Adding getters and setters for type and status
This commit is contained in:
parent
cf5a404f6b
commit
7d758f3a9f
@ -4461,7 +4461,7 @@ void cAudioManager::ProcessFires(int32)
|
||||
if(gFireManager.m_aFires[i].m_bIsOngoing && gFireManager.m_aFires[i].m_bAudioSet) {
|
||||
entity = gFireManager.m_aFires[i].m_pEntity;
|
||||
if(entity) {
|
||||
switch(entity->m_type & 7) {
|
||||
switch(entity->GetType()) {
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
m_sQueueSample.m_fSoundIntensity = 50.0f;
|
||||
m_sQueueSample.m_nSampleIndex = SFX_CAR_ON_FIRE;
|
||||
@ -7097,7 +7097,7 @@ cAudioManager::ProcessPhysical(int32 id)
|
||||
{
|
||||
CPhysical *entity = (CPhysical *)m_asAudioEntities[id].m_pEntity;
|
||||
if(entity) {
|
||||
switch(entity->m_type) {
|
||||
switch(entity->GetType()) {
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
ProcessVehicle((CVehicle *)m_asAudioEntities[id].m_pEntity);
|
||||
break;
|
||||
@ -8069,7 +8069,7 @@ cAudioManager::ProcessVehicle(CVehicle *veh)
|
||||
if(handling) params.m_pTransmission = &handling->Transmission;
|
||||
|
||||
params.m_nIndex = veh->m_modelIndex - 90;
|
||||
if(params.m_pVehicle->m_status == STATUS_SIMPLE)
|
||||
if(params.m_pVehicle->GetStatus() == STATUS_SIMPLE)
|
||||
velChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f;
|
||||
else
|
||||
velChange =
|
||||
@ -8215,7 +8215,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
|
||||
if(params->m_fDistance < SQR(50.f)) {
|
||||
playerVeh = FindPlayerVehicle();
|
||||
veh = params->m_pVehicle;
|
||||
if(playerVeh == veh && veh->m_status == STATUS_WRECKED) {
|
||||
if(playerVeh == veh && veh->GetStatus() == STATUS_WRECKED) {
|
||||
SampleManager.StopChannel(m_nActiveSamples);
|
||||
return;
|
||||
}
|
||||
@ -8237,7 +8237,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
|
||||
if(automobile->bIsHandbrakeOn) {
|
||||
if(params->m_fVelocityChange == 0.0f)
|
||||
traction = 0.9f;
|
||||
} else if(params->m_pVehicle->m_status == STATUS_SIMPLE) {
|
||||
} else if(params->m_pVehicle->GetStatus() == STATUS_SIMPLE) {
|
||||
traction = 0.0f;
|
||||
} else {
|
||||
switch(transmission->nDriveType) {
|
||||
@ -8265,7 +8265,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
|
||||
relativeChange = 0.f;
|
||||
} else if(currentGear) {
|
||||
relativeGearChange = Min(1.0f, (params->m_fVelocityChange - transmission->Gears[currentGear].fShiftDownVelocity) / transmission->fMaxVelocity * 2.5f);
|
||||
if(traction == 0.0f && automobile->m_status != STATUS_SIMPLE && params->m_fVelocityChange >= transmission->Gears[1].fShiftUpVelocity) {
|
||||
if(traction == 0.0f && automobile->GetStatus() != STATUS_SIMPLE && params->m_fVelocityChange >= transmission->Gears[1].fShiftUpVelocity) {
|
||||
traction = 0.7f;
|
||||
}
|
||||
relativeChange = traction * automobile->m_fGasPedalAudio * 0.95f + (1.0f - traction) * relativeGearChange;
|
||||
@ -8296,7 +8296,7 @@ cAudioManager::ProcessVehicleEngine(cVehicleParams *params)
|
||||
}
|
||||
m_sQueueSample.m_nVolume = volume;
|
||||
if(m_sQueueSample.m_nVolume) {
|
||||
if(automobile->m_status == STATUS_SIMPLE) {
|
||||
if(automobile->GetStatus() == STATUS_SIMPLE) {
|
||||
if(modificator < 0.02f) {
|
||||
m_sQueueSample.m_nSampleIndex = aVehicleSettings[params->m_nIndex].m_bEngineSoundType + SFX_CAR_REV_10;
|
||||
freq = 10000.f * modificator + 22050;
|
||||
@ -8388,7 +8388,7 @@ cAudioManager::ProcessVehicleHorn(cVehicleParams *params)
|
||||
if((!automobile->m_bSirenOrAlarm || !UsesSirenSwitching(params->m_nIndex)) &&
|
||||
automobile->m_modelIndex != MI_MRWHOOP) {
|
||||
if(automobile->m_nCarHornTimer) {
|
||||
