Disable Vehicle Heading Updates When Vehicle Flying in First-Person Mode (#2991)

This commit is contained in:
R.K 2024-05-30 13:07:41 -07:00 committed by GitHub
parent 4246fc7a74
commit 8f179007e1

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@ -22,7 +22,11 @@ namespace big
virtual void on_tick() override
{
Vehicle vehicle = self::veh;
Vehicle vehicle = self::veh;
static bool player_fpv_warned = false;
if (!vehicle)
return;
if (last_vehicle != vehicle)
{
@ -32,89 +36,130 @@ namespace big
last_vehicle = vehicle;
}
if (vehicle)
if (CAM::GET_FOLLOW_VEHICLE_CAM_VIEW_MODE() == CameraMode::FIRST_PERSON)
{
Vector3 cam_pos = CAM::GET_GAMEPLAY_CAM_ROT(0);
ENTITY::SET_ENTITY_ROTATION(vehicle, cam_pos.x, cam_pos.y, cam_pos.z, 1, true);
ENTITY::SET_ENTITY_COLLISION(vehicle, !g.vehicle.fly.no_collision, true);
float locspeed = g.vehicle.fly.speed;
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
if (!player_fpv_warned)
{
locspeed *= 2;
g_notification_service.push_warning("BACKEND_FLYING_VEHICLE"_T.data(),
"BACKEND_FLYING_VEHICLE_FPV_DISABLED"_T.data());
player_fpv_warned = true;
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE))
{
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, g.vehicle.fly.speed, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, locspeed);
}
}
// Kick us out of FPV when in fly mode
CAM::SET_FOLLOW_VEHICLE_CAM_VIEW_MODE(CameraMode::THIRD_PERSON_NEAR);
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE))
{
float lsp = g.vehicle.fly.speed;
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (g.vehicle.fly.speed * 2);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, 0 - (lsp), 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, (0 - locspeed));
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_LEFT_ONLY))
{
float lsp = ((0 - g.vehicle.fly.speed) * 2);
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (0 - g.vehicle.fly.speed);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (lsp), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (0 - (locspeed)), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_RIGHT_ONLY))
{
float lsp = g.vehicle.fly.speed;
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (g.vehicle.fly.speed * 2);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, lsp, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, locspeed, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
}
if (!g.vehicle.fly.dont_stop && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE) && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE))
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, 0.0);
}
VEHICLE::SET_VEHICLE_GRAVITY(vehicle, false);
return;
}
else
{
// Reset the warning, so it only shows up once each time the player enters FPV mode
player_fpv_warned = false;
}
Vector3 cam_rot = CAM::GET_GAMEPLAY_CAM_ROT(0);
/*
* Leaving this for experimentation in the future, but vehicle flying in first person needs fixing
Vector3 car_rot;
Vector3 rotation_delta;
if (CAM::GET_FOLLOW_PED_CAM_VIEW_MODE() == CameraMode::FIRST_PERSON)
{
car_rot = ENTITY::GET_ENTITY_ROTATION(vehicle, 0);
rotation_delta.x = (cam_rot.x - car_rot.x) / 360.0f;
rotation_delta.y = (cam_rot.y - car_rot.y) / 360.0f;
rotation_delta.z = (cam_rot.z - car_rot.z) / 360.0f;
Vector3 new_rot = {car_rot.x + rotation_delta.x, car_rot.y + rotation_delta.y, car_rot.z + rotation_delta.z};
ENTITY::SET_ENTITY_ROTATION(vehicle, new_rot.x, new_rot.y, new_rot.z, 0, true);
}
else
{
ENTITY::SET_ENTITY_ROTATION(vehicle, cam_rot.x, cam_rot.y, cam_rot.z, 0, true);
}*/
ENTITY::SET_ENTITY_ROTATION(vehicle, cam_rot.x, cam_rot.y, cam_rot.z, 0, true);
ENTITY::SET_ENTITY_COLLISION(vehicle, !g.vehicle.fly.no_collision, true);
float locspeed = g.vehicle.fly.speed;
if (PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
locspeed *= 2;
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE))
{
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, g.vehicle.fly.speed, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, locspeed);
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE))
{
float lsp = g.vehicle.fly.speed;
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (g.vehicle.fly.speed * 2);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, 0.0, 0 - (lsp), 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, (0 - locspeed));
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_LEFT_ONLY))
{
float lsp = ((0 - g.vehicle.fly.speed) * 2);
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (0 - g.vehicle.fly.speed);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (lsp), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, (0 - (locspeed)), 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
}
if (PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_MOVE_RIGHT_ONLY))
{
float lsp = g.vehicle.fly.speed;
if (!PAD::IS_CONTROL_PRESSED(0, (int)ControllerInputs::INPUT_VEH_MOVE_UP_ONLY))
{
lsp = (g.vehicle.fly.speed * 2);
}
if (g.vehicle.fly.dont_stop)
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, lsp, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
else
{
ENTITY::APPLY_FORCE_TO_ENTITY(vehicle, 1, locspeed, 0.0, 0.0, 0.0, 0.0, 0.0, 0, 1, 1, 1, 0, 1);
}
}
if (!g.vehicle.fly.dont_stop && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_ACCELERATE) && !PAD::IS_CONTROL_PRESSED(2, (int)ControllerInputs::INPUT_VEH_BRAKE))
{
VEHICLE::SET_VEHICLE_FORWARD_SPEED(vehicle, 0.0);
}
VEHICLE::SET_VEHICLE_GRAVITY(vehicle, false);
}
virtual void on_disable() override