From f0dfaac838fdbb90783609bf4e45518ccf853708 Mon Sep 17 00:00:00 2001 From: aap Date: Thu, 26 Mar 2020 14:16:06 +0100 Subject: Finished CCam; various smaller things --- src/core/Camera.cpp | 1171 +-------------------------------------------------- 1 file changed, 9 insertions(+), 1162 deletions(-) (limited to 'src/core/Camera.cpp') diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp index 75e52c5f..3f7ed286 100644 --- a/src/core/Camera.cpp +++ b/src/core/Camera.cpp @@ -13,8 +13,6 @@ #include "MBlur.h" #include "Camera.h" -const float DefaultFOV = 70.0f; // beta: 80.0f - CCamera &TheCamera = *(CCamera*)0x6FACF8; bool &CCamera::m_bUseMouse3rdPerson = *(bool *)0x5F03D8; @@ -38,6 +36,15 @@ CCamera::GetFading() return m_bFading; } +int +CCamera::GetFadingDirection() +{ + if(m_bFading) + return m_iFadingDirection == FADE_IN ? FADE_IN : FADE_OUT; + else + return FADE_NONE; +} + bool CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat) { @@ -182,1148 +189,6 @@ CCamera::ClearPlayerWeaponMode() PlayerWeaponMode.Duration = 0.0f; } - -/* - * - * CCam - * - */ - - -// MaxSpeed is a limit of how fast the value is allowed to change. 1.0 = to Target in up to 1ms -// Acceleration is how fast the speed will change to MaxSpeed. 1.0 = to MaxSpeed in 1ms -void -WellBufferMe(float Target, float *CurrentValue, float *CurrentSpeed, float MaxSpeed, float Acceleration, bool IsAngle) -{ - float Delta = Target - *CurrentValue; - - if(IsAngle){ - while(Delta >= PI) Delta -= 2*PI; - while(Delta < -PI) Delta += 2*PI; - } - - float TargetSpeed = Delta * MaxSpeed; - // Add or subtract absolute depending on sign, genius! -// if(TargetSpeed - *CurrentSpeed > 0.0f) -// *CurrentSpeed += Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); -// else -// *CurrentSpeed -= Acceleration * Abs(TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); - // this is simpler: - *CurrentSpeed += Acceleration * (TargetSpeed - *CurrentSpeed) * CTimer::GetTimeStep(); - - // Clamp speed if we overshot - if(TargetSpeed < 0.0f && *CurrentSpeed < TargetSpeed) - *CurrentSpeed = TargetSpeed; - else if(TargetSpeed > 0.0f && *CurrentSpeed > TargetSpeed) - *CurrentSpeed = TargetSpeed; - - *CurrentValue += *CurrentSpeed * min(10.0f, CTimer::GetTimeStep()); -} - -void -CCam::GetVectorsReadyForRW(void) -{ - CVector right; - Up = CVector(0.0f, 0.0f, 1.0f); - Front.Normalise(); - if(Front.x == 0.0f && Front.y == 0.0f){ - Front.x = 0.0001f; - Front.y = 0.0001f; - } - right = CrossProduct(Front, Up); - right.Normalise(); - Up = CrossProduct(right, Front); -} - -// This code is really bad. wtf R*? -CVector -CCam::DoAverageOnVector(const CVector &vec) -{ - int i; - CVector Average = { 0.0f, 0.0f, 0.0f }; - - if(ResetStatics){ - m_iRunningVectorArrayPos = 0; - m_iRunningVectorCounter = 1; - } - - // TODO: make this work with NUMBER_OF_VECTORS_FOR_AVERAGE != 2 - if(m_iRunningVectorCounter == 3){ - m_arrPreviousVectors[0] = m_arrPreviousVectors[1]; - m_arrPreviousVectors[1] = vec; - }else - m_arrPreviousVectors[m_iRunningVectorArrayPos] = vec; - - for(i = 0; i <= m_iRunningVectorArrayPos; i++) - Average += m_arrPreviousVectors[i]; - Average /= i; - - m_iRunningVectorArrayPos++; - m_iRunningVectorCounter++; - if(m_iRunningVectorArrayPos >= NUMBER_OF_VECTORS_FOR_AVERAGE) - m_iRunningVectorArrayPos = NUMBER_OF_VECTORS_FOR_AVERAGE-1; - if(m_iRunningVectorCounter > NUMBER_OF_VECTORS_FOR_AVERAGE+1) - m_iRunningVectorCounter = NUMBER_OF_VECTORS_FOR_AVERAGE+1; - - return Average; -} - -// Rotate Beta in direction opposite of BetaOffset in 5 deg. steps. -// Return the first angle for which Beta + BetaOffset + Angle has a clear view. -// i.e. BetaOffset is a safe zone so that Beta + Angle is really clear. -// If BetaOffset == 0, try both directions. -float -CCam::GetPedBetaAngleForClearView(const CVector &Target, float Dist, float BetaOffset, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies) -{ - CColPoint point; - CEntity *ent = nil; - CVector ToSource; - float a; - - // This would be so much nicer if we just got the step variable before the loop...R* - - for(a = 0.0f; a <= PI; a += DEGTORAD(5.0f)){ - if(BetaOffset <= 0.0f){ - ToSource = CVector(Cos(Beta + BetaOffset + a), Sin(Beta + BetaOffset + a), 0.0f)*Dist; - if(!CWorld::ProcessLineOfSight(Target, Target + ToSource, - point, ent, checkBuildings, checkVehicles, checkPeds, - checkObjects, checkDummies, true, true)) - return a; - } - if(BetaOffset >= 0.0f){ - ToSource = CVector(Cos(Beta + BetaOffset - a), Sin(Beta + BetaOffset - a), 0.0f)*Dist; - if(!CWorld::ProcessLineOfSight(Target, Target + ToSource, - point, ent, checkBuildings, checkVehicles, checkPeds, - checkObjects, checkDummies, true, true)) - return -a; - } - } - return 0.0f; -} - -static float DefaultAcceleration = 0.045f; -static float DefaultMaxStep = 0.15f; - -void -CCam::Process_FollowPed(const CVector &CameraTarget, float TargetOrientation, float, float) -{ - const float