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Merge branch 'master' into miami
# Conflicts: # src/peds/Ped.cpp # src/peds/Ped.h
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commit
07d336ddf0
28
src/core/Range2D.cpp
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28
src/core/Range2D.cpp
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#include "common.h"
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#include "Range2D.h"
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#include "General.h"
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CRange2D::CRange2D(CVector2D _min, CVector2D _max) : min(_min), max(_max) {}
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bool
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CRange2D::IsInRange(CVector2D vec)
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{
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return min.x < vec.x && max.x > vec.x && min.y < vec.y && max.y > vec.y;
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}
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void
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CRange2D::DebugShowRange(float, int)
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{
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}
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CVector2D
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CRange2D::GetRandomPointInRange()
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{
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int distX = Abs(max.x - min.x);
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int distY = Abs(max.y - min.y);
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float outX = CGeneral::GetRandomNumber() % distX + min.x;
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float outY = CGeneral::GetRandomNumber() % distY + min.y;
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return CVector2D(outX, outY);
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}
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11
src/core/Range2D.h
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11
src/core/Range2D.h
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#pragma once
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class CRange2D
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{
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CVector2D min, max;
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public:
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CRange2D(CVector2D _min, CVector2D _max);
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bool IsInRange(CVector2D vec);
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void DebugShowRange(float, int);
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CVector2D GetRandomPointInRange();
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};
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30
src/core/Range3D.cpp
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30
src/core/Range3D.cpp
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#include "common.h"
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#include "Range3D.h"
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#include "General.h"
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CRange3D::CRange3D(CVector _min, CVector _max) : min(_min), max(_max) {}
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bool
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CRange3D::IsInRange(CVector vec)
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{
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return min.x < vec.x && max.x > vec.x && min.y < vec.y && max.y > vec.y && min.z < vec.z && max.z > vec.z;
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}
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void
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CRange3D::DebugShowRange(float, int)
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{
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}
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CVector
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CRange3D::GetRandomPointInRange()
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{
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int distX = Abs(max.x - min.x);
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int distY = Abs(max.y - min.y);
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int distZ = Abs(max.z - min.z);
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float outX = CGeneral::GetRandomNumber() % distX + min.x;
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float outY = CGeneral::GetRandomNumber() % distY + min.y;
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float outZ = CGeneral::GetRandomNumber() % distZ + min.z;
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return CVector(outX, outY, outZ);
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}
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11
src/core/Range3D.h
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11
src/core/Range3D.h
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#pragma once
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class CRange3D
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{
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CVector min, max;
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public:
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CRange3D(CVector _min, CVector _max);
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bool IsInRange(CVector vec);
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void DebugShowRange(float, int);
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CVector GetRandomPointInRange();
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};
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@ -57,6 +57,7 @@
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#include "Timecycle.h"
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#include "Timecycle.h"
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#include "ParticleObject.h"
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#include "ParticleObject.h"
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#include "Floater.h"
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#include "Floater.h"
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#include "Range2D.h"
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#include "Streaming.h"
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#include "Streaming.h"
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#include "PedAttractor.h"
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#include "PedAttractor.h"
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#include "Debug.h"
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#include "Debug.h"
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@ -15607,17 +15608,9 @@ CPed::WanderRange(void)
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bool arrived = Seek();
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bool arrived = Seek();
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if (arrived) {
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if (arrived) {
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Idle();
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Idle();
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if (((m_randomSeed % 256) + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
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if ((m_randomSeed + 3 * CTimer::GetFrameCounter()) % 1000 > 997) {
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CVector2D newCoords2D = m_wanderRangeBounds->GetRandomPointInRange();
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int xDiff = Abs(m_wanderRangeBounds[1].x - m_wanderRangeBounds[0].x);
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SetSeek(CVector(newCoords2D.x, newCoords2D.y, GetPosition().z), 2.5f);
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int yDiff = Abs(m_wanderRangeBounds[1].y - m_wanderRangeBounds[0].y);
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CVector newCoords(
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(CGeneral::GetRandomNumber() % xDiff) + m_wanderRangeBounds[0].x,
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(CGeneral::GetRandomNumber() % yDiff) + m_wanderRangeBounds[0].y,
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GetPosition().z);
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SetSeek(newCoords, 2.5f);
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}
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}
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}
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}
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}
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}
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@ -570,7 +570,7 @@ public:
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CEntity *m_pCollidingEntity;
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CEntity *m_pCollidingEntity;
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uint8 m_stateUnused;
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uint8 m_stateUnused;
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uint32 m_timerUnused;
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uint32 m_timerUnused;
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CVector2D *m_wanderRangeBounds; // array with 2 CVector2D (actually unused CRange2D class) - unused
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class CRange2D *m_wanderRangeBounds;
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CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
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CWeapon m_weapons[TOTAL_WEAPON_SLOTS];
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eWeaponType m_storedWeapon;
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eWeaponType m_storedWeapon;
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eWeaponType m_delayedWeapon;
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eWeaponType m_delayedWeapon;
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@ -3426,6 +3426,8 @@ CAutomobile::HydraulicControl(void)
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if(m_hydraulicState < 20 && m_fVelocityChangeForAudio > 0.2f){
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if(m_hydraulicState < 20 && m_fVelocityChangeForAudio > 0.2f){
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if(m_hydraulicState == 0){
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if(m_hydraulicState == 0){
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m_hydraulicState = 20;
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m_hydraulicState = 20;
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for(i = 0; i < 4; i++)
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m_aWheelPosition[i] -= 0.06f;
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f);
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DMAudio.PlayOneShot(m_audioEntityId, SOUND_CAR_HYDRAULIC_1, 0.0f);
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setPrevRatio = true;
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setPrevRatio = true;
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}else{
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}else{
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