if(params->m_pVehicle->m_status) {
|
||||
if(params->m_pVehicle->GetStatus() != STATUS_PLAYER) {
|
||||
if(automobile->m_nCarHornTimer > 44)
|
||||
automobile->m_nCarHornTimer = 44;
|
||||
if(automobile->m_nCarHornTimer == 44)
|
||||
@ -8946,14 +8946,14 @@ cAudioManager::ProcessVehicleSirenOrAlarm(cVehicleParams *params)
|
||||
if(veh->m_bSirenOrAlarm == 0 && veh->m_nAlarmState <= 0) return;
|
||||
|
||||
#ifdef FIX_BUGS
|
||||
if (params->m_pVehicle->m_status == STATUS_WRECKED) return;
|
||||
if (params->m_pVehicle->GetStatus() == STATUS_WRECKED) return;
|
||||
#endif
|
||||
CalculateDistance(params->m_bDistanceCalculated, params->m_fDistance);
|
||||
m_sQueueSample.m_nVolume = ComputeVolume(80, 110.f, m_sQueueSample.m_fDistance);
|
||||
if(m_sQueueSample.m_nVolume) {
|
||||
m_sQueueSample.m_nCounter = 5;
|
||||
if(UsesSiren(params->m_nIndex)) {
|
||||
if(params->m_pVehicle->m_status == STATUS_ABANDONED) return;
|
||||
if(params->m_pVehicle->GetStatus() == STATUS_ABANDONED) return;
|
||||
if(veh->m_nCarHornTimer && params->m_nIndex != FIRETRUK) {
|
||||
m_sQueueSample.m_nSampleIndex = SFX_SIREN_FAST;
|
||||
if(params->m_nIndex == FBICAR)
|
||||
|
@ -55,7 +55,7 @@ cMusicManager::PlayerInCar()
|
||||
if (!FindPlayerVehicle())
|
||||
return true;
|
||||
|
||||
if (FindPlayerVehicle()->m_status == STATUS_WRECKED)
|
||||
if (FindPlayerVehicle()->GetStatus() == STATUS_WRECKED)
|
||||
return false;
|
||||
|
||||
switch(FindPlayerVehicle()->m_modelIndex) {
|
||||
|
@ -41,7 +41,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
||||
pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE)
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
|
||||
}
|
||||
switch (pVehicle->m_status){
|
||||
switch (pVehicle->GetStatus()){
|
||||
case STATUS_PLAYER:
|
||||
case STATUS_PLAYER_PLAYBACKFROMBUFFER:
|
||||
case STATUS_TRAIN_MOVING:
|
||||
@ -330,12 +330,12 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
||||
if (ABS(FindPlayerCoors().x - pVehicle->GetPosition().x) > 10.0f ||
|
||||
ABS(FindPlayerCoors().y - pVehicle->GetPosition().y) > 10.0f){
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->AutoPilot.m_nCarMission = FindPoliceCarMissionForWantedLevel();
|
||||
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
||||
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
TellOccupantsToLeaveCar(pVehicle);
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
||||
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
@ -357,7 +357,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
||||
pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
|
||||
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
}
|
||||
if (pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
|
||||
if (pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
|
||||
if (pVehicle->AutoPilot.m_nCarMission != MISSION_NONE){
|
||||
if (pVehicle->AutoPilot.m_nCarMission != MISSION_STOP_FOREVER &&
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed != 0 &&
|
||||
@ -386,7 +386,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
|
||||
CTimer::GetPreviousTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission <= 30000 &&
|
||||
pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE &&
|
||||
!CTrafficLights::ShouldCarStopForBridge(pVehicle)){
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
|
||||
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
|
||||
@ -446,7 +446,7 @@ float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
|
||||
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed = 20;
|
||||
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, *pTarget, false)) ?
