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| 1 | +// VC-MP attempts to keep players standing on objects. |
| 2 | +// However, if a step of an escalator is warped for re-use, it basically takes |
| 3 | +// the player with it, accelerating them to high speeds. |
| 4 | +// |
| 5 | +// This script creates step models which make it impossible for the player |
| 6 | +// to stand on the real steps, thereby avoiding the issue. |
| 7 | + |
| 8 | +function create_escalator_fix(world, p, a, count) { |
| 9 | + local m = 584; |
| 10 | + local l = 0.4; |
| 11 | + local x = -l * sin(a); |
| 12 | + local y = l * cos(a); |
| 13 | + for(local i = 0; i < count; i++) { |
| 14 | + o <- CreateObject( m, world, p + Vector(x * i, y * i, 0.0), 255); |
| 15 | + o.RotateToEuler(Vector(0,0,a), 0); |
| 16 | + } |
| 17 | +} |
| 18 | + |
| 19 | +function create_double_escalator_fix(world, p, a, count, d) { |
| 20 | + create_escalator_fix(world, p, a, count); |
| 21 | + create_escalator_fix(world, p + Vector(d, 0.0, 0.0), a, count); |
| 22 | +} |
| 23 | + |
| 24 | +function create_double_stair_up_down_fix(world, p, a, d) { |
| 25 | + local d_level = 6.55; // up_level - down_level |
| 26 | + local d_forward = 11.65 + 0.75; // up_forward - down_forward |
| 27 | + |
| 28 | + local p1 = Vector(p.x, p.y, p.z); |
| 29 | + create_double_escalator_fix(world, p1, a, 2, d); |
| 30 | + |
| 31 | + local p2 = Vector(p.x - sin(a) * d_forward, p.y + cos(a) * d_forward, p.z + d_level); |
| 32 | + create_double_escalator_fix(world, p2, a + PI, 3, d); |
| 33 | +} |
| 34 | + |
| 35 | +function onScriptLoad() { |
| 36 | + |
| 37 | + local world = 0; |
| 38 | + local d = 1.924; // Distance between 2 escalators |
| 39 | + |
| 40 | + // North point mall, as seen on radar, when facing north: |
| 41 | + // |
| 42 | + // 1 2 |
| 43 | + // 3 |
| 44 | + // 4 |
| 45 | + // 5 6 |
| 46 | + // |
| 47 | + // Coordinates are supposed to reflect the bottom of the left side. |
| 48 | + //FIXME: Some hacks break this "bottom of the left side" assumption. |
| 49 | + |
| 50 | + local p1 = Vector(406.122 - 0.05, 1193.38, 17.9824); |
| 51 | + create_double_stair_up_down_fix(world, p1, 0.0, d); |
| 52 | + |
| 53 | + local p2 = Vector(419.754 - 0.1, 1193.32, 17.8704); |
| 54 | + create_double_stair_up_down_fix(world, p2, 0.0, d); |
| 55 | + |
| 56 | + local p3 = Vector(414.661 - 0.02, 1145.71, 17.4724 + 0.04); |
| 57 | + create_double_stair_up_down_fix(world, p3, PI, -d); |
| 58 | + |
| 59 | + local p4 = Vector(412.785 - 0.1 + 0.05 + d, 1102.65, 17.4724); |
| 60 | + create_double_stair_up_down_fix(world, p4, 0.0, -d); |
| 61 | + |
| 62 | + local p5 = Vector(408.213 - 0.1, 1058.5 - 0.02, 17.4724 + 0.71); |
| 63 | + create_double_stair_up_down_fix(world, p5, PI, -d); |
| 64 | + |
| 65 | + local p6 = Vector(421.778 - 0.05, 1058.52, 18.2419 - 0.25); |
| 66 | + create_double_stair_up_down_fix(world, p6, PI, -d); |
| 67 | + |
| 68 | + //FIXME: Airport also has escalators, but they are not broken. |
| 69 | + // We can still fix them for visual consistency. |
| 70 | + |
| 71 | + // Washington mall also has escalators, but they are not broken. |
| 72 | + // They are also visually the best looking ones, as steps don't disappear. |
| 73 | + |
| 74 | +} |
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