diff options
Diffstat (limited to '')
-rw-r--r-- | src/vehicles/Automobile.cpp | 8 | ||||
-rw-r--r-- | src/vehicles/Boat.cpp | 54 | ||||
-rw-r--r-- | src/vehicles/Boat.h | 23 | ||||
-rw-r--r-- | src/vehicles/CarGen.cpp | 9 | ||||
-rw-r--r-- | src/vehicles/Floater.cpp | 4 | ||||
-rw-r--r-- | src/vehicles/Heli.cpp | 19 | ||||
-rw-r--r-- | src/vehicles/Plane.cpp | 33 | ||||
-rw-r--r-- | src/vehicles/Vehicle.cpp | 4 |
8 files changed, 82 insertions, 72 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index eb1bad97..d2fedbd5 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -230,7 +230,7 @@ CAutomobile::ProcessControl(void) bWarnedPeds = false; // skip if the collision isn't for the current level - if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory) + if(colModel->level > LEVEL_GENERIC && colModel->level != CCollision::ms_collisionInMemory) return; // Improve grip of vehicles in certain cases @@ -283,7 +283,7 @@ CAutomobile::ProcessControl(void) if(!pDriver->IsPlayer() && !(pDriver->m_leader && pDriver->m_leader->bInVehicle) && pDriver->CharCreatedBy != MISSION_CHAR) - pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, this); } }else bDriverLastFrame = false; @@ -295,7 +295,7 @@ CAutomobile::ProcessControl(void) if(!pPassengers[i]->IsPlayer() && !(pPassengers[i]->m_leader && pPassengers[i]->m_leader->bInVehicle) && pPassengers[i]->CharCreatedBy != MISSION_CHAR) - pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_CAR, this); } CRubbish::StirUp(this); @@ -3588,7 +3588,7 @@ CAutomobile::AddWheelDirtAndWater(CColPoint *colpoint, uint32 belowEffectSpeed) ) { CParticle::AddParticle( -#ifdef FIX_BUGS +#if defined(FIX_BUGS) && !defined(PC_PARTICLE) // looks wrong on PC particles PARTICLE_WHEEL_WATER, #else PARTICLE_WATERSPRAY, diff --git a/src/vehicles/Boat.cpp b/src/vehicles/Boat.cpp index d86627de..50117690 100644 --- a/src/vehicles/Boat.cpp +++ b/src/vehicles/Boat.cpp @@ -47,7 +47,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner) m_fBrake = 0.0f; m_fSteeringLeftRight = 0.0f; m_nPadID = 0; - m_fMovingHiRotation = 0.0f; + m_fMovingRotation = 0.0f; SetModelIndex(mi); pHandling = mod_HandlingManager.GetHandlingData((eHandlingId)minfo->m_handlingId); @@ -63,11 +63,11 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner) m_fGasPedal = 0.0f; m_fBrakePedal = 0.0f; - m_fPropellerZ = 0.25f; - m_fPropellerY = 0.35f; - m_waterMoveDrag = CVector(0.7f, 0.998f, 0.999f); - m_waterTurnDrag = CVector(0.85f, 0.96f, 0.96f); - _unk2 = false; + m_fThrustZ = 0.25f; + m_fThrustY = 0.35f; + m_vecMoveRes = CVector(0.7f, 0.998f, 0.999f); + m_vecTurnRes = CVector(0.85f, 0.96f, 0.96f); + m_boat_unused3 = false; m_fVolumeUnderWater = 7.0f; m_fPrevVolumeUnderWater = 7.0f; @@ -79,7 +79,7 @@ CBoat::CBoat(int mi, uint8 owner) : CVehicle(owner) bIsInWater = true; - m_phys_unused1 = 0.0f; + m_boat_unused2 = 0; m_bIsAnchored = true; m_fOrientation = INVALID_ORIENTATION; bTouchingWater = true; @@ -109,7 +109,7 @@ CBoat::GetComponentWorldPosition(int32 component, CVector &pos) void