|
||||
MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
|
||||
}else if (Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f ||
|
||||
@ -603,7 +603,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
|
||||
continue;
|
||||
if (vehicle->m_vehType != VEHICLE_TYPE_CAR && vehicle->m_vehType != VEHICLE_TYPE_BIKE)
|
||||
continue;
|
||||
if (vehicle->m_status != STATUS_SIMPLE && vehicle->m_status != STATUS_PHYSICS)
|
||||
if (vehicle->GetStatus() != STATUS_SIMPLE && vehicle->GetStatus() != STATUS_PHYSICS)
|
||||
continue;
|
||||
if (vehicle->VehicleCreatedBy != RANDOM_VEHICLE)
|
||||
continue;
|
||||
@ -627,7 +627,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
|
||||
TEMPACT_SWERVELEFT : TEMPACT_SWERVERIGHT;
|
||||
vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
|
||||
}
|
||||
vehicle->m_status = STATUS_PHYSICS;
|
||||
vehicle->SetStatus(STATUS_PHYSICS);
|
||||
}else{
|
||||
if (DotProduct2D(vehicle->GetMoveSpeed(), distance) < 0.0f && vehicle->AutoPilot.m_nTempAction != TEMPACT_WAIT){
|
||||
vehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
||||
|
@ -482,10 +482,10 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
case NINES:
|
||||
case GANG8:
|
||||
case GANG9:
|
||||
pCar->m_status = STATUS_SIMPLE;
|
||||
pCar->SetStatus(STATUS_SIMPLE);
|
||||
break;
|
||||
case COPS:
|
||||
pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
|
||||
pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
|
||||
pCar->ChangeLawEnforcerState(1);
|
||||
break;
|
||||
default:
|
||||
@ -532,7 +532,7 @@ CCarCtrl::GenerateOneRandomCar()
|
||||
else
|
||||
pCar->SetUpDriver();
|
||||
if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
|
||||
pCar->m_status = STATUS_PHYSICS;
|
||||
pCar->SetStatus(STATUS_PHYSICS);
|
||||
pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
pCar->AutoPilot.m_nCruiseSpeed += 10;
|
||||
}
|
||||
@ -702,7 +702,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
|
||||
return;
|
||||
}
|
||||
}
|
||||
if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
|
||||
if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
|
||||
CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
|
||||
!pVehicle->GetIsOnScreen() &&
|
||||
(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
|
||||
@ -716,7 +716,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
|
||||
delete pVehicle;
|
||||
return;
|
||||
}
|
||||
if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
|
||||
if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
|
||||
return;
|
||||
if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
|
||||
(!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
|
||||
@ -759,7 +759,7 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
|
||||
SlowCarOnRailsDownForTrafficAndLights(pVehicle);
|
||||
if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
|
||||
PickNextNodeAccordingStrategy(pVehicle);
|
||||
if (pVehicle->m_status == STATUS_PHYSICS)
|
||||
if (pVehicle->GetStatus() == STATUS_PHYSICS)
|
||||
return;
|
||||
CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
|
||||
CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
|
||||
@ -917,7 +917,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
|
||||
if (sideLength + 0.5f < sidewaysDistance)
|
||||
/* If car is far enough taking side into account, don't care */
|
||||
continue;
|
||||
if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */
|
||||
if (pPed->IsPed()){ /* ...how can it not be? */
|
||||
if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
|
||||
if (distanceUntilHit < movementTowardsPedPerSecond){
