCEPART){
if(distSq >= sq(0.15f)){
n = NUMSTEPS(0.15f);
step = savedTimeStep / n;
@@ -1886,7 +1886,7 @@ CPhysical::ProcessCollision(void)
// TODO: get rid of copy paste?
if(CheckCollision()){
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
- !ped->m_ped_flagA2 &&
+ !ped->bWasStanding &&
ped->bIsStanding)
savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
@@ -1894,7 +1894,7 @@ CPhysical::ProcessCollision(void)
return;
}
if(IsPed() && m_vecMoveSpeed.z == 0.0f &&
- !ped->m_ped_flagA2 &&
+ !ped->bWasStanding &&
ped->bIsStanding)
savedMatrix.GetPosition().z = GetPosition().z;
GetMatrix() = savedMatrix;
@@ -1917,11 +1917,11 @@ CPhysical::ProcessCollision(void)
ApplyTurnSpeed();
GetMatrix().Reorthogonalise();
m_bIsVehicleBeingShifted = false;
- m_phy_flagA80 = false;
+ bSkipLineCol = false;
if(!m_vecMoveSpeed.IsZero() ||
!m_vecTurnSpeed.IsZero() ||
bHitByTrain ||
- m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
+ GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
if(IsVehicle())
((CVehicle*)this)->bVehicleColProcessed = true;
if(CheckCollision()){
@@ -1931,7 +1931,7 @@ CPhysical::ProcessCollision(void)
}
bHitByTrain = false;
m_fDistanceTravelled = (GetPosition() - savedMatrix.GetPosition()).Magnitude();
- m_phy_flagA80 = false;
+ bSkipLineCol = false;
bIsStuck = false;
bIsInSafePosition = true;