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@ -235,6 +235,7 @@ CPhysical::GetBoundRect(void)
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return CRect(center.x-radius, center.y-radius, center.x+radius, center.y+radius);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddToMovingList(void)
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{
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@ -242,6 +243,7 @@ CPhysical::AddToMovingList(void)
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m_movingListNode = CWorld::GetMovingEntityList().InsertItem(this);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::RemoveFromMovingList(void)
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{
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@ -261,12 +263,14 @@ CPhysical::SetDamagedPieceRecord(uint16 piece, float impulse, CEntity *entity, C
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m_vecDamageNormal = dir;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddCollisionRecord(CEntity *ent)
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{
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AddCollisionRecord_Treadable(ent);
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this->bHasCollided = true;
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ent->bHasCollided = true;
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this->m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
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if(IsVehicle() && ent->IsVehicle()){
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if(((CVehicle*)this)->m_nAlarmState == -1)
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((CVehicle*)this)->m_nAlarmState = 15000;
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@ -280,10 +284,10 @@ CPhysical::AddCollisionRecord(CEntity *ent)
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return;
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if(m_nCollisionRecords < PHYSICAL_MAX_COLLISIONRECORDS)
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m_aCollisionRecords[m_nCollisionRecords++] = ent;
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m_nLastTimeCollided = CTimer::GetTimeInMilliseconds();
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
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{
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@ -291,6 +295,7 @@ CPhysical::AddCollisionRecord_Treadable(CEntity *ent)
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}
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::GetHasCollidedWith(CEntity *ent)
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{
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@ -302,20 +307,23 @@ CPhysical::GetHasCollidedWith(CEntity *ent)
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return false;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::RemoveRefsToEntity(CEntity *ent)
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{
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int i, j;
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int i = 0, j;
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for(i = 0; i < m_nCollisionRecords; i++){
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while (i < m_nCollisionRecords){
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if(m_aCollisionRecords[i] == ent){
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for(j = i; j < m_nCollisionRecords-1; j++)
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m_aCollisionRecords[j] = m_aCollisionRecords[j+1];
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m_nCollisionRecords--;
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}
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} else
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i++;
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phys, CVector localPos)
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{
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@ -332,6 +340,7 @@ CPhysical::PlacePhysicalRelativeToOtherPhysical(CPhysical *other, CPhysical *phy
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CWorld::Add(phys);
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}
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// --MIAMI: Proof-read once
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int32
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CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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{
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@ -350,6 +359,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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return numSpheres;
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ProcessControl(void)
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{
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@ -417,6 +427,7 @@ CPhysical::GetSpeed(const CVector &r)
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return m_vecMoveSpeed + m_vecMoveFriction + CrossProduct(m_vecTurnFriction + m_vecTurnSpeed, r);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyMoveSpeed(void)
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{
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@ -426,7 +437,7 @@ CPhysical::ApplyMoveSpeed(void)
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GetMatrix().Translate(m_vecMoveSpeed * CTimer::GetTimeStep());
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyTurnSpeed(void)
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{
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@ -442,12 +453,14 @@ CPhysical::ApplyTurnSpeed(void)
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}
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyMoveForce(float jx, float jy, float jz)
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{
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m_vecMoveSpeed += CVector(jx, jy, jz)*(1.0f/m_fMass);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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@ -462,6 +475,7 @@ CPhysical::ApplyFrictionMoveForce(float jx, float jy, float jz)
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m_vecMoveFriction += CVector(jx, jy, jz)*(1.0f/m_fMass);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float py, float pz)
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{
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@ -470,6 +484,7 @@ CPhysical::ApplyFrictionTurnForce(float jx, float jy, float jz, float px, float
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m_vecTurnFriction += turnimpulse*(1.0f/m_fTurnMass);
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &point, float springRatio, float bias)
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{
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@ -483,6 +498,7 @@ CPhysical::ApplySpringCollision(float springConst, CVector &springDir, CVector &
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return true;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVector &point, float springRatio, float bias, CVector &forceDir)
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{
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@ -500,6 +516,7 @@ CPhysical::ApplySpringCollisionAlt(float springConst, CVector &springDir, CVecto
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return true;
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}
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// --MIAMI: Proof-read once
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// What exactly is speed?