|
||||
/* Very close. Time to evade. */
|
||||
@ -937,7 +937,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
|
||||
}
|
||||
}else{
|
||||
/* Relatively safe but annoying. */
|
||||
if (pVehicle->m_status == STATUS_PLAYER &&
|
||||
if (pVehicle->GetStatus() == STATUS_PLAYER &&
|
||||
pPed->GetPedState() != PED_FLEE_ENTITY &&
|
||||
pPed->CharCreatedBy == RANDOM_CHAR){
|
||||
float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
|
||||
@ -1042,8 +1042,8 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
|
||||
DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
|
||||
pVehicle < pOtherVehicle){ /* that comparasion though... */
|
||||
*pSpeed = Max(curSpeed / 5, *pSpeed);
|
||||
if (pVehicle->m_status == STATUS_SIMPLE){
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
if (pVehicle->GetStatus() == STATUS_SIMPLE){
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
SwitchVehicleToRealPhysics(pVehicle);
|
||||
}
|
||||
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
@ -1535,7 +1535,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
|
||||
pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
|
||||
if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
|
||||
/* We can no longer shift vehicle without physics if we have to turn it around. */
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
SwitchVehicleToRealPhysics(pVehicle);
|
||||
}
|
||||
pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
|
||||
@ -1640,7 +1640,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
|
||||
float distanceToTargetNode;
|
||||
#ifndef REMOVE_TREADABLE_PATHFIND
|
||||
if (pTarget && pTarget->m_pCurGroundEntity &&
|
||||
pTarget->m_pCurGroundEntity->m_type == ENTITY_TYPE_BUILDING &&
|
||||
pTarget->m_pCurGroundEntity->IsBuilding() &&
|
||||
((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() &&
|
||||
((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){
|
||||
CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity;
|
||||
@ -2674,7 +2674,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
|
||||
spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
pVehicle->GetPosition() = spawnPos;
|
||||
pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
switch (mi){
|
||||
case MI_FIRETRUCK:
|
||||
pVehicle->bIsFireTruckOnDuty = true;
|
||||
|
@ -102,8 +102,8 @@ CGameLogic::Update()
|
||||
if (pVehicle != nil) {
|
||||
if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
|
||||
pVehicle->pDriver = nil;
|
||||
if (pVehicle->m_status != STATUS_WRECKED)
|
||||
pVehicle->m_status = STATUS_ABANDONED;
|
||||
if (pVehicle->GetStatus() != STATUS_WRECKED)
|
||||
pVehicle->SetStatus(STATUS_ABANDONED);
|
||||
} else
|
||||
pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
|
||||
}
|
||||
@ -172,8 +172,8 @@ CGameLogic::Update()
|
||||
if (pVehicle != nil) {
|
||||
if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
|
||||
pVehicle->pDriver = nil;
|
||||
if (pVehicle->m_status != STATUS_WRECKED)
|
||||
pVehicle->m_status = STATUS_ABANDONED;
|
||||
if (pVehicle->GetStatus() != STATUS_WRECKED)
|
||||
pVehicle->SetStatus(STATUS_ABANDONED);
|
||||
}
|
||||
else
|
||||
pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
|
||||
@ -214,8 +214,8 @@ CGameLogic::Update()
|
||||
if (pVehicle != nil) {
|
||||
if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
|
||||
pVehicle->pDriver = nil;
|
||||
if (pVehicle->m_status != STATUS_WRECKED)
|
||||
pVehicle->m_status = STATUS_ABANDONED;
|
||||
if (pVehicle->GetStatus() != STATUS_WRECKED)
|
||||
pVehicle->SetStatus(STATUS_ABANDONED);
|
||||
} else
