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Improve player vehicle exit logic #726

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3 changes: 3 additions & 0 deletions rwengine/src/ai/CharacterController.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -505,6 +505,9 @@ bool Activities::EnterVehicle::update(CharacterObject *character,

bool Activities::ExitVehicle::update(CharacterObject *character,
CharacterController *controller) {
/// @todo Acitivty must be cancelled if the player lets go of the
/// the enter/exit vehicle key and the exit animation has not yet
/// started.
RW_UNUSED(controller);

if (jacked) {
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2 changes: 1 addition & 1 deletion rwengine/src/objects/VehicleObject.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -726,7 +726,7 @@ void VehicleObject::setOccupant(size_t seat, GameObject* occupant) {
}

bool VehicleObject::canOccupantExit() const {
return getVelocity() <= kVehicleMaxExitVelocity;
return abs(getVelocity()) <= kVehicleMaxExitVelocity;
}

bool VehicleObject::isOccupantDriver(size_t seat) const {
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12 changes: 11 additions & 1 deletion rwgame/states/IngameState.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -259,14 +259,24 @@ void IngameState::tick(float dt) {
} else if (glm::length2(movement) > 0.001f) {
if (player->isCurrentActivity(
ai::Activities::EnterVehicle::ActivityName)) {
// Give up entering a vehicle if we're alreadying doing so
// Give up entering a vehicle if we're already doing so
player->skipActivity();
}
}

if (player->getCharacter()->getCurrentVehicle()) {
auto vehicle = player->getCharacter()->getCurrentVehicle();
vehicle->setHandbraking(held(GameInputState::Handbrake));
if (player->isCurrentActivity(
ai::Activities::ExitVehicle::ActivityName)) {
// The player cannot accelerate while exiting.
// He can, however, brake in the opposite direction of movement.
int velocitySign = vehicle->getVelocity() >= 0 ? 1 : -1;
int movementSign = movement.x >= 0 ? 1 : -1;
if (velocitySign == movementSign) {
movement.x = 0;
}
}
player->setMoveDirection(movement);
} else {
if (pressed(GameInputState::Jump)) {
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