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author | Sergeanur <s.anureev@yandex.ua> | 2020-05-05 13:48:35 +0200 |
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committer | Sergeanur <s.anureev@yandex.ua> | 2020-05-05 13:48:35 +0200 |
commit | e9b334d7bf270682f83c5c18b2d85a25703c1a2d (patch) | |
tree | baa7ed00dedd2b09f99a2bb4958d2837ef6a8da6 /src/core/Cam.cpp | |
parent | SetPosition, final part (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/Cam.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index b760ae28..e33e6bb0 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -4639,7 +4639,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, uint8 camSetArrPos = 0; // We may need those later - bool isPlane = car->m_modelIndex == MI_DODO; + bool isPlane = car->GetModelIndex() == MI_DODO; bool isHeli = false; bool isBike = false; bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike; @@ -4650,9 +4650,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) && DirectionWasLooking == LOOKING_FORWARD; - if (car->m_modelIndex == MI_FIRETRUCK) { + if (car->GetModelIndex() == MI_FIRETRUCK) { camSetArrPos = 7; - } else if (car->m_modelIndex == MI_RCBANDIT) { + } else if (car->GetModelIndex() == MI_RCBANDIT) { camSetArrPos = 5; } else if (car->IsBoat()) { camSetArrPos = 4; @@ -4851,7 +4851,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, // This is also original LCS and SA bug, or some attempt to fix lag. We'll never know // if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f)) - if (car->m_modelIndex != MI_FIRETRUCK) { + if (car->GetModelIndex() != MI_FIRETRUCK) { // if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3) // if (!isHeli && (!isPlane || car->GetWheelsOnGround())) { @@ -4907,7 +4907,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, bool correctAlpha = true; // if (SA checks if we aren't in work car, why?) { - if (!isCar || car->m_modelIndex != MI_YARDIE) { + if (!isCar || car->GetModelIndex() != MI_YARDIE) { correctAlpha = false; } else { @@ -5186,13 +5186,13 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, // gTargetCoordsForLookingBehind = TargetCoors; // SA code from CAutomobile::TankControl/FireTruckControl. - if (car->m_modelIndex == MI_RHINO || car->m_modelIndex == MI_FIRETRUCK) { + if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) { float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR; CVector hi = Multiply3x3(Front, car->GetMatrix()); // III/VC's firetruck turret angle is reversed - float angleToFace = (car->m_modelIndex == MI_FIRETRUCK ? -hi.Heading() : hi.Heading()); + float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading()); if (angleToFace <= carGunLR + PI) { if (angleToFace < carGunLR - PI) @@ -5202,7 +5202,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, } float neededTurn = angleToFace - carGunLR; - float turnPerFrame = CTimer::GetTimeStep() * (car->m_modelIndex == MI_FIRETRUCK ? 0.05f : 0.015f); + float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f); if (neededTurn <= turnPerFrame) { if (neededTurn < -turnPerFrame) angleToFace = carGunLR - turnPerFrame; @@ -5210,7 +5210,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, angleToFace = turnPerFrame + carGunLR; } - if (car->m_modelIndex == MI_RHINO && carGunLR != angleToFace) { + if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) { DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR)); } carGunLR = angleToFace; @@ -5222,7 +5222,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation, } // Because firetruk turret also has Y movement - if (car->m_modelIndex == MI_FIRETRUCK) { + if (car->GetModelIndex() == MI_FIRETRUCK) { float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD; float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f); |