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authoraap <aap@papnet.eu>2021-08-20 10:33:02 +0200
committeraap <aap@papnet.eu>2021-08-20 10:33:02 +0200
commitaed313d81c7602e49dc5f0d2ccf382811744d0bb (patch)
tree6104b4d4b7497395e7f6619ea74700c40b38b49c /src/core
parentdisable switch workflow for now (diff)
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Diffstat (limited to 'src/core')
-rw-r--r--src/core/Cam.cpp70
-rw-r--r--src/core/General.h34
2 files changed, 9 insertions, 95 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index b4da6296..72e1adf0 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -5063,6 +5063,11 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// Using GetCarGun(LR/UD) will give us same unprocessed RightStick value as SA
float stickX = -(pad->GetCarGunLeftRight());
float stickY = -pad->GetCarGunUpDown();
+ // HACK to disable rotation on tank for now
+ if(car->GetModelIndex() == MI_RHINO){
+ stickX = 0.0f;
+ stickY = 0.0f;
+ }
// In SA this checks for m_bUseMouse3rdPerson so num2 / num8 do not move camera
// when Keyboard & Mouse controls are used. To make it work better with III/VC, check for actual pad state instead
@@ -5357,70 +5362,5 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// SA
// gTargetCoordsForLookingBehind = TargetCoors;
- // SA code from CAutomobile::TankControl/FireTruckControl.
- 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->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
-
- if (angleToFace <= carGunLR + PI) {
- if (angleToFace < carGunLR - PI)
- angleToFace = angleToFace + TWOPI;
- } else {
- angleToFace = angleToFace - TWOPI;
- }
-
- float neededTurn = angleToFace - carGunLR;
- float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f);
- if (neededTurn <= turnPerFrame) {
- if (neededTurn < -turnPerFrame)
- angleToFace = carGunLR - turnPerFrame;
- } else {
- angleToFace = turnPerFrame + carGunLR;
- }
-
- if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) {
- DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
- }
- carGunLR = angleToFace;
-
- if (carGunLR < -PI) {
- carGunLR += TWOPI;
- } else if (carGunLR > PI) {
- carGunLR -= TWOPI;
- }
-
- // Because firetruk turret also has Y movement
- if (car->GetModelIndex() == MI_FIRETRUCK) {
- float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
-
- float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
- float neededAlphaTurn = alphaToFace - carGunUD;
- float alphaTurnPerFrame = CTimer::GetTimeStepInSeconds();
-
- if (neededAlphaTurn > alphaTurnPerFrame) {
- neededTurn = alphaTurnPerFrame;
- carGunUD = neededTurn + carGunUD;
- } else {
- if (neededAlphaTurn >= -alphaTurnPerFrame) {
- carGunUD = alphaToFace;
- } else {
- carGunUD = carGunUD - alphaTurnPerFrame;
- }
- }
-
- float turretMinY = -DEGTORAD(20.0f);
- float turretMaxY = DEGTORAD(20.0f);
- if (turretMinY <= carGunUD) {
- if (carGunUD > turretMaxY)
- carGunUD = turretMaxY;
- } else {
- carGunUD = turretMinY;
- }
- }
- }
}
#endif
diff --git a/src/core/General.h b/src/core/General.h
index c17d916d..62613445 100644
--- a/src/core/General.h
+++ b/src/core/General.h
@@ -6,36 +6,10 @@ class CGeneral
{
public:
static float GetATanOfXY(float x, float y){
- if(x == 0.0f && y == 0.0f)
- return 0.0f;
- float xabs = Abs(x);
- float yabs = Abs(y);
-
- if(xabs < yabs){
- if(y > 0.0f){
- if(x > 0.0f)
- return 0.5f*PI - Atan2(x / y, 1.0f);
- else
- return 0.5f*PI + Atan2(-x / y, 1.0f);
- }else{
- if(x > 0.0f)
- return 1.5f*PI + Atan2(x / -y, 1.0f);
- else
- return 1.5f*PI - Atan2(-x / -y, 1.0f);
- }
- }else{
- if(y > 0.0f){
- if(x > 0.0f)
- return Atan2(y / x, 1.0f);
- else
- return PI - Atan2(y / -x, 1.0f);
- }else{
- if(x > 0.0f)
- return 2.0f*PI - Atan2(-y / x, 1.0f);
- else
- return PI + Atan2(-y / -x, 1.0f);
- }
- }
+ float arc = atan2f(y, x);
+ if(arc < 0.0f)
+ arc += TWOPI;
+ return arc;
}
static float LimitAngle(float angle)