|
||||
pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
|
||||
}
|
||||
|
@ -749,7 +749,7 @@ void CGarage::Update()
|
||||
if (((CAutomobile*)(m_pTarget))->Damage.GetEngineStatus() <= ENGINE_STATUS_ON_FIRE &&
|
||||
((CAutomobile*)(m_pTarget))->m_fFireBlowUpTimer == 0.0f) {
|
||||
#endif
|
||||
if (m_pTarget->m_status != STATUS_WRECKED) {
|
||||
if (m_pTarget->GetStatus() != STATUS_WRECKED) {
|
||||
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_GARAGE);
|
||||
FindPlayerPed()->m_pWanted->m_bIgnoredByCops = true;
|
||||
m_eGarageState = GS_CLOSING;
|
||||
@ -1855,7 +1855,7 @@ CVehicle* CStoredCar::RestoreCar()
|
||||
CVehicle* pVehicle = new CAutomobile(m_nModelIndex, RANDOM_VEHICLE);
|
||||
#endif
|
||||
pVehicle->GetPosition() = m_vecPos;
|
||||
pVehicle->m_status = STATUS_ABANDONED;
|
||||
pVehicle->SetStatus(STATUS_ABANDONED);
|
||||
pVehicle->GetForward() = m_vecAngle;
|
||||
pVehicle->GetRight() = CVector(m_vecAngle.y, -m_vecAngle.x, 0.0f);
|
||||
pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
|
||||
@ -1975,7 +1975,7 @@ void CGarage::TidyUpGarage()
|
||||
if (pVehicle->GetPosition().x > m_fX1 && pVehicle->GetPosition().x < m_fX2 &&
|
||||
pVehicle->GetPosition().y > m_fY1 && pVehicle->GetPosition().y < m_fY2 &&
|
||||
pVehicle->GetPosition().z > m_fZ1 && pVehicle->GetPosition().z < m_fZ2) {
|
||||
if (pVehicle->m_status == STATUS_WRECKED || pVehicle->GetUp().z < 0.5f) {
|
||||
if (pVehicle->GetStatus() == STATUS_WRECKED || pVehicle->GetUp().z < 0.5f) {
|
||||
CWorld::Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
}
|
||||
@ -1990,7 +1990,7 @@ void CGarage::TidyUpGarageClose()
|
||||
CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
|
||||
if (!pVehicle || !pVehicle->IsCar())
|
||||
continue;
|
||||
if (!pVehicle->IsCar() || pVehicle->m_status != STATUS_WRECKED || !IsEntityTouching3D(pVehicle))
|
||||
if (!pVehicle->IsCar() || pVehicle->GetStatus() != STATUS_WRECKED || !IsEntityTouching3D(pVehicle))
|
||||
continue;
|
||||
bool bRemove = false;
|
||||
if (m_eGarageState != GS_FULLYCLOSED) {
|
||||
|
@ -286,7 +286,7 @@ void CRecordDataForChase::SaveOrRetrieveCarPositions(void)
|
||||
}
|
||||
if (Status == STATE_PLAYBACK_BEFORE_RECORDING) {
|
||||
Status = STATE_RECORD;
|
||||
pChaseCars[CurrentCar]->m_status = STATUS_PLAYER;
|
||||
pChaseCars[CurrentCar]->SetStatus(STATUS_PLAYER);
|
||||
}
|
||||
}
|
||||
break;
|
||||
@ -408,7 +408,7 @@ void CRecordDataForChase::GiveUsACar(int32 mi, CVector pos, float angle, CAutomo
|
||||
return;
|
||||
CAutomobile* pCar = new CAutomobile(mi, MISSION_VEHICLE);
|
||||
pCar->GetPosition() = pos;
|
||||
pCar->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER;
|
||||
pCar->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER);
|
||||
pCar->GetMatrix().SetRotateZOnly(DEGTORAD(angle));
|
||||
pCar->pDriver = nil;
|
||||
pCar->m_currentColour1 = colour1;
|
||||
@ -517,7 +517,7 @@ CVehicle* CRecordDataForChase::TurnChaseCarIntoScriptCar(int32 i)
|
||||
{
|
||||
CVehicle* pVehicle = pChaseCars[i];
|
||||
pChaseCars[i] = nil;
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
return pVehicle;
|
||||
}
|
||||
|
||||
|
@ -19,7 +19,7 @@ CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uin
|
||||
|
||||
car->GetMatrix().SetRotateZOnly(rot);
|
||||
car->GetPosition() = CVector(x, y, z);
|
||||
car->m_status = STATUS_PLAYER_REMOTE;
|
||||
car->SetStatus(STATUS_PLAYER_REMOTE);
|
||||
car->bIsLocked = true;
|
||||
|
||||
CCarCtrl::JoinCarWithRoadSystem(car);
|
||||
@ -31,7 +31,7 @@ CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uin
|
||||
