Disable Vehicle Heading Updates When Vehicle Flying in First-Person Mode (#2991)
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@ -23,6 +23,10 @@ namespace big
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virtual void on_tick() override
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virtual void on_tick() override
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{
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{
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Vehicle vehicle = self::veh;
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Vehicle vehicle = self::veh;
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static bool player_fpv_warned = false;
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if (!vehicle)
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return;
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if (last_vehicle != vehicle)
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if (last_vehicle != vehicle)
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{
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{
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@ -32,10 +36,52 @@ namespace big
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last_vehicle = vehicle;
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last_vehicle = vehicle;
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}
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}
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if (vehicle)
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if (CAM::GET_FOLLOW_VEHICLE_CAM_VIEW_MODE() == CameraMode::FIRST_PERSON)
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{
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{
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Vector3 cam_pos = CAM::GET_GAMEPLAY_CAM_ROT(0);
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if (!player_fpv_warned)
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ENTITY::SET_ENTITY_ROTATION(vehicle, cam_pos.x, cam_pos.y, cam_pos.z, 1, true);
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{
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g_notification_service.push_warning("BACKEND_FLYING_VEHICLE"_T.data(),
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"BACKEND_FLYING_VEHICLE_FPV_DISABLED"_T.data());
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player_fpv_warned = true;
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}
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// Kick us out of FPV when in fly mode
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CAM::SET_FOLLOW_VEHICLE_CAM_VIEW_MODE(CameraMode::THIRD_PERSON_NEAR);
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return;
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}
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else
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{
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// Reset the warning, so it only shows up once each time the player enters FPV mode
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player_fpv_warned = false;
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}
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Vector3 cam_rot = CAM::GET_GAMEPLAY_CAM_ROT(0);
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/*
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* Leaving this for experimentation in the future, but vehicle flying in first person needs fixing
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Vector3 car_rot;
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Vector3 rotation_delta;
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if (CAM::GET_FOLLOW_PED_CAM_VIEW_MODE() == CameraMode::FIRST_PERSON)
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{
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car_rot = ENTITY::GET_ENTITY_ROTATION(vehicle, 0);
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rotation_delta.x = (cam_rot.x - car_rot.x) / 360.0f;
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rotation_delta.y = (cam_rot.y - car_rot.y) / 360.0f;
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rotation_delta.z = (cam_rot.z - car_rot.z) / 360.0f;
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Vector3 new_rot = {car_rot.x + rotation_delta.x, car_rot.y + rotation_delta.y, car_rot.z + rotation_delta.z};
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ENTITY::SET_ENTITY_ROTATION(vehicle, new_rot.x, new_rot.y, new_rot.z, 0, true);
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}
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else
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{
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ENTITY::SET_ENTITY_ROTATION(vehicle, cam_rot.x, cam_rot.y, cam_rot.z, 0, true);
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}*/
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ENTITY::SET_ENTITY_ROTATION(vehicle, cam_rot.x, cam_rot.y, cam_rot.z, 0, true);
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ENTITY::SET_ENTITY_COLLISION(vehicle, !g.vehicle.fly.no_collision, true);
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ENTITY::SET_ENTITY_COLLISION(vehicle, !g.vehicle.fly.no_collision, true);
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float locspeed = g.vehicle.fly.speed;
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float locspeed = g.vehicle.fly.speed;
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@ -115,7 +161,6 @@ namespace big
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VEHICLE::SET_VEHICLE_GRAVITY(vehicle, false);
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VEHICLE::SET_VEHICLE_GRAVITY(vehicle, false);
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}
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}
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}
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virtual void on_disable() override
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virtual void on_disable() override
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{
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{
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