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bool
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CPhysical::ApplySpringDampening(float damping, CVector &springDir, CVector &point, CVector &speed)
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@ -560,17 +577,16 @@ CPhysical::ApplyFriction(void)
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m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
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}
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// --MIAMI: Proof-read once
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void
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CPhysical::ApplyAirResistance(void)
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{
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if(m_fAirResistance > 0.1f){
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if(GetStatus() != STATUS_GHOST){
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float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
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m_vecMoveSpeed *= f;
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m_vecTurnSpeed *= f;
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}
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}else{
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float f = Pow(1.0f/(m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr() + 1.0f), CTimer::GetTimeStep());
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float f = Pow(m_fAirResistance, CTimer::GetTimeStep());
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m_vecMoveSpeed *= f;
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m_vecTurnSpeed *= f;
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}else if(GetStatus() != STATUS_GHOST){
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float f = Pow(1.0f/Abs(1.0f + m_fAirResistance*0.5f*m_vecMoveSpeed.MagnitudeSqr()), CTimer::GetTimeStep());
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m_vecMoveSpeed *= f;
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m_vecTurnSpeed *= 0.99f;
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}
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@ -1015,6 +1031,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
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return false;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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{
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@ -1044,7 +1061,11 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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impulseB = (speedSum - fOtherSpeedB) * B->m_fMass;
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impulseLimit = adhesiveLimit*CTimer::GetTimeStep();
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if(impulseA < -impulseLimit) impulseA = -impulseLimit;
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if(impulseB > impulseLimit) impulseB = impulseLimit; // BUG: game has A's clamp again here, but this can't be right
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#ifdef FIX_BUGS
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if(impulseB > impulseLimit) impulseB = impulseLimit;
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#else
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if(impulseA < -impulseLimit) impulseA = -impulseLimit; // duplicate
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#endif
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A->ApplyFrictionMoveForce(frictionDir*impulseA);
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B->ApplyFrictionMoveForce(frictionDir*impulseB);
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return true;
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@ -1139,6 +1160,7 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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return false;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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{
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@ -1176,7 +1198,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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if(fOtherSpeed > 0.0f){
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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fImpulse = -fOtherSpeed * m_fMass;
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impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5f;
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impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
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if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
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ApplyFrictionMoveForce(frictionDir*fImpulse);
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ApplyFrictionTurnForce(frictionDir*fImpulse, pointpos);
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@ -1194,6 +1216,7 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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return false;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ProcessShiftSectorList(CPtrList *lists)
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{
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@ -1267,7 +1290,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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skipShift = true;
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Aobj->m_pCollidingEntity = B;
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}
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}
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} else
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skipShift = true;
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}else if(B->IsObject() && A->IsVehicle()){
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CObject *Bobj = (CObject*)B;
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if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
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@ -1282,7 +1306,8 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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if(size.z < A->GetPosition().z ||
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(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
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skipShift = true;
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}
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} else
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skipShift = true;
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}else if(IsBodyPart(A->GetModelIndex()) && B->IsPed())
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skipShift = true;
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else if(A->IsPed() && IsBodyPart(B->GetModelIndex()))
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@ -1354,6 +1379,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
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return true;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ProcessCollisionSectorList_SimpleCar(CPtrList *lists)
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{
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@ -1520,6 +1546,7 @@ collision:
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return true;
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}
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// --MIAMI: Proof-read once
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bool
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CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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{
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@ -1656,8 +1683,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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return true;
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if(numCollisions == 0 && A == (CEntity*)FindPlayerPed() && Aped->m_pCollidingEntity == B)
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Aped->m_pCollidingEntity = nil;
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}else if(B->IsBuilding() || B->bIsStuck || B->bInfiniteMass || altcollision){
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}else if(B->IsBuilding() || B->bIsStuck || B->m_phy_flagA08 || altcollision){
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// This is the case where B doesn't move
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B->m_scanCode = CWorld::GetCurrentScanCode();
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@ -1925,18 +1951,22 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(B->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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size = B->GetMatrix() * size;
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if(size.z < B->GetPosition().z ||
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if(size.z < A->GetPosition().z ||
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(Invert(A->GetMatrix(), inv) * size).z < 0.0f)
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Bobj->ObjectDamage(50.0f);
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}
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}else if(A->IsObject() && A->bUsesCollision && B->IsVehicle()){
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if(Aobj->m_nCollisionDamageEffect && maxImpulseB > 20.0f)
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Aobj->ObjectDamage(maxImpulseB);
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#ifdef FIX_BUGS
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else if(Aobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
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#else
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else if(Bobj->m_nCollisionDamageEffect >= DAMAGE_EFFECT_SMASH_COMPLETELY){
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#endif
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CMatrix inv;
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CVector size = CModelInfo::GetModelInfo(A->GetModelIndex())->GetColModel()->boundingBox.GetSize();
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size = A->GetMatrix() * size;
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if(size.z < A->GetPosition().z ||
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if(size.z < B->GetPosition().z ||
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(Invert(B->GetMatrix(), inv) * size).z < 0.0f)
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Aobj->ObjectDamage(50.0f);
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}
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|
@ -1987,6 +2017,7 @@ CPhysical::CheckCollision_SimpleCar(void)
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float PHYSICAL_SHIFT_SPEED_DAMP = 0.707f;
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// --MIAMI: Proof-read once
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void
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CPhysical::ProcessShift(void)
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{
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@ -1997,8 +2028,8 @@ CPhysical::ProcessShift(void)
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RemoveAndAdd();
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}else{
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CPhysical *surf;
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if(bHasHitWall && IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) ||
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CWorld::bSecondShift){
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if(bHasHitWall && (IsPed() && (surf = ((CPed*)this)->m_pCurrentPhysSurface, surf == nil || !surf->bInfiniteMass || surf->m_phy_flagA08) ||
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CWorld::bSecondShift)){
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m_vecMoveSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
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m_vecTurnSpeed *= Pow(PHYSICAL_SHIFT_SPEED_DAMP, CTimer::GetTimeStep());
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}
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