CBoat::ProcessControl(void) { - if(m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory) + if(m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory) return; bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f; @@ -290,7 +290,7 @@ CBoat::ProcessControl(void) } // Handle boat moving forward - if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude() > 0.01f){ + if(Abs(m_fGasPedal) > 0.05f || m_vecMoveSpeed.Magnitude2D() > 0.01f){ if(bBoatInWater) AddWakePoint(GetPosition()); @@ -299,7 +299,7 @@ CBoat::ProcessControl(void) steerFactor = 1.0f - DotProduct(m_vecMoveSpeed, GetForward())*0.3f; if(steerFactor < 0.0f) steerFactor = 0.0f; - CVector propeller(0.0f, -pHandling->Dimension.y*m_fPropellerY, -pHandling->Dimension.z*m_fPropellerZ); + CVector propeller(0.0f, -pHandling->Dimension.y*m_fThrustY, -pHandling->Dimension.z*m_fThrustZ); propeller = Multiply3x3(GetMatrix(), propeller); CVector propellerWorld = GetPosition() + propeller; @@ -396,7 +396,7 @@ CBoat::ProcessControl(void) } }else if(!onLand){ float force = 50.0f*DotProduct(m_vecMoveSpeed, GetForward()); - if(force > 10.0f) force = 10.0f; + force = Min(force, 10.0f); CVector propellerForce = propellerDepth * Multiply3x3(GetMatrix(), force*CVector(-steerSin, 0.0f, 0.0f)); ApplyMoveForce(propellerForce * CTimer::GetTimeStep()*0.5f); ApplyTurnForce(propellerForce * CTimer::GetTimeStep()*0.5f, propeller); @@ -415,9 +415,9 @@ CBoat::ProcessControl(void) ApplyWaterResistance(); // No idea what exactly is going on here besides drag in YZ - float fx = Pow(m_waterTurnDrag.x, CTimer::GetTimeStep()); - float fy = Pow(m_waterTurnDrag.y, CTimer::GetTimeStep()); - float fz = Pow(m_waterTurnDrag.z, CTimer::GetTimeStep()); + float fx = Pow(m_vecTurnRes.x, CTimer::GetTimeStep()); + float fy = Pow(m_vecTurnRes.y, CTimer::GetTimeStep()); + float fz = Pow(m_vecTurnRes.z, CTimer::GetTimeStep()); m_vecTurnSpeed = Multiply3x3(m_vecTurnSpeed, GetMatrix()); // invert - to local space // TODO: figure this out float magic = 1.0f/(1000.0f * SQR(m_vecTurnSpeed.x) + 1.0f) * fx; @@ -525,7 +525,7 @@ CBoat::ProcessControl(void) // is this some inlined CPlaceable method? CVector pos = GetPosition(); GetMatrix().RotateZ(m_fOrientation - GetForward().Heading()); - GetMatrix().GetPosition() = pos; + GetMatrix().SetTranslateOnly(pos); } } @@ -562,12 +562,12 @@ CBoat::ApplyWaterResistance(void) { float fwdSpeed = DotProduct(GetMoveSpeed(), GetForward()); // TODO: figure out how this works - float magic = (SQR(fwdSpeed) + 0.05f) * (0.001f * SQR(m_fVolumeUnderWater) * m_fMass) + 1.0f; + float resistance = 0.001f * SQR(m_fVolumeUnderWater) * m_fMass; + float magic = (SQR(fwdSpeed) + 0.05f) * resistance + 1.0f; magic = Abs(magic); - // FRAMETIME - float fx = Pow(m_waterMoveDrag.x/magic, 0.5f*CTimer::GetTimeStep()); - float fy = Pow(m_waterMoveDrag.y/magic, 0.5f*CTimer::GetTimeStep()); - float fz = Pow(m_waterMoveDrag.z/magic, 0.5f*CTimer::GetTimeStep()); + float fx = Pow(m_vecMoveRes.x/magic, 0.5f*CTimer::GetTimeStep()); + float fy = Pow(m_vecMoveRes.y/magic, 0.5f*CTimer::GetTimeStep()); + float fz = Pow(m_vecMoveRes.z/magic, 