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-rw-r--r--src/entities/Physical.h24
1 files changed, 19 insertions, 5 deletions
diff --git a/src/entities/Physical.h b/src/entities/Physical.h
index a16bb211..f552da6c 100644
--- a/src/entities/Physical.h
+++ b/src/entities/Physical.h
@@ -17,7 +17,6 @@ class CPhysical : public CEntity
public:
int32 m_audioEntityId;
float m_phys_unused1;
- CTreadable *m_treadable[2]; // car and ped
uint32 m_nLastTimeCollided;
CVector m_vecMoveSpeed; // velocity
CVector m_vecTurnSpeed; // angular velocity
@@ -38,7 +37,6 @@ public:
int8 m_phys_unused2;
uint8 m_nStaticFrames;
uint8 m_nCollisionRecords;
- bool m_bIsVehicleBeingShifted;
CEntity *m_aCollisionRecords[PHYSICAL_MAX_COLLISIONRECORDS];
float m_fDistanceTravelled;
@@ -52,12 +50,17 @@ public:
uint8 bIsHeavy : 1;
uint8 bAffectedByGravity : 1;
uint8 bInfiniteMass : 1;
+ uint8 m_phy_flagA08 : 1;
uint8 bIsInWater : 1;
- uint8 m_phy_flagA10 : 1; // unused
uint8 m_phy_flagA20 : 1; // unused
uint8 bHitByTrain : 1;
uint8 bSkipLineCol : 1;
+ uint8 bIsFrozen : 1;
+ uint8 bDontLoadCollision : 1;
+ uint8 m_bIsVehicleBeingShifted : 1; // wrong name - also used on but never set for peds
+ uint8 bJustCheckCollision : 1; // just see if there is a collision
+
uint8 m_nSurfaceTouched;
int8 m_nZoneLevel;
@@ -114,6 +117,17 @@ public:
void SetMoveSpeed(const CVector& speed) {
m_vecMoveSpeed = speed;
}
+ void AddToMoveSpeed(float x, float y, float z) {
+ m_vecMoveSpeed.x += x;
+ m_vecMoveSpeed.y += y;
+ m_vecMoveSpeed.z += z;
+ }
+ void AddToMoveSpeed(const CVector& addition) {
+ m_vecMoveSpeed += addition;
+ }
+ void AddToMoveSpeed(const CVector2D& addition) {
+ m_vecMoveSpeed += CVector(addition.x, addition.y, 0.0f);
+ }
const CVector &GetTurnSpeed() { return m_vecTurnSpeed; }
void SetTurnSpeed(float x, float y, float z) {
m_vecTurnSpeed.x = x;
@@ -142,11 +156,13 @@ public:
void ApplyFrictionTurnForce(const CVector &j, const CVector &p) { ApplyFrictionTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
// springRatio: 1.0 fully extended, 0.0 fully compressed
bool ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias);
+ bool ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir);
bool ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed);
void ApplyGravity(void);
void ApplyFriction(void);
void ApplyAirResistance(void);
bool ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, float &impulseB);
+ bool ApplyCollision(CColPoint &colpoint, float &impulse);
bool ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CVector &moveSpeed, CVector &turnSpeed);
bool ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint);
bool ApplyFriction(float adhesiveLimit, CColPoint &colpoint);
@@ -157,5 +173,3 @@ public:
bool CheckCollision(void);
bool CheckCollision_SimpleCar(void);
};
-
-VALIDATE_SIZE(CPhysical, 0x128);