car->bEngineOn = true;
|
||||
CWorld::Add(car);
|
||||
if (FindPlayerVehicle() != nil)
|
||||
FindPlayerVehicle()->m_status = STATUS_PLAYER_DISABLED;
|
||||
FindPlayerVehicle()->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = car;
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->RegisterReference((CEntity**)&CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle);
|
||||
|
@ -850,7 +850,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo
|
||||
else{
|
||||
new_v = new(vp->index << 8) CAutomobile(mi, 2);
|
||||
}
|
||||
new_v->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER;
|
||||
new_v->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER);
|
||||
vp->matrix.DecompressIntoFullMatrix(new_v->GetMatrix());
|
||||
new_v->m_currentColour1 = vp->primary_color;
|
||||
new_v->m_currentColour2 = vp->secondary_color;
|
||||
@ -870,7 +870,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo
|
||||
}
|
||||
else {
|
||||
CPed* new_p = new(ph->index << 8) CCivilianPed((ePedType)ph->pedtype, ph->mi);
|
||||
new_p->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER;
|
||||
new_p->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER);
|
||||
new_p->GetMatrix().SetUnity();
|
||||
CWorld::Add(new_p);
|
||||
}
|
||||
|
@ -156,7 +156,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
|
||||
CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
|
||||
if (!colliding) {
|
||||
CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
|
||||
pVehicle->m_status = STATUS_ABANDONED;
|
||||
pVehicle->SetStatus(STATUS_ABANDONED);
|
||||
// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
|
||||
vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
|
||||
pVehicle->m_matrix = vehicleMatrix;
|
||||
|
@ -450,7 +450,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
break;
|
||||
}
|
||||
CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(pVehicle);
|
||||
@ -567,7 +567,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
|
||||
else
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
|
||||
pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
|
||||
pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
@ -810,7 +810,7 @@ void CSceneEdit::PlayBack(void)
|
||||
break;
|
||||
}
|
||||
CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(pVehicle);
|
||||
@ -845,7 +845,7 @@ void CSceneEdit::PlayBack(void)
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
|
||||
else
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
|
||||
pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
|
||||
pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
|
@ -1737,7 +1737,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
if (ped->InVehicle()) {
|
||||
if (ped->m_pMyVehicle->pDriver == ped) {
|
||||
ped->m_pMyVehicle->RemoveDriver();
|
||||
ped->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
ped->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
if (ped->m_pMyVehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
|
||||
ped->m_pMyVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
if (ped->m_nPedType == PEDTYPE_COP && ped->m_pMyVehicle->IsLawEnforcementVehicle())
|
||||
@ -1933,7 +1933,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
pos.z += boat->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
boat->GetPosition() = pos;
|
||||
CTheScripts::ClearSpaceForMissionEntity(pos, boat);
|
||||
boat->m_status = STATUS_ABANDONED;
|
||||
boat->SetStatus(STATUS_ABANDONED);
|
||||
boat->bIsLocked = true;
|
||||
boat->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
|
||||