GroundDist = 1.85f; - - CVector TargetCoors, Dist, IdealSource; - float Length = 0.0f; - float LateralLeft = 0.0f; - float LateralRight = 0.0f; - float Center = 0.0f; - static bool PreviouslyObscured; - static bool PickedASide; - static float FixedTargetOrientation = 0.0f; - float AngleToGoTo = 0.0f; - float BetaOffsetAvoidBuildings = 0.45f; // ~25 deg - float BetaOffsetGoingBehind = 0.45f; - bool GoingBehind = false; - bool Obscured = false; - bool BuildingCheckObscured = false; - bool HackPlayerOnStoppingTrain = false; - static int TimeIndicatedWantedToGoDown = 0; - static bool StartedCountingForGoDown = false; - float DeltaBeta; - - m_bFixingBeta = false; - bBelowMinDist = false; - bBehindPlayerDesired = false; - - assert(CamTargetEntity->IsPed()); - - // CenterDist should be > LateralDist because we don't have an angle for safety in this case - float CenterDist, LateralDist; - float AngleToGoToSpeed; - if(m_fCloseInPedHeightOffsetSpeed > 0.00001f){ - LateralDist = 0.55f; - CenterDist = 1.25f; - BetaOffsetAvoidBuildings = 0.9f; // ~50 deg - BetaOffsetGoingBehind = 0.9f; - AngleToGoToSpeed = 0.88254666f; - }else{ - LateralDist = 0.8f; - CenterDist = 1.35f; - if(TheCamera.PedZoomIndicator == 1.0f || TheCamera.PedZoomIndicator == 4.0f){ - LateralDist = 1.25f; - CenterDist = 1.6f; - } - AngleToGoToSpeed = 0.43254671f; - } - - FOV = DefaultFOV; - - if(ResetStatics){ - Rotating = false; - m_bCollisionChecksOn = true; - FixedTargetOrientation = 0.0f; - PreviouslyObscured = false; - PickedASide = false; - StartedCountingForGoDown = false; - AngleToGoTo = 0.0f; - // unused LastAngleWithNoPickedASide - } - - - TargetCoors = CameraTarget; - IdealSource = Source; - TargetCoors.z += m_fSyphonModeTargetZOffSet; - - CVector TempTargetCoors; - TempTargetCoors = DoAverageOnVector(TargetCoors); - TargetCoors = TempTargetCoors; - // Add this unknown offset, but later it's removed again - TargetCoors.z += m_fUnknownZOffSet; - - Dist.x = IdealSource.x - TargetCoors.x; - Dist.y = IdealSource.y - TargetCoors.y; - Length = Dist.Magnitude2D(); - - // Cam on a string. With a fixed distance. Zoom in/out is done later. - if(Length != 0.0f) - IdealSource = TargetCoors + CVector(Dist.x, Dist.y, 0.0f)/Length * GroundDist; - else - IdealSource = TargetCoors + CVector(1.0f, 1.0f, 0.0f); - - // TODO: what's transition beta? - if(TheCamera.m_bUseTransitionBeta && ResetStatics){ - CVector VecDistance; - IdealSource.x = TargetCoors.x + GroundDist*Cos(m_fTransitionBeta); - IdealSource.y = TargetCoors.y + GroundDist*Sin(m_fTransitionBeta); - Beta = CGeneral::GetATanOfXY(IdealSource.x - TargetCoors.x, IdealSource.y - TargetCoors.y); - }else - Beta = CGeneral::GetATanOfXY(Source.x - TargetCoors.x, Source.y - TargetCoors.y); - - if(TheCamera.m_bCamDirectlyBehind){ - m_bCollisionChecksOn = true; - Beta = TargetOrientation + PI; - } - - if(FindPlayerVehicle()) - if(FindPlayerVehicle()->m_vehType == VEHICLE_TYPE_TRAIN) - HackPlayerOnStoppingTrain = true; - - if(TheCamera.m_bCamDirectlyInFront){ - m_bCollisionChecksOn = true; - Beta = TargetOrientation; - } - - while(Beta >= PI) Beta -= 2.0f * PI; - while(Beta < -PI) Beta += 2.0f * PI; - - // BUG? is this ever used? - // The values seem to be roughly m_fPedZoomValueSmooth + 1.85 - if(ResetStatics){ - if(TheCamera.PedZoomIndicator == 1.0f) m_fRealGroundDist = 2.090556f; - if(TheCamera.PedZoomIndicator == 2.0f) m_fRealGroundDist = 3.34973f; - if(TheCamera.PedZoomIndicator == 3.0f) m_fRealGroundDist = 4.704914f; - if(TheCamera.PedZoomIndicator == 4.0f) m_fRealGroundDist = 2.090556f; - } - // And what is this? It's only used for collision and rotation it seems - float RealGroundDist; - if(TheCamera.PedZoomIndicator == 1.0f) RealGroundDist = 2.090556f; - if(TheCamera.PedZoomIndicator == 2.0f) RealGroundDist = 3.34973f; - if(TheCamera.PedZoomIndicator == 3.0f) RealGroundDist = 4.704914f; - if(TheCamera.PedZoomIndicator == 4.0f) RealGroundDist = 2.090556f; - if(m_fCloseInPedHeightOffset > 0.00001f) - RealGroundDist = 1.7016f; - - - bool Shooting = false; - CPed *ped = (CPed*)CamTargetEntity; - if(ped->GetWeapon()->m_eWeaponType != WEAPONTYPE_UNARMED) - if(CPad::GetPad(0)->GetWeapon()) - Shooting = true; - if(ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_DETONATOR || - ped->GetWeapon()->m_eWeaponType == WEAPONTYPE_BASEBALLBAT) - Shooting = false; - - - if(m_fCloseInPedHeightOffset > 0.00001f) - TargetCoors.z -= m_fUnknownZOffSet; - - // Figure out if and where we want to rotate - - if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){ - - // Center cam behind player - - GoingBehind = true; - m_bCollisionChecksOn = true; - float OriginalBeta = Beta; - // Set Beta behind player - Beta = TargetOrientation + PI; - TargetCoors.z -= 0.1f; - - AngleToGoTo = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false); - if(AngleToGoTo != 0.0f){ - if(AngleToGoTo < 0.0f) - AngleToGoTo -= AngleToGoToSpeed; - else - AngleToGoTo += AngleToGoToSpeed; - }else{ - float LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetGoingBehind, true, false, false, true, false); - float LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetGoingBehind, true, false, false, true, false); - if(LateralLeft == 0.0f && LateralRight != 0.0f) - AngleToGoTo += LateralRight; - else if(LateralLeft != 0.0f && LateralRight == 0.0f) - AngleToGoTo += LateralLeft; - } - - TargetCoors.z += 0.1f; - Beta = OriginalBeta; - - if(PickedASide){ - if(AngleToGoTo == 0.0f) - FixedTargetOrientation = TargetOrientation + PI; - Rotating = true; - }else{ - FixedTargetOrientation = TargetOrientation + PI + AngleToGoTo; - Rotating = true; - PickedASide = true; - } - }else{ - - // Rotate cam to avoid clipping into buildings - - TargetCoors.z -= 0.1f; - - Center = GetPedBetaAngleForClearView(TargetCoors, CenterDist * RealGroundDist, 0.0f, true, false, false, true, false); - if(m_bCollisionChecksOn || PreviouslyObscured || Center != 0.0f || m_fCloseInPedHeightOffset > 0.00001f){ - if(Center != 0.0f){ - AngleToGoTo = Center; - }else{ - LateralLeft = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, BetaOffsetAvoidBuildings, true, false, false, true, false); - LateralRight = GetPedBetaAngleForClearView(TargetCoors, LateralDist * RealGroundDist, -BetaOffsetAvoidBuildings, true, false, false, true, false); - if(LateralLeft == 0.0f && LateralRight != 0.0f){ - AngleToGoTo += LateralRight; - if(m_fCloseInPedHeightOffset > 0.0f) - RwCameraSetNearClipPlane(Scene.camera, 0.7f); - }else if(LateralLeft != 0.0f && LateralRight == 0.0f){ - AngleToGoTo += LateralLeft; - if(m_fCloseInPedHeightOffset > 0.0f) - RwCameraSetNearClipPlane(Scene.camera, 0.7f); - } - } - if(LateralLeft != 0.0f || LateralRight != 0.0f || Center != 0.0f) - BuildingCheckObscured = true; - } - - TargetCoors.z += 0.1f; - } - - if(m_fCloseInPedHeightOffset > 0.00001f) - TargetCoors.z += m_fUnknownZOffSet; - - - // Have to fix to avoid collision - - if(AngleToGoTo != 0.0f){ - Obscured = true; - Rotating = true; - if(CPad::GetPad(0)->ForceCameraBehindPlayer() || Shooting){ - if(!PickedASide) - FixedTargetOrientation = Beta + AngleToGoTo; // can this even happen? - }else - FixedTargetOrientation = Beta + AngleToGoTo; - - // This calculation is only really used to figure out how fast to rotate out of collision - - m_fAmountFractionObscured = 1.0f; - CVector PlayerPos = FindPlayerPed()->GetPosition(); - float RotationDist = (AngleToGoTo == Center ? CenterDist : LateralDist) * RealGroundDist; - // What's going on here? - AngleToGoTo? - CVector RotatedSource = PlayerPos + CVector(Cos(Beta - AngleToGoTo), Sin(Beta - AngleToGoTo), 0.0f) * RotationDist; - - CColPoint colpoint; - CEntity *entity; - if(CWorld::ProcessLineOfSight(PlayerPos, RotatedSource, colpoint, entity, true, false, false, true, false, false, false)){ - if((PlayerPos - RotatedSource).Magnitude() != 0.0f) - m_fAmountFractionObscured = (PlayerPos - colpoint.point).Magnitude() / (PlayerPos - RotatedSource).Magnitude(); - else - m_fAmountFractionObscured = 1.0f; - } - } - if(m_fAmountFractionObscured < 0.0f) m_fAmountFractionObscured = 0.0f; - if(m_fAmountFractionObscured > 1.0f) m_fAmountFractionObscured = 1.0f; - - - - // Figure out speed values for Beta rotation - - float Acceleration, MaxSpeed; - static float AccelerationMult = 0.35f; - static float MaxSpeedMult = 0.85f; - static float AccelerationMultClose = 0.7f; - static float MaxSpeedMultClose = 1.6f; - float BaseAcceleration = 0.025f; - float BaseMaxSpeed = 0.09f; - if(m_fCloseInPedHeightOffset > 0.00001f){ - if(AngleToGoTo == 0.0f){ - BaseAcceleration = 0.022f; - BaseMaxSpeed = 0.04f; - }else{ - BaseAcceleration = DefaultAcceleration; - BaseMaxSpeed = DefaultMaxStep; - } - } - if(AngleToGoTo == 0.0f){ - Acceleration = BaseAcceleration; - MaxSpeed = BaseMaxSpeed; - }else if(CPad::GetPad(0)->ForceCameraBehindPlayer() && !Shooting){ - Acceleration = 0.051f; - MaxSpeed = 0.18f; - }else if(m_fCloseInPedHeightOffset > 0.00001f){ - Acceleration = BaseAcceleration + AccelerationMultClose*sq(m_fAmountFractionObscured - 1.05f); - MaxSpeed = BaseMaxSpeed + MaxSpeedMultClose*sq(m_fAmountFractionObscured - 1.05f); - }else{ - Acceleration = DefaultAcceleration + AccelerationMult*sq(m_fAmountFractionObscured - 1.05f); - MaxSpeed = DefaultMaxStep + MaxSpeedMult*sq(m_fAmountFractionObscured - 1.05f); - } - static float AccelerationLimit = 0.3f; - static float MaxSpeedLimit = 0.65f; - if(Acceleration > AccelerationLimit) Acceleration = AccelerationLimit; - if(MaxSpeed > MaxSpeedLimit) MaxSpeed = MaxSpeedLimit; - - - int MoveState = ((CPed*)CamTargetEntity)->m_nMoveState; - if(MoveState != PEDMOVE_NONE && MoveState != PEDMOVE_STILL && - !CPad::GetPad(0)->ForceCameraBehindPlayer() && !Obscured && !Shooting){ - Rotating = false; - BetaSpeed = 0.0f; - } - - // Now do the Beta rotation - - float Distance = (IdealSource - TargetCoors).Magnitude2D(); - m_fDistanceBeforeChanges = Distance; - - if(Rotating){ - m_bFixingBeta = true; - - while(FixedTargetOrientation >= PI) FixedTargetOrientation -= 2*PI; - while(FixedTargetOrientation < -PI) FixedTargetOrientation += 2*PI; - - while(Beta >= PI) Beta -= 2*PI; - while(Beta < -PI) Beta += 2*PI; - - -/* - // This is inlined WellBufferMe - DeltaBeta = FixedTargetOrientation - Beta; - while(DeltaBeta >= PI) DeltaBeta -= 2*PI; - while(DeltaBeta < -PI) DeltaBeta += 2*PI; - - float ReqSpeed = DeltaBeta * MaxSpeed; - // Add or subtract absolute depending on sign, genius! - if(ReqSpeed - BetaSpeed > 0.0f) - BetaSpeed += SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep(); - else - BetaSpeed -= SpeedStep * Abs(ReqSpeed - BetaSpeed) * CTimer::GetTimeStep(); - // this would be simpler: - // BetaSpeed += SpeedStep * (ReqSpeed - BetaSpeed) * CTimer::ms_fTimeStep; - - if(ReqSpeed < 0.0f && BetaSpeed < ReqSpeed) - BetaSpeed = ReqSpeed; - else if(ReqSpeed > 0.0f && BetaSpeed > ReqSpeed) - BetaSpeed = ReqSpeed; - - Beta += BetaSpeed * min(10.0f, CTimer::GetTimeStep()); -*/ - WellBufferMe(FixedTargetOrientation, &Beta, &BetaSpeed, MaxSpeed, Acceleration, true); - - if(ResetStatics){ - Beta = FixedTargetOrientation; - BetaSpeed = 0.0f; - } - - Source.x = TargetCoors.x + Distance * Cos(Beta); - Source.y = TargetCoors.y + Distance * Sin(Beta); - - // Check if we can stop rotating - DeltaBeta = FixedTargetOrientation - Beta; - while(DeltaBeta >= PI) DeltaBeta -= 2*PI; - while(DeltaBeta < -PI) DeltaBeta += 2*PI; - if(Abs(DeltaBeta) < DEGTORAD(1.0f) && !bBehindPlayerDesired){ - // Stop rotation - PickedASide = false; - Rotating = false; - BetaSpeed = 0.0f; - } - } - - - if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || - HackPlayerOnStoppingTrain || Rotating){ - if(TheCamera.m_bCamDirectlyBehind){ - Beta = TargetOrientation + PI; - Source.x = TargetCoors.x + Distance * Cos(Beta); - Source.y = TargetCoors.y + Distance * Sin(Beta); - } - if(TheCamera.m_bCamDirectlyInFront){ - Beta = TargetOrientation; - Source.x = TargetCoors.x + Distance * Cos(Beta); - Source.y = TargetCoors.y + Distance * Sin(Beta); - } - if(HackPlayerOnStoppingTrain){ - Beta = TargetOrientation + PI; - Source.x = TargetCoors.x + Distance * Cos(Beta); - Source.y = TargetCoors.y + Distance * Sin(Beta); - m_fDimensionOfHighestNearCar = 0.0f; - m_fCamBufferedHeight = 0.0f; - m_fCamBufferedHeightSpeed = 0.0f; - } - // Beta and Source already set in the rotation code - }else{ - Source = IdealSource; - BetaSpeed = 0.0f; - } - - // Subtract m_fUnknownZOffSet from both? - TargetCoors.z -= m_fUnknownZOffSet; - Source.z = IdealSource.z - m_fUnknownZOffSet; - - // Apply zoom now - // m_fPedZoomValueSmooth makes the cam go down the further out it is - // 0.25 -> 0.20 for nearest dist - // 1.50 -> -0.05 for mid dist - // 2.90 -> -0.33 for far dist - Source.z += (2.5f - TheCamera.m_fPedZoomValueSmooth)*0.2f - 0.25f; - // Zoom out camera - Front = TargetCoors - Source; - Front.Normalise(); - Source -= Front * TheCamera.m_fPedZoomValueSmooth; - // and then we move up again - // -0.375 - // 0.25 - // 0.95 - Source.z += (TheCamera.m_fPedZoomValueSmooth - 1.0f)*0.5f + m_fCloseInPedHeightOffset; - - - // Process height offset to avoid peds and cars - - float TargetZOffSet = m_fUnknownZOffSet + m_fDimensionOfHighestNearCar; - TargetZOffSet = max(TargetZOffSet, m_fPedBetweenCameraHeightOffset); - float TargetHeight = CameraTarget.z + TargetZOffSet - Source.z; - - if(TargetHeight > m_fCamBufferedHeight){ - // Have to go up - if(TargetZOffSet == m_fPedBetweenCameraHeightOffset && TargetZOffSet > m_fCamBufferedHeight) - WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.04f, false); - else if(TargetZOffSet == m_fUnknownZOffSet && TargetZOffSet > m_fCamBufferedHeight){ - // TODO: figure this out - bool foo = false; - switch(((CPhysical*)CamTargetEntity)->m_nSurfaceTouched) - case SURFACE_GRASS: - case SURFACE_DIRT: - case SURFACE_PAVEMENT: - case SURFACE_STEEL: - case SURFACE_TIRE: - case SURFACE_STONE: - foo = true; - if(foo) - WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.4f, 0.05f, false); - else - WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false); - }else - WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.025f, false); - StartedCountingForGoDown = false; - }else{ - // Have to go down - if(StartedCountingForGoDown){ - if(CTimer::GetTimeInMilliseconds() != TimeIndicatedWantedToGoDown){ - if(TargetHeight > 0.0f) - WellBufferMe(TargetHeight, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false); - else - WellBufferMe(0.0f, &m_fCamBufferedHeight, &m_fCamBufferedHeightSpeed, 0.2f, 0.01f, false); - } - }else{ - StartedCountingForGoDown = true; - TimeIndicatedWantedToGoDown = CTimer::GetTimeInMilliseconds(); - } - } - - Source.z += m_fCamBufferedHeight; - - - // Clip Source if necessary - - bool ClipSource = m_fCloseInPedHeightOffset > 0.00001f && m_fCamBufferedHeight > 