0.5f*CTimer::GetTimeStep()); m_vecMoveSpeed = Multiply3x3(m_vecMoveSpeed, GetMatrix()); // invert - to local space m_vecMoveSpeed.x *= fx; @@ -685,7 +685,7 @@ CBoat::BlowUpCar(CEntity *culprit) dist.Normalise(); if(GetUp().z > 0.0f) dist += GetUp(); - obj->GetMatrix().GetPosition() += GetUp(); + obj->GetMatrix().GetPosition() += dist; CWorld::Add(obj); @@ -707,7 +707,7 @@ CBoat::Render() matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[BOAT_MOVING])); CVector pos = matrix.GetPosition(); - matrix.SetRotateZ(m_fMovingHiRotation); + matrix.SetRotateZ(m_fMovingRotation); matrix.Translate(pos); matrix.UpdateRW(); @@ -715,20 +715,20 @@ CBoat::Render() RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[BOAT_MOVING])); } } - m_fMovingHiRotation += 0.05f; + m_fMovingRotation += 0.05f; ((CVehicleModelInfo*)CModelInfo::GetModelInfo(GetModelIndex()))->SetVehicleColour(m_currentColour1, m_currentColour2); if (!CVehicle::bWheelsOnlyCheat) CEntity::Render(); - RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255); KeepWaterOutIndices[0] = 0; - RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255); KeepWaterOutIndices[1] = 2; - RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255); KeepWaterOutIndices[2] = 1; - RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255); KeepWaterOutIndices[3] = 1; KeepWaterOutIndices[4] = 2; KeepWaterOutIndices[5] = 3; + RwIm3DVertexSetRGBA(&KeepWaterOutVertices[0], 255, 255, 255, 255); + RwIm3DVertexSetRGBA(&KeepWaterOutVertices[1], 255, 255, 255, 255); + RwIm3DVertexSetRGBA(&KeepWaterOutVertices[2], 255, 255, 255, 255); + RwIm3DVertexSetRGBA(&KeepWaterOutVertices[3], 255, 255, 255, 255); switch (GetModelIndex()) { case MI_SPEEDER: RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f); diff --git a/src/vehicles/Boat.h b/src/vehicles/Boat.h index 3cc3513d..56aff264 100644 --- a/src/vehicles/Boat.h +++ b/src/vehicles/Boat.h @@ -6,33 +6,34 @@ enum eBoatNodes { BOAT_MOVING = 1, BOAT_RUDDER, - BOAT_WINDSCREEN + BOAT_WINDSCREEN, + NUM_BOAT_NODES }; class CBoat : public CVehicle { public: // 0x288 - float m_fPropellerZ; - float m_fPropellerY; - CVector m_waterMoveDrag; - CVector m_waterTurnDrag; - float m_fMovingHiRotation; - int32 _unk0; - RwFrame *m_aBoatNodes[4]; + float m_fThrustZ; + float m_fThrustY; + CVector m_vecMoveRes; + CVector m_vecTurnRes; + float m_fMovingRotation; + int32 m_boat_unused1; + RwFrame *m_aBoatNodes[NUM_BOAT_NODES]; uint8 bBoatInWater : 1; uint8 bPropellerInWater : 1; bool m_bIsAnchored; float m_fOrientation; - int32 _unk1; + int32 m_boat_unused2; float m_fDamage; CEntity *m_pSetOnFireEntity; - bool _unk2; + bool m_boat_unused3; float m_fAccelerate; float m_fBrake; float m_fSteeringLeftRight; uint8 m_nPadID; - int32 _unk3; + int32 m_boat_unused4; float m_fVolumeUnderWater; CVector m_vecBuoyancePoint; float m_fPrevVolumeUnderWater; diff --git a/src/vehicles/CarGen.cpp b/src/vehicles/CarGen.cpp index cb21b918..dd727e2b 100644 --- a/src/vehicles/CarGen.cpp +++ b/src/vehicles/CarGen.cpp @@ -28,7 +28,7 @@ void CCarGenerator::SwitchOff() void CCarGenerator::SwitchOn() { - m_nUsesRemaining = -1; + m_nUsesRemaining = 255; m_nTimer = CalcNextGen(); ++CTheCarGenerators::CurrentActiveCount; } @@ -110,8 +110,13 @@ void CCarGenerator::DoInternalProcessing() m_nVehicleHandle = CPools::GetVehiclePool()->GetIndex(pCar); } } - if (m_nUsesRemaining < -1) /* I don't think this is a correct comparasion */ +#ifdef FIX_BUGS + if (m_nUsesRemaining != 0) --m_nUsesRemaining; +#else + if (m_nUsesRemaining < -1) + --m_nUsesRemaining; +#endif m_nTimer = CalcNextGen(); if (m_nUsesRemaining == 0) --CTheCarGenerators::CurrentActiveCount; diff --git a/src/vehicles/Floater.cpp b/src/vehicles/Floater.cpp index 1ae1c5c3..4331090d 100644 --- a/src/vehicles/Floater.cpp +++ b/src/vehicles/Floater.cpp @@ -9,10 +9,10 @@ cBuoyancy mod_Buoyancy; -static float fVolMultiplier = 1.0f; +float fVolMultiplier = 1.0f; // amount of boat volume in bounding box // 1.0-volume is the empty space in the bbox -static float fBoatVolumeDistribution[9] = { +float fBoatVolumeDistribution[9] = { // rear 0.75f, 0.9f, 0.75f, 0.95f, 1.0f, 0.95f, diff --git a/src/vehicles/Heli.cpp b/src/vehicles/Heli.cpp index 4966a228..2316cbef 100644 --- a/src/vehicles/Heli.cpp +++ b/src/vehicles/Heli.cpp @@ -266,7 +266,9 @@ CHeli::ProcessControl(void) if(fTargetDist > targetHeight) m_heliStatus = HELI_STATUS_CHASE_PLAYER; } - // fall through, BUG? +#ifdef FIX_BUGS + break; +#endif case HELI_STATUS_CHASE_PLAYER:{ float targetHeight; if(m_heliType == HELI_TYPE_CATALINA) @@ -457,7 +459,7 @@ CHeli::ProcessControl(void) else if (searchLightDist < 40.0f) m_fSearchLightIntensity = 1.0f; else - m_fSearchLightIntensity = 1.0f - (40.0f - searchLightDist) / 40.0f; + m_fSearchLightIntensity = 1.0f - (40.0f - searchLightDist) / (60.0f-40.0f); if (m_fSearchLightIntensity < 0.9f || sq(FindPlayerCoors().x - m_fSearchLightX) + sq(FindPlayerCoors().y - m_fSearchLightY) > sq(7.0f)) m_nShootTimer = CTimer::GetTimeInMilliseconds(); @@ -796,11 +798,11 @@ GenerateHeli(bool catalina) heliPos = CVector(-224.0f, 201.0f, 83.0f); else{ heliPos = FindPlayerCoors(); - float angle = (float)(CGeneral::GetRandomNumber() & 0xFF)/0xFF * 6.28f; + float angle = (float)(CGeneral::GetRandomNumber() & 0xFF)/0x100 * 6.28f; heliPos.x += 250.0f*Sin(angle); heliPos.y += 250.0f*Cos(angle); if(heliPos.x < -2000.0f || heliPos.x > 2000.0f || heliPos.y < -2000.0f || heliPos.y > 2000.0f){ - // directly above player + heliPos = FindPlayerCoors(); heliPos.x -= 250.0f*Sin(angle); heliPos.y -= 250.0f*Cos(angle); } @@ -811,6 +813,7 @@ GenerateHeli(bool catalina) heli->GetMatrix().SetRotateZOnly(DEGTORAD(270.0f)); // game actually uses 3.14 here heli->SetStatus(STATUS_ABANDONED); + heli->bIsLocked = true; int id = -1; bool found = false; @@ -938,7 +941,7 @@ CHeli::UpdateHelis(void) CatalinaHasBeenShotDown = true; CStats::HelisDestroyed++; - CStats::PeopleKilledByOthers += 2; + CStats::PeopleKilledByPlayer += 2; CStats::PedsKilledOfThisType[PEDTYPE_COP] += 2; CWorld::Players[CWorld::PlayerInFocus].m_nMoney += 250; pos = CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition(); @@ -956,7 +959,7 @@ CHeli::UpdateHelis(void) TheCamera.CamShake(0.4f, pHelis[i]->GetPosition().x, pHelis[i]->GetPosition().y, pHelis[i]->GetPosition().z); - CVector pos = pHelis[i]->GetPosition() - 2.5f*pHelis[i]->GetUp(); + CVector pos = pHelis[i]->GetPosition() - 2.5f*pHelis[i]->GetForward(); CExplosion::AddExplosion(nil, nil, EXPLOSION_HELI, pos, 0); }else pHelis[i]->m_fAngularSpeed *= 1.03f; @@ -972,7 +975,7 @@ CHeli::UpdateHelis(void) pHelis[i]->m_heliStatus = HELI_STATUS_FLY_AWAY; } - // Remove all helis if in a tunnel + // Remove all helis if in a tunnel or under water if(FindPlayerCoors().z < - 2.0f) for(i = 0; i < NUM_HELIS; i++) if(pHelis[i] && pHelis[i]->m_heliStatus != HELI_STATUS_SHOT_DOWN) @@ -1017,7 +1020,7 @@ CHeli::TestBulletCollision(CVector *line0, CVector *line1, CVector *bulletPos, i float distToHeli = (pHelis[i]->GetPosition() - *line0).Magnitude(); CVector line = (*line1 - *line0); float lineLength = line.Magnitude(); - *bulletPos = *line0 + line*Max(1.0f, distToHeli-5.0f); + *bulletPos = *line0 + line*Max(1.0f, distToHeli-5.0f)/lineLength; pHelis[i]->m_nBulletDamage += damage; diff --git a/src/vehicles/Plane.cpp b/src/vehicles/Plane.cpp index 3bf385a0..b8a957cf 100644 --- a/src/vehicles/Plane.cpp +++ b/src/vehicles/Plane.cpp @@ -83,10 +83,10 @@ CPlane::CPlane(int32 id, uint8 CreatedBy) SetStatus(STATUS_PLANE); bIsBIGBuilding = true; - m_level = LEVEL_NONE; + m_level = LEVEL_GENERIC; #ifdef FIX_BUGS - m_isFarAway = true; + m_isFarAway = false; #endif } @@ -154,7 +154,7 @@ CPlane::ProcessControl(void) int f = ++nFrameGen & 3; CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f), - colors[nFrameGen], rotSpeed, 0, f, 0); + colors[nFrameGen&7], rotSpeed, 0, f, 0); } } if(frm >= 40 && frm <= 80 && frm & 1){ @@ -197,17 +197,18 @@ CPlane::ProcessControl(void) colors[6] = CRGBA(0, 0, 0, 255); colors[7] = CRGBA(252, 66, 66, 255); + CVector dir; for(i = 0; i < 40; i++){ + dir.x = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f); + dir.y = CGeneral::GetRandomNumberInRange(-2.0f, 2.0f); + dir.z = CGeneral::GetRandomNumberInRange(0.0f, 2.0f); int rotSpeed = CGeneral::GetRandomNumberInRange(30.0f, 20.0f); if(CGeneral::GetRandomNumber() & 1) rotSpeed = -rotSpeed; int f = ++nFrameGen & 3; - CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), - CVector(CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), - CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), - CGeneral::GetRandomNumberInRange(0.0f, 2.0f)), + CParticle::AddParticle(PARTICLE_HELI_DEBRIS, GetMatrix() * CVector(0.0f, 0.0f, 0.0f), dir, nil, CGeneral::GetRandomNumberInRange(0.1f, 1.0f), - colors[nFrameGen], rotSpeed, 0, f, 0); + colors[nFrameGen&7], rotSpeed, 0, f, 0); } } if(frm >= 40 && frm <= 60 && frm & 1){ @@ -226,7 +227,7 @@ CPlane::ProcessControl(void) } if(frm == 30) bRenderScorched = true; - if(frm == 61){ + if(frm == 62){ TheCamera.SetFadeColour(200, 200, 200); TheCamera.Fade(0.0f, FADE_OUT); TheCamera.ProcessFade(); @@ -363,7 +364,7 @@ CPlane::ProcessControl(void) CVector posFront2 = (1.0f - f)*pPathNodes[curPathNodeFront2].p + f*pPathNodes[nextPathNodeFront2].p; // Now set matrix - GetMatrix().GetPosition() = (posRear + posFront) / 2.0f; + GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f); GetMatrix().GetPosition().z += 4.3f; CVector fwd = posFront - posRear; fwd.Normalise(); @@ -388,7 +389,7 @@ CPlane::ProcessControl(void) m_fSpeed = PlanePathSpeed[m_nPlaneId]/60.0f; m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); - m_isFarAway = !