@ -1951,7 +1951,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
car->GetPosition() = pos;
|
||||
CTheScripts::ClearSpaceForMissionEntity(pos, car);
|
||||
car->m_status = STATUS_ABANDONED;
|
||||
car->SetStatus(STATUS_ABANDONED);
|
||||
car->bIsLocked = true;
|
||||
CCarCtrl::JoinCarWithRoadSystem(car);
|
||||
car->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
@ -1997,7 +1997,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
car->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
|
||||
else
|
||||
car->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
|
||||
car->m_status = STATUS_PHYSICS;
|
||||
car->SetStatus(STATUS_PHYSICS);
|
||||
car->bEngineOn = true;
|
||||
car->AutoPilot.m_nCruiseSpeed = Max(car->AutoPilot.m_nCruiseSpeed, 6);
|
||||
car->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
@ -2087,7 +2087,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
{
|
||||
CollectParameters(&m_nIp, 1);
|
||||
CVehicle* car = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
|
||||
UpdateCompareFlag(car && car->m_status != STATUS_WRECKED && (car->IsBoat() || !car->bIsInWater));
|
||||
UpdateCompareFlag(car && car->GetStatus() != STATUS_WRECKED && (car->IsBoat() || !car->bIsInWater));
|
||||
return 0;
|
||||
}
|
||||
case COMMAND_SET_CAR_CRUISE_SPEED:
|
||||
@ -2626,7 +2626,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
|
||||
{
|
||||
CollectParameters(&m_nIp, 1);
|
||||
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
|
||||
UpdateCompareFlag(!pVehicle || pVehicle->m_status == STATUS_WRECKED || !pVehicle->IsBoat() && pVehicle->bIsInWater);
|
||||
UpdateCompareFlag(!pVehicle || pVehicle->GetStatus() == STATUS_WRECKED || !pVehicle->IsBoat() && pVehicle->bIsInWater);
|
||||
return 0;
|
||||
}
|
||||
case COMMAND_SET_CHAR_THREAT_SEARCH:
|
||||
@ -2753,7 +2753,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
|
||||
pPed->m_pMyVehicle = pVehicle;
|
||||
pPed->m_pMyVehicle->RegisterReference((CEntity**)&pPed->m_pMyVehicle);
|
||||
pPed->bInVehicle = true;
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
if (!pVehicle->IsBoat())
|
||||
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
||||
pVehicle->bEngineOn = true;
|
||||
@ -2786,7 +2786,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
|
||||
pPlayer->m_pPed->bRenderPedInCar = true;
|
||||
if (pPlayer->m_pPed->m_pMyVehicle->pDriver == pPlayer->m_pPed){
|
||||
pPlayer->m_pPed->m_pMyVehicle->RemoveDriver();
|
||||
pPlayer->m_pPed->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
pPlayer->m_pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
pPlayer->m_pPed->m_pMyVehicle->bEngineOn = false;
|
||||
pPlayer->m_pPed->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
||||
}else{
|
||||
@ -2878,7 +2878,7 @@ int8 CRunningScript::ProcessCommands300To399(int32 command)
|
||||
float y1 = *(float*)&ScriptParams[2];
|
||||
float x2 = *(float*)&ScriptParams[3];
|
||||
float y2 = *(float*)&ScriptParams[4];
|
||||
UpdateCompareFlag(pVehicle->m_status == STATUS_WRECKED &&
|
||||
UpdateCompareFlag(pVehicle->GetStatus() == STATUS_WRECKED &&
|
||||
pVehicle->IsWithinArea(x1, y1, x2, y2));
|
||||
if (!ScriptParams[5])
|
||||
return 0;
|
||||
@ -2898,7 +2898,7 @@ int8 CRunningScript::ProcessCommands300To399(int32 command)
|
||||
float x2 = *(float*)&ScriptParams[4];
|
||||
float y2 = *(float*)&ScriptParams[5];
|
||||
float z2 = *(float*)&ScriptParams[6];
|
||||
UpdateCompareFlag(pVehicle->m_status == STATUS_WRECKED &&
|
||||
UpdateCompareFlag(pVehicle->GetStatus() == STATUS_WRECKED &&
|
||||
pVehicle->IsWithinArea(x1, y1, z1, x2, y2, z2));
|