0.001f; - if(GoingBehind || ResetStatics || ClipSource){ - CColPoint colpoint; - CEntity *entity; - if(CWorld::ProcessLineOfSight(TargetCoors, Source, colpoint, entity, true, false, false, true, false, true, true)){ - Source = colpoint.point; - if((TargetCoors - Source).Magnitude2D() < 1.0f) - RwCameraSetNearClipPlane(Scene.camera, 0.05f); - } - } - - TargetCoors.z += min(1.0f, m_fCamBufferedHeight/2.0f); - m_cvecTargetCoorsForFudgeInter = TargetCoors; - - Front = TargetCoors - Source; - m_fRealGroundDist = Front.Magnitude2D(); - m_fMinDistAwayFromCamWhenInterPolating = m_fRealGroundDist; - Front.Normalise(); - GetVectorsReadyForRW(); - TheCamera.m_bCamDirectlyBehind = false; - TheCamera.m_bCamDirectlyInFront = false; - PreviouslyObscured = BuildingCheckObscured; - - ResetStatics = false; -} - -void -CCam::Process_BehindCar(const CVector &CameraTarget, float TargetOrientation, float, float) -{ - FOV = DefaultFOV; - - if(!CamTargetEntity->IsVehicle()) - return; - - CVector TargetCoors = CameraTarget; - TargetCoors.z -= 0.2f; - CA_MAX_DISTANCE = 9.95f; - CA_MIN_DISTANCE = 8.5f; - - CVector Dist = Source - TargetCoors; - float Length = Dist.Magnitude2D(); - m_fDistanceBeforeChanges = Length; - if(Length < 0.002f) - Length = 0.002f; - Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); - if(Length > CA_MAX_DISTANCE){ - Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE; - Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE; - }else if(Length < CA_MIN_DISTANCE){ - Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE; - Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE; - } - TargetCoors.z += 0.8f; - - WorkOutCamHeightWeeCar(TargetCoors, TargetOrientation); - RotCamIfInFrontCar(TargetCoors, TargetOrientation); - FixCamIfObscured(TargetCoors, 1.2f, TargetOrientation); - - Front = TargetCoors - Source; - m_cvecTargetCoorsForFudgeInter = TargetCoors; - ResetStatics = false; - GetVectorsReadyForRW(); -} - -void -CCam::WorkOutCamHeightWeeCar(CVector &TargetCoors, float TargetOrientation) -{ - CColPoint colpoint; - CEntity *ent; - float TargetZOffSet = 0.0f; - static bool PreviouslyFailedRoadHeightCheck = false; - static float RoadHeightFix = 0.0f; - static float RoadHeightFixSpeed = 0.0f; - - if(ResetStatics){ - RoadHeightFix = 0.0f; - RoadHeightFixSpeed = 0.0f; - Alpha = DEGTORAD(25.0f); - AlphaSpeed = 0.0f; - } - float AlphaTarget = DEGTORAD(25.0f); - if(CCullZones::CamNoRain() || CCullZones::PlayerNoRain()) - AlphaTarget = DEGTORAD(14.0f); - WellBufferMe(AlphaTarget, &Alpha, &AlphaSpeed, 0.1f, 0.05f, true); - Source.z = TargetCoors.z + CA_MAX_DISTANCE*Sin(Alpha); - - if(FindPlayerVehicle()){ - m_fUnknownZOffSet = 0.0f; - bool FoundRoad = false; - bool FoundRoof = false; - float RoadZ = 0.0f; - float RoofZ = 0.0f; - - if(CWorld::ProcessVerticalLine(Source, -1000.0f, colpoint, ent, true, false, false, false, false, false, nil) && - ent->IsBuilding()){ - FoundRoad = true; - RoadZ = colpoint.point.z; - } - - if(FoundRoad){ - if(Source.z - RoadZ < 0.9f){ - PreviouslyFailedRoadHeightCheck = true; - TargetZOffSet = RoadZ + 0.9f - Source.z; - }else{ - if(m_bCollisionChecksOn) - PreviouslyFailedRoadHeightCheck = false; - else - TargetZOffSet = 0.0f; - } - }else{ - if(CWorld::ProcessVerticalLine(Source, 1000.0f, colpoint, ent, true, false, false, false, false, false, nil) && - ent->IsBuilding()){ - FoundRoof = true; - RoofZ = colpoint.point.z; - } - if(FoundRoof){ - if(Source.z - RoofZ < 0.9f){ - PreviouslyFailedRoadHeightCheck = true; - TargetZOffSet = RoofZ + 0.9f - Source.z; - }else{ - if(m_bCollisionChecksOn) - PreviouslyFailedRoadHeightCheck = false; - else - TargetZOffSet = 0.0f; - } - } - } - } - - if(TargetZOffSet > RoadHeightFix) - RoadHeightFix = TargetZOffSet; - else - WellBufferMe(TargetZOffSet, &RoadHeightFix, &RoadHeightFixSpeed, 0.27f, 0.1f, false); - - if((colpoint.surfaceB == SURFACE_DEFAULT || colpoint.surfaceB >= SURFACE_METAL6) && - colpoint.surfaceB != SURFACE_STEEL && colpoint.surfaceB != SURFACE_STONE && - RoadHeightFix > 1.4f) - RoadHeightFix = 1.4f; - - Source.z += RoadHeightFix; -} - -void -CCam::WorkOutCamHeight(const CVector &TargetCoors, float TargetOrientation, float TargetHeight) -{ - static float LastTargetAlphaWithCollisionOn = 0.0f; - static float LastTopAlphaSpeed = 0.0f; - static float LastAlphaSpeedStep = 0.0f; - static bool PreviousNearCheckNearClipSmall = false; - - bool CamClear = true; - float ModeAlpha = 0.0f; - - if(ResetStatics){ - LastTargetAlphaWithCollisionOn = 0.0f; - LastTopAlphaSpeed = 0.0f; - LastAlphaSpeedStep = 0.0f; - PreviousNearCheckNearClipSmall = false; - } - - float TopAlphaSpeed = 0.15f; - float AlphaSpeedStep = 0.015f; - - float zoomvalue = TheCamera.CarZoomValueSmooth; - if(zoomvalue < 0.1f) - zoomvalue = 0.1f; - if(TheCamera.CarZoomIndicator == 1.0f) - ModeAlpha = CGeneral::GetATanOfXY(23.0f, zoomvalue); // near - else if(TheCamera.CarZoomIndicator == 2.0f) - ModeAlpha = CGeneral::GetATanOfXY(10.8f, zoomvalue); // mid - else if(TheCamera.CarZoomIndicator == 3.0f) - ModeAlpha = CGeneral::GetATanOfXY(7.0f, zoomvalue); // far - - - float Length = (Source - TargetCoors).Magnitude2D(); - if(m_bCollisionChecksOn){ // there's another variable (on PC) but it's uninitialised - CVector Forward = CamTargetEntity->GetForward(); - float CarAlpha = CGeneral::GetATanOfXY(Forward.Magnitude2D(), Forward.z); - // this shouldn't be necessary.... - while(CarAlpha >= PI) CarAlpha -= 2*PI; - while(CarAlpha < -PI) CarAlpha += 2*PI; - - while(Beta >= PI) Beta -= 2*PI; - while(Beta < -PI) Beta += 2*PI; - - float deltaBeta = Beta - TargetOrientation; - while(deltaBeta >= PI) deltaBeta -= 2*PI; - while(deltaBeta < -PI) deltaBeta += 2*PI; - - float BehindCarNess = Cos(deltaBeta); // 1 if behind car, 0 if side, -1 if in front - CarAlpha = -CarAlpha * BehindCarNess; - if(CarAlpha < -0.01f) - CarAlpha = -0.01f; - - float DeltaAlpha = CarAlpha - Alpha; - while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI; - while(DeltaAlpha < -PI) DeltaAlpha += 2*PI; - // What's this?? wouldn't it make more sense to clamp? - float AngleLimit = DEGTORAD(1.8f); - if(DeltaAlpha < -AngleLimit) - DeltaAlpha += AngleLimit; - else if(DeltaAlpha > AngleLimit) - DeltaAlpha -= AngleLimit; - else - DeltaAlpha = 0.0f; - - // Now the collision - - float TargetAlpha = 0.0f; - bool FoundRoofCenter = false; - bool FoundRoofSide1 = false; - bool FoundRoofSide2 = false; - bool FoundCamRoof = false; - bool FoundCamGround = false; - float CamRoof = 0.0f; - float CarBottom = TargetCoors.z - TargetHeight/2.0f; - - // Check car center - float CarRoof = CWorld::FindRoofZFor3DCoord(TargetCoors.x, TargetCoors.y, CarBottom, &FoundRoofCenter); - - // Check sides of the car - Forward = CamTargetEntity->GetForward(); // we actually still have that... - Forward.Normalise(); // shouldn't be necessary - float CarSideAngle = CGeneral::GetATanOfXY(Forward.x, Forward.y) + PI/2.0f; - float SideX = 2.5f * Cos(CarSideAngle); - float SideY = 2.5f * Sin(CarSideAngle); - CWorld::FindRoofZFor3DCoord(TargetCoors.x + SideX, TargetCoors.y + SideY, CarBottom, &FoundRoofSide1); - CWorld::FindRoofZFor3DCoord(TargetCoors.x - SideX, TargetCoors.y - SideY, CarBottom, &FoundRoofSide2); - - // Now find out at what height we'd like to place the camera - float CamGround = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, TargetCoors.z + Length*Sin(Alpha + ModeAlpha) + m_fCloseInCarHeightOffset, &FoundCamGround); - float CamTargetZ = 0.0f; - if(FoundCamGround){ - // This is the normal case - CamRoof = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamGround + TargetHeight, &FoundCamRoof); - CamTargetZ = CamGround + TargetHeight*1.5f + 0.1f; - }else{ - FoundCamRoof = false; - CamTargetZ = TargetCoors.z; - } - - if(FoundRoofCenter && !FoundCamRoof && (FoundRoofSide1 || FoundRoofSide2)){ - // Car is under something but camera isn't - // This seems weird... - TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, CarRoof - CamTargetZ - 1.5f); - CamClear = false; - } - if(FoundCamRoof){ - // Camera is under something - float roof = FoundRoofCenter ? min(CamRoof, CarRoof) : CamRoof; - // Same weirdness again? - TargetAlpha = CGeneral::GetATanOfXY(CA_MAX_DISTANCE, roof - CamTargetZ - 1.5f); - CamClear = false; - } - while(TargetAlpha >= PI) TargetAlpha -= 2*PI; - while(TargetAlpha < -PI) TargetAlpha += 2*PI; - if(TargetAlpha < DEGTORAD(-7.0f)) - TargetAlpha = DEGTORAD(-7.0f); - - // huh? - if(TargetAlpha > ModeAlpha) - CamClear = true; - // Camera is contrained by collision in some way - PreviousNearCheckNearClipSmall = false; - if(!CamClear){ - PreviousNearCheckNearClipSmall = true; - RwCameraSetNearClipPlane(Scene.camera, 0.9f); - - DeltaAlpha = TargetAlpha - (Alpha + ModeAlpha); - while(DeltaAlpha >= PI) DeltaAlpha -= 2*PI; - while(DeltaAlpha < -PI) DeltaAlpha += 2*PI; - - TopAlphaSpeed = 0.3f; - AlphaSpeedStep = 0.03f; - } - - // Now do things if CamClear...but what is that anyway? - float CamZ = TargetCoors.z + Length*Sin(Alpha + DeltaAlpha + ModeAlpha) + m_fCloseInCarHeightOffset; - bool FoundGround, FoundRoof; - float CamGround2 = CWorld::FindGroundZFor3DCoord(Source.x, Source.y, CamZ, &FoundGround); - if(FoundGround){ - if(CamClear) - if(CamZ - CamGround2 < 1.5f){ - PreviousNearCheckNearClipSmall = true; - RwCameraSetNearClipPlane(Scene.camera, 0.9f); - - float a; - if(Length == 0.0f || CamGround2 + 1.5f - TargetCoors.z == 0.0f) - a = Alpha; - else - a = CGeneral::GetATanOfXY(Length, CamGround2 + 1.5f - TargetCoors.z); - while(a > PI) a -= 2*PI; - while(a < -PI) a += 2*PI; - DeltaAlpha = a - Alpha; - } - }else{ - if(CamClear){ - float CamRoof2 = CWorld::FindRoofZFor3DCoord(Source.x, Source.y, CamZ, &FoundRoof); - if(FoundRoof && CamZ - CamRoof2 < 1.5f){ - PreviousNearCheckNearClipSmall = true; - RwCameraSetNearClipPlane(Scene.camera, 0.9f); - - if(CamRoof2 > TargetCoors.z + 3.5f) - CamRoof2 = TargetCoors.z + 3.5f; - - float a; - if(Length == 0.0f || CamRoof2 + 1.5f - TargetCoors.z == 0.0f) - a = Alpha; - else - a = CGeneral::GetATanOfXY(Length, CamRoof2 + 1.5f - TargetCoors.z); - while(a > PI) a -= 2*PI; - while(a < -PI) a += 2*PI; - DeltaAlpha = a - Alpha; - } - } - } - - LastTargetAlphaWithCollisionOn = DeltaAlpha + Alpha; - LastTopAlphaSpeed = TopAlphaSpeed; - LastAlphaSpeedStep = AlphaSpeedStep; - }else{ - if(PreviousNearCheckNearClipSmall) - RwCameraSetNearClipPlane(Scene.camera, 0.9f); - } - - WellBufferMe(LastTargetAlphaWithCollisionOn, &Alpha, &AlphaSpeed, LastTopAlphaSpeed, LastAlphaSpeedStep, true); - - Source.z = TargetCoors.z + Sin(Alpha + ModeAlpha)*Length + m_fCloseInCarHeightOffset; -} - -// Rotate cam behind the car when the car is moving forward -bool -CCam::RotCamIfInFrontCar(CVector &TargetCoors, float TargetOrientation) -{ - bool MovingForward = false; - CPhysical *phys = (CPhysical*)CamTargetEntity; - - float ForwardSpeed = DotProduct(phys->GetForward(), phys->GetSpeed(CVector(0.0f, 0.0f, 0.0f))); - if(ForwardSpeed > 0.02f) - MovingForward = true; - - float Dist = (Source - TargetCoors).Magnitude2D(); - - float DeltaBeta = TargetOrientation - Beta; - while(DeltaBeta >= PI) DeltaBeta -= 2*PI; - while(DeltaBeta < -PI) DeltaBeta += 2*PI; - - if(Abs(DeltaBeta) > DEGTORAD(20.0f) && MovingForward && TheCamera.m_uiTransitionState == 0) - m_bFixingBeta = true; - - CPad *pad = CPad::GetPad(0); - if(!(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight())) - if(DirectionWasLooking != LOOKING_FORWARD) - TheCamera.m_bCamDirectlyBehind = true; - - if(!m_bFixingBeta && !TheCamera.m_bUseTransitionBeta && !TheCamera.m_bCamDirectlyBehind && !TheCamera.m_bCamDirectlyInFront) - return false; - - bool SetBeta = false; - if(TheCamera.m_bCamDirectlyBehind || TheCamera.m_bCamDirectlyInFront || TheCamera.m_bUseTransitionBeta) - if(&TheCamera.Cams[TheCamera.ActiveCam] == this) - SetBeta = true; - - if(m_bFixingBeta || SetBeta){ - WellBufferMe(TargetOrientation, &Beta, &BetaSpeed, 0.15f, 0.007f, true); - - if(TheCamera.m_bCamDirectlyBehind && &TheCamera.Cams[TheCamera.ActiveCam] == this) - Beta = TargetOrientation; - if(TheCamera.m_bCamDirectlyInFront && &TheCamera.Cams[TheCamera.ActiveCam] == this) - Beta = TargetOrientation + PI; - if(TheCamera.m_bUseTransitionBeta && &TheCamera.Cams[TheCamera.ActiveCam] == this) - Beta = m_fTransitionBeta; - - Source.x = TargetCoors.x - Cos(Beta)*Dist; - Source.y = TargetCoors.y - Sin(Beta)*Dist; - - // Check if we're done - DeltaBeta = TargetOrientation - Beta; - while(DeltaBeta >= PI) DeltaBeta -= 2*PI; - while(DeltaBeta < -PI) DeltaBeta += 2*PI; - if(Abs(DeltaBeta) < DEGTORAD(2.0f)) - m_bFixingBeta = false; - } - TheCamera.m_bCamDirectlyBehind = false; - TheCamera.m_bCamDirectlyInFront = false; - return true; -} - -// Move the cam to avoid clipping through buildings -bool -CCam::FixCamIfObscured(CVector &TargetCoors, float TargetHeight, float TargetOrientation) -{ - CVector Target = TargetCoors; - bool UseEntityPos = false; - CVector EntityPos; - static CColPoint colPoint; - static bool LastObscured = false; - - if(Mode == MODE_BEHINDCAR) - Target.z += TargetHeight/2.0f; - if(Mode == MODE_CAM_ON_A_STRING){ - UseEntityPos = true; - Target.z += TargetHeight/2.0f; - EntityPos = CamTargetEntity->GetPosition(); - } - - CVector TempSource = Source; - - bool Obscured1 = false; - bool Obscured2 = false; - bool Fix1 = false; - float Dist1 = 0.0f; - float Dist2 = 0.0f; - CEntity *ent; - if(m_bCollisionChecksOn || LastObscured){ - Obscured1 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true); - if(Obscured1){ - Dist1 = (Target - colPoint.point).Magnitude2D(); - Fix1 = true; - if(UseEntityPos) - Obscured1 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true); - }else if(m_bFixingBeta){ - float d = (TempSource - Target).Magnitude(); - TempSource.x = Target.x - d*Cos(TargetOrientation); - TempSource.y = Target.y - d*Sin(TargetOrientation); - - // same check again - Obscured2 = CWorld::ProcessLineOfSight(Target, TempSource, colPoint, ent, true, false, false, true, false, true, true); - if(Obscured2){ - Dist2 = (Target - colPoint.point).Magnitude2D(); - if(UseEntityPos) - Obscured2 = CWorld::ProcessLineOfSight(EntityPos, TempSource, colPoint, ent, true, false, false, true, false, true, true); - } - } - LastObscured = Obscured1 || Obscured2; - } - - // nothing to do - if(!LastObscured) - return false; - - if(Fix1){ - Source.x = Target.x - Cos(Beta)*Dist1; - Source.y = Target.y - Sin(Beta)*Dist1; - if(Mode == MODE_BEHINDCAR) - Source = colPoint.point; - }else{ - WellBufferMe(Dist2, &m_fDistanceBeforeChanges, &DistanceSpeed, 0.2f, 0.025f, false); - Source.x = Target.x - Cos(Beta)*m_fDistanceBeforeChanges; - Source.y = Target.y - Sin(Beta)*m_fDistanceBeforeChanges; - } - - if(ResetStatics){ - m_fDistanceBeforeChanges = (Source - Target).Magnitude2D(); - DistanceSpeed = 