/////////////////////////////////////////////////////////////// // // CClientModelCacheManagerImpl::DoPulse // /////////////////////////////////////////////////////////////// void CClientModelCacheManagerImpl::DoPulse(void) { m_TickCountNow = CTickCount::Now(); ClearStats(); if (!g_pClientGame->GetLocalPlayer()) return; m_fGameFps = g_pGame->GetFPS(); // Assess which models will be needed in the next 2 seconds // Update frame time int iDeltaTimeMs = Clamp(10, (m_TickCountNow - m_LastTimeMs).ToInt(), 100); m_LastTimeMs = m_TickCountNow; // Get camera position CVector vecOldCameraPos = m_vecCameraPos; CClientCamera* pCamera = g_pClientGame->GetManager()->GetCamera(); if (pCamera->IsInFixedMode()) pCamera->GetPosition(m_vecCameraPos); else g_pClientGame->GetLocalPlayer()->GetPosition(m_vecCameraPos); // Calculate camera velocity CVector vecDif = m_vecCameraPos - vecOldCameraPos; float fCameraSpeed = vecDif.Length() / (iDeltaTimeMs * 0.001f); float a = m_fSmoothCameraSpeed; m_fSmoothCameraSpeed = Lerp(m_fSmoothCameraSpeed, 0.25f, fCameraSpeed); // Spread updating over 4 frames m_iFrameCounter = (m_iFrameCounter + 1) % 4; if (m_iFrameCounter == 1) DoPulsePedModels(); else if (m_iFrameCounter == 3) DoPulseVehicleModels(); // Handle regeneration of possibly replaced clothes textures if (g_pGame->GetRenderWare()->HasClothesReplacementChanged()) { g_pMultiplayer->FlushClothesCache(); CClientPlayerManager* pPlayerManager = g_pClientGame->GetPlayerManager(); for (std::vector<CClientPlayer*>::const_iterator iter = pPlayerManager->IterBegin(); iter != pPlayerManager->IterEnd(); ++iter) (*iter)->RebuildModel(false); CClientPedManager* pPedManager = g_pClientGame->GetPedManager(); for (std::vector<CClientPed*>::const_iterator iter = pPedManager->IterBegin(); iter != pPedManager->IterEnd(); ++iter) (*iter)->RebuildModel(false); } }
void CClientSoundManager::DoPulse ( void ) { UpdateVolume (); CClientCamera* pCamera = m_pClientManager->GetCamera(); CVector vecCameraPosition, vecPosition, vecLookAt, vecFront, vecVelocity; pCamera->GetPosition ( vecCameraPosition ); pCamera->GetFixedTarget ( vecLookAt ); vecFront = vecLookAt - vecCameraPosition; CClientPlayer* p_LocalPlayer = m_pClientManager->GetPlayerManager()->GetLocalPlayer(); if ( p_LocalPlayer ) { p_LocalPlayer->GetMoveSpeed( vecVelocity ); if ( pCamera->IsInFixedMode() ) vecPosition = vecCameraPosition; else p_LocalPlayer->GetPosition( vecPosition ); } else { // Make sure the players position at least has something (I'd be surprised if we get here though) vecPosition = vecCameraPosition; } // Update volume position and velocity from all sounds list < CClientSound* > ::iterator iter = m_Sounds.begin (); for ( ; iter != m_Sounds.end () ; ++iter ) { CClientSound* pSound = *iter; pSound->Process3D ( vecPosition, vecCameraPosition, vecLookAt ); // Delete sound if finished if ( pSound->IsFinished () ) { // call onClientSoundStopped CLuaArguments Arguments; Arguments.PushString ( "finished" ); // Reason pSound->CallEvent ( "onClientSoundStopped", Arguments, false ); g_pClientGame->GetElementDeleter()->Delete ( pSound ); } } UpdateDistanceStreaming ( vecPosition ); }
int CLuaOOPDefs::SetCameraRotation ( lua_State* luaVM ) { CVector vecRotation; CScriptArgReader argStream ( luaVM ); argStream.ReadVector3D ( vecRotation ); if ( !argStream.HasErrors () ) { CClientCamera* pCamera = m_pManager->GetCamera (); if ( !pCamera->IsInFixedMode () ) { pCamera->ToggleCameraFixedMode ( true ); } pCamera->SetRotationDegrees ( vecRotation ); lua_pushboolean ( luaVM, true ); return 1; } lua_pushboolean ( luaVM, false ); return 1; }