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-rw-r--r--src/vehicles/Automobile.cpp8
-rw-r--r--src/vehicles/Boat.cpp54
-rw-r--r--src/vehicles/Boat.h23
-rw-r--r--src/vehicles/CarGen.cpp9
-rw-r--r--src/vehicles/Floater.cpp4
-rw-r--r--src/vehicles/Heli.cpp19
-rw-r--r--src/vehicles/Plane.cpp33
-rw-r--r--src/vehicles/Vehicle.cpp4
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;