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-rw-r--r--src/entities/Physical.cpp51
1 files changed, 26 insertions, 25 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 591fb501..32a3df3b 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -216,9 +216,9 @@ CPhysical::RemoveAndAdd(void)
CRect
CPhysical::GetBoundRect(void)
{
- CVUVECTOR center;
+ CVector center;
float radius;
- GetBoundCentre(center);
+ center = GetBoundCentre();
radius = GetBoundRadius();
return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
}
@@ -1114,11 +1114,12 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
skipShift = false;
if(B->IsBuilding() ||
- B->IsObject() && B->bInfiniteMass)
+ B->IsObject() && B->bInfiniteMass ||
+ A->IsPed() && B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged)
canshift = true;
else
- canshift = A->IsPed() &&
- B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged;
+ canshift = false;
+
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
!B->bUsesCollision ||
@@ -1147,7 +1148,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
@@ -1165,7 +1166,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
@@ -1177,9 +1178,10 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
skipShift = true;
else if(A->IsPed() && ((CPed*)A)->m_pCollidingEntity == B ||
- B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A ||
- A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
- B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
+ B->IsPed() && ((CPed*)B)->m_pCollidingEntity == A)
+ skipShift = true;
+ else if(A->GetModelIndex() == MI_RCBANDIT && B->IsVehicle() ||
+ B->GetModelIndex() == MI_RCBANDIT && (A->IsPed() || A->IsVehicle()))
skipShift = true;
if(skipShift)
@@ -1441,18 +1443,17 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
bool isTouching = true;
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
- !B->bUsesCollision ||
- !(isTouching = B->GetIsTouching(center, radius))){
- if(!isTouching){
- if(A->IsObject() && Aobj->m_pCollidingEntity == B)
- Aobj->m_pCollidingEntity = nil;
- else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
- Bobj->m_pCollidingEntity = nil;
- else if(A->IsPed() && Aped->m_pCollidingEntity == B)
- Aped->m_pCollidingEntity = nil;
- else if(B->IsPed() && Bped->m_pCollidingEntity == A)
- Bped->m_pCollidingEntity = nil;
- }
+ !B->bUsesCollision)
+ continue;
+ if(!B->GetIsTouching(center, radius)){
+ if(A->IsObject() && Aobj->m_pCollidingEntity == B)
+ Aobj->m_pCollidingEntity = nil;
+ else if(B->IsObject() && Bobj->m_pCollidingEntity == A)
+ Bobj->m_pCollidingEntity = nil;
+ else if(A->IsPed() && Aped->m_pCollidingEntity == B)
+ Aped->m_pCollidingEntity = nil;
+ else if(B->IsPed() && Bped->m_pCollidingEntity == A)
+ Bped->m_pCollidingEntity = nil;
continue;
}
@@ -1484,7 +1485,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else{
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(A->GetModelIndex())->boundingBox.GetSize();
size = A->GetMatrix() * size;
if(size.z < B->GetPosition().z ||
(Invert(B->GetMatrix(), inv) * size).z < 0.0f){
@@ -1503,7 +1504,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else{
CMatrix inv;
- CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
+ CVector size = CModelInfo::GetColModel(B->GetModelIndex())->boundingBox.GetSize();
size = B->GetMatrix() * size;
if(size.z < A->GetPosition().z ||
(Invert(A->GetMatrix(), inv) * size).z < 0.0f){
@@ -1849,7 +1850,7 @@ CPhysical::ProcessShift(void)
}
// x is the number of units (m) we would like to step
-#define NUMSTEPS(x) ceil(Sqrt(distSq) * (1.0f/(x)))
+#define NUMSTEPS(x) Ceil(Sqrt(distSq) * (1.0f/(x)))
void
CPhysical::ProcessCollision(void)