((posFront - TheCamera.GetPosition()).Magnitude2D() < sq(300.0f)); + m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f)); }else{ float planePathPosition; float totalLengthOfFlightPath; @@ -484,7 +485,7 @@ CPlane::ProcessControl(void) f = (pathPositionFront - pathNodes[curPathNodeFront].t)/dist; CVector posFront = (1.0f - f)*pathNodes[curPathNodeFront].p + f*pathNodes[nextPathNodeFront].p; - // And for another point 60 units in front of the plane, used to calculate roll + // And for another point 30 units in front of the plane, used to calculate roll float pathPositionFront2 = pathPositionFront + 30.0f; if(pathPositionFront2 > totalLengthOfFlightPath) pathPositionFront2 -= totalLengthOfFlightPath; @@ -515,7 +516,7 @@ CPlane::ProcessControl(void) CVector posFront2 = (1.0f - f)*pathNodes[curPathNodeFront2].p + f*pathNodes[nextPathNodeFront2].p; // Now set matrix - GetMatrix().GetPosition() = (posRear + posFront) / 2.0f; + GetMatrix().SetTranslateOnly((posRear + posFront) / 2.0f); GetMatrix().GetPosition().z += 1.0f; CVector fwd = posFront - posRear; fwd.Normalise(); @@ -535,7 +536,7 @@ CPlane::ProcessControl(void) m_fSpeed = planePathSpeed/60.0f; m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f); - m_isFarAway = !((posFront - TheCamera.GetPosition()).Magnitude2D() < sq(300.0f)); + m_isFarAway = !((posFront - TheCamera.GetPosition()).MagnitudeSqr2D() < sq(300.0f)); } } @@ -697,7 +698,7 @@ CPlane::InitPlanes(void) aPlaneLineBits[1].time = time; aPlaneLineBits[1].position = position; aPlaneLineBits[1].speed = TAXI_SPEED; - aPlaneLineBits[1].acceleration = 33.0f/32.0f; + aPlaneLineBits[1].acceleration = 618.75f/600.0f; time += 600.0f/((CRUISE_SPEED+TAXI_SPEED)/2.0f); position += 600.0f; @@ -716,7 +717,7 @@ CPlane::InitPlanes(void) aPlaneLineBits[3].time = time; aPlaneLineBits[3].position = position; aPlaneLineBits[3].speed = CRUISE_SPEED; - aPlaneLineBits[3].acceleration = -33.0f/32.0f; + aPlaneLineBits[3].acceleration = -618.75f/600.0f; time += 600.0f/((CRUISE_SPEED+TAXI_SPEED)/2.0f); position += 600.0f; diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp index e21ad07c..9aa90845 100644 --- a/src/vehicles/Vehicle.cpp +++ b/src/vehicles/Vehicle.cpp @@ -669,12 +669,12 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage if (pDriver) { SetStatus(STATUS_ABANDONED); pDriver->bFleeAfterExitingCar = true; - pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, this); } for (int i = 0; i < m_nNumMaxPassengers; i++) { if (pPassengers[i]) { pPassengers[i]->bFleeAfterExitingCar = true; - pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this); + pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_CAR, this); } } break; |