0.0f; - Source.x = colPoint.point.x; - Source.y = colPoint.point.y; - } - return true; -} - -void -CCam::Process_Cam_On_A_String(const CVector &CameraTarget, float TargetOrientation, float, float) -{ - if(!CamTargetEntity->IsVehicle()) - return; - - FOV = DefaultFOV; - - if(ResetStatics){ - AlphaSpeed = 0.0f; - if(TheCamera.m_bIdleOn) - TheCamera.m_uiTimeWeEnteredIdle = CTimer::GetTimeInMilliseconds(); - } - - CBaseModelInfo *mi = CModelInfo::GetModelInfo(CamTargetEntity->GetModelIndex()); - CVector Dimensions = mi->GetColModel()->boundingBox.max - mi->GetColModel()->boundingBox.min; - float BaseDist = Dimensions.Magnitude2D(); - - CVector TargetCoors = CameraTarget; - TargetCoors.z += Dimensions.z - 0.1f; // final - Beta = CGeneral::GetATanOfXY(TargetCoors.x - Source.x, TargetCoors.y - Source.y); - while(Alpha >= PI) Alpha -= 2*PI; - while(Alpha < -PI) Alpha += 2*PI; - while(Beta >= PI) Beta -= 2*PI; - while(Beta < -PI) Beta += 2*PI; - - m_fDistanceBeforeChanges = (Source - TargetCoors).Magnitude2D(); - - Cam_On_A_String_Unobscured(TargetCoors, BaseDist); - WorkOutCamHeight(TargetCoors, TargetOrientation, Dimensions.z); - RotCamIfInFrontCar(TargetCoors, TargetOrientation); - FixCamIfObscured(TargetCoors, Dimensions.z, TargetOrientation); - FixCamWhenObscuredByVehicle(TargetCoors); - - m_cvecTargetCoorsForFudgeInter = TargetCoors; - Front = TargetCoors - Source; - Front.Normalise(); - GetVectorsReadyForRW(); - ResetStatics = false; -} - -// Basic Cam on a string algorithm -void -CCam::Cam_On_A_String_Unobscured(const CVector &TargetCoors, float BaseDist) -{ - CA_MAX_DISTANCE = BaseDist + 0.1f + TheCamera.CarZoomValueSmooth; - CA_MIN_DISTANCE = min(BaseDist*0.6f, 3.5f); - - CVector Dist = Source - TargetCoors; - - if(ResetStatics) - Source = TargetCoors + Dist*(CA_MAX_DISTANCE + 1.0f); - - float Length = Dist.Magnitude2D(); - if(Length < 0.001f){ - // This probably shouldn't happen. reset view - CVector Forward = CamTargetEntity->GetForward(); - Forward.z = 0.0f; - Forward.Normalise(); - Source = TargetCoors - Forward*CA_MAX_DISTANCE; - Dist = Source - TargetCoors; - Length = Dist.Magnitude2D(); - } - - if(Length > CA_MAX_DISTANCE){ - Source.x = TargetCoors.x + Dist.x/Length * CA_MAX_DISTANCE; - Source.y = TargetCoors.y + Dist.y/Length * CA_MAX_DISTANCE; - }else if(Length < CA_MIN_DISTANCE){ - Source.x = TargetCoors.x + Dist.x/Length * CA_MIN_DISTANCE; - Source.y = TargetCoors.y + Dist.y/Length * CA_MIN_DISTANCE; - } -} - -void -CCam::FixCamWhenObscuredByVehicle(const CVector &TargetCoors) -{ - // BUG? is this never reset - static float HeightFixerCarsObscuring = 0.0f; - static float HeightFixerCarsObscuringSpeed = 0.0f; - CColPoint colPoint; - CEntity *entity; - - float HeightTarget = 0.0f; - if(CWorld::ProcessLineOfSight(TargetCoors, Source, colPoint, entity, false, true, false, false, false, false, false)){ - CBaseModelInfo *mi = CModelInfo::GetModelInfo(entity->GetModelIndex()); - HeightTarget = mi->GetColModel()->boundingBox.max.z + 1.0f + TargetCoors.z - Source.z; - if(HeightTarget < 0.0f) - HeightTarget = 0.0f; - } - WellBufferMe(HeightTarget, &HeightFixerCarsObscuring, &HeightFixerCarsObscuringSpeed, 0.2f, 0.025f, false); - Source.z += HeightFixerCarsObscuring; -} - -bool -CCam::Using3rdPersonMouseCam() -{ - return CCamera::m_bUseMouse3rdPerson && - (Mode == MODE_FOLLOWPED || - TheCamera.m_bPlayerIsInGarage && - FindPlayerPed() && FindPlayerPed()->m_nPedState != PED_DRIVING && - Mode != MODE_TOPDOWN && this->CamTargetEntity == FindPlayerPed()); -} - -bool -CCam::GetWeaponFirstPersonOn() -{ - CEntity *target = this->CamTargetEntity; - if (target && target->IsPed()) - return ((CPed*)target)->GetWeapon()->m_bAddRotOffset; - - return false; -} - float CCamera::Find3rdPersonQuickAimPitch(void) { @@ -1478,22 +343,4 @@ STARTPATCHES InjectHook(0x46B560, &CCamera::FinishCutscene, PATCH_JUMP); InjectHook(0x46FF30, &CCamera::SetZoomValueFollowPedScript, PATCH_JUMP); InjectHook(0x46FF90, &CCamera::SetZoomValueCamStringScript, PATCH_JUMP); - - - InjectHook(0x456F40, WellBufferMe, PATCH_JUMP); - InjectHook(0x4582F0, &CCam::GetVectorsReadyForRW, PATCH_JUMP); - InjectHook(0x457710, &CCam::DoAverageOnVector, PATCH_JUMP); - InjectHook(0x458060, &CCam::GetPedBetaAngleForClearView, PATCH_JUMP); - InjectHook(0x457210, &CCam::Cam_On_A_String_Unobscured, PATCH_JUMP); - InjectHook(0x457A80, &CCam::FixCamWhenObscuredByVehicle, PATCH_JUMP); - InjectHook(0x457B90, &CCam::FixCamIfObscured, PATCH_JUMP); - InjectHook(0x465DA0, &CCam::RotCamIfInFrontCar, PATCH_JUMP); - InjectHook(0x4662D0, &CCam::WorkOutCamHeightWeeCar, PATCH_JUMP); - InjectHook(0x466650, &CCam::WorkOutCamHeight, PATCH_JUMP); - - InjectHook(0x45E3A0, &CCam::Process_FollowPed, PATCH_JUMP); - InjectHook(0x45BE60, &CCam::Process_BehindCar, PATCH_JUMP); - InjectHook(0x45C090, &CCam::Process_Cam_On_A_String, PATCH_JUMP); - - InjectHook(0x473250, &CCamera::dtor, PATCH_JUMP); ENDPATCHES -- cgit v1.2.3