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-rw-r--r--src/vehicles/Automobile.cpp17
1 files changed, 14 insertions, 3 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index d146ffca..dea03730 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -3119,6 +3119,17 @@ CAutomobile::ProcessControlInputs(uint8 pad)
m_fSteerAngle = DEGTORAD(pHandling->fSteeringLock) * fValue;
if(bComedyControls){
+#if 0 // old comedy controls from PS2 - same as bike's
+ if(((CTimer::GetTimeInMilliseconds() >> 10) & 0xF) < 12)
+ m_fGasPedal = 1.0f;
+ if((((CTimer::GetTimeInMilliseconds() >> 10)+6) & 0xF) < 12)
+ m_fBrakePedal = 0.0f;
+ bIsHandbrakeOn = false;
+ if(CTimer::GetTimeInMilliseconds() & 0x800)
+ m_fSteerAngle += 0.08f;
+ else
+ m_fSteerAngle -= 0.03f;
+#else
int rnd = CGeneral::GetRandomNumber() % 10;
switch(m_comedyControlState){
case 0:
@@ -3138,8 +3149,10 @@ CAutomobile::ProcessControlInputs(uint8 pad)
m_comedyControlState = 0;
break;
}
- }else
+ }else{
m_comedyControlState = 0;
+#endif
+ }
// Brake if player isn't in control
// BUG: game always uses pad 0 here
@@ -3429,8 +3442,6 @@ CAutomobile::HydraulicControl(void)
if(m_hydraulicState < 20 && m_fVelocityChangeForAudio > 0.2f){
if(m_hydraulicState == 0){
m_hydraulicState = 20;
- for(i = 0; i < 4; i++)
- m_aWheelPosition[i] -= 0.06f;
DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f);
setPrevRatio = true;
}else{