mirror of https://github.com/AxioDL/metaforce.git
CPlayerGun and CLight fixes
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1f3e001f68
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1758ea076d
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@ -8,20 +8,21 @@ constexpr zeus::CVector3f kDefaultPosition(0.f, 0.f, 0.f);
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constexpr zeus::CVector3f kDefaultDirection(0.f, -1.f, 0.f);
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float CLight::CalculateLightRadius() const {
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if (FLT_EPSILON > x28_distL && FLT_EPSILON > x2c_distQ) {
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if (x28_distL < FLT_EPSILON && x2c_distQ < FLT_EPSILON) {
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return FLT_MAX;
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}
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float intensity = GetIntensity();
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if (x2c_distQ <= FLT_EPSILON) {
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float ret = 0.f;
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if (x2c_distQ > FLT_EPSILON) {
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constexpr float mulVal = std::min(0.05882353f, 0.2f); // Yes, retro really did do this
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if (x28_distL > FLT_EPSILON) {
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return intensity / (mulVal * x28_distL);
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if (intensity > FLT_EPSILON) {
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return std::sqrt(intensity / (mulVal * x2c_distQ));
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}
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} else {
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constexpr float mulVal = std::min(0.05882353f, 0.2f); // See above comment
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if (intensity > FLT_EPSILON) {
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return std::sqrt(intensity / (mulVal * x2c_distQ));
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if (x28_distL > FLT_EPSILON) {
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return intensity / (mulVal * x28_distL);
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}
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}
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@ -69,7 +70,7 @@ zeus::CColor CLight::GetNormalIndependentLightingAtPoint(const zeus::CVector3f&
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return x18_color;
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float dist = std::max((x0_pos - point).magnitude(), FLT_EPSILON);
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return x18_color * (1.f / (x2c_distQ * dist * dist + x28_distL * dist + x24_distC));
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return x18_color * (1.f / (dist * (x2c_distQ * dist) + (x28_distL * dist + x24_distC)));
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}
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CLight CLight::BuildDirectional(const zeus::CVector3f& dir, const zeus::CColor& color) {
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@ -49,9 +49,9 @@ void CDroneLaser::AddToRenderer(const zeus::CFrustum& frustum, CStateManager& mg
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}
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void CDroneLaser::Render(CStateManager& mgr) {
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// g_Renderer->SetDepthReadWrite(true, true);
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g_Renderer->SetDepthReadWrite(true, true);
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RenderBeam(4, 0.01f, zeus::CColor(1.f, .9f, .9f, 1.f), true);
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// g_Renderer->SetDepthReadWrite(true, false);
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g_Renderer->SetDepthReadWrite(true, false);
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RenderBeam(5, 0.06f, zeus::CColor(.4f, .0f, .0f, .5f), true);
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RenderBeam(7, 0.06f, zeus::CColor(.4f, .2f, .2f, .1f), true);
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}
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@ -733,9 +733,11 @@ void CPlayerGun::ReturnToRestPose() {
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}
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void CPlayerGun::ResetIdle(CStateManager& mgr) {
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CFidget::EState fidgetState = x3a4_fidget.GetState();
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x370_gunMotionSpeedMult = 1.f;
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x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::GunFireNoBob, mgr);
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if (x3a4_fidget.GetState() != CFidget::EState::NoFidget) {
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if (x3a4_fidget.GetState() == CFidget::EState::Loading)
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if (fidgetState != CFidget::EState::NoFidget) {
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if (fidgetState == CFidget::EState::Loading)
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UnLoadFidget();
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ReturnArmAndGunToDefault(mgr, true);
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}
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@ -1423,22 +1425,27 @@ void CPlayerGun::ActivateCombo(CStateManager& mgr) {
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}
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void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt) {
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if ((releasedStates & 0x1) != 0)
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if ((releasedStates & 0x1) != 0) {
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ResetCharged(dt, mgr);
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return;
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}
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if ((pressedStates & 0x1) != 0) {
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if (x32c_chargePhase == EChargePhase::NotCharging && (pressedStates & 0x1) != 0 &&
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x348_chargeCooldownTimer == 0.f && x832_28_readyForShot) {
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x348_chargeCooldownTimer == 0.f && x832_28_readyForShot == 1) {
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UpdateNormalShotCycle(dt, mgr);
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x32c_chargePhase = EChargePhase::ChargeRequested;
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}
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} else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && (pressedStates & 0x2) != 0) {
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} else {
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const auto& state = mgr.GetPlayerState();
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if (state->HasPowerUp(CPlayerState::EItemType::Missiles) && (pressedStates & 0x2) != 0) {
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if (x32c_chargePhase >= EChargePhase::FxGrown) {
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if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[size_t(x310_currentBeam)]))
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if (state->HasPowerUp(skBeamComboArr[size_t(x310_currentBeam)]))
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ActivateCombo(mgr);
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} else if (x32c_chargePhase == EChargePhase::NotCharging) {
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FireSecondary(dt, mgr);
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}
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}
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}
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}
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void CPlayerGun::ResetNormal(CStateManager& mgr) {
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@ -1473,12 +1480,18 @@ void CPlayerGun::UpdateNormalShotCycle(float dt, CStateManager& mgr) {
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}
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void CPlayerGun::ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt) {
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if ((releasedStates & 0x1) != 0)
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if ((releasedStates & 0x1) != 0) {
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ResetNormal(mgr);
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if ((pressedStates & 0x1) != 0 && x348_chargeCooldownTimer == 0.f && x832_28_readyForShot)
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return;
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}
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if ((pressedStates & 0x1) != 0 && x348_chargeCooldownTimer == 0.f && x832_28_readyForShot == 1) {
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UpdateNormalShotCycle(dt, mgr);
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else if ((pressedStates & 0x2) != 0)
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return;
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}
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if ((pressedStates & 0x2) != 0) {
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FireSecondary(dt, mgr);
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}
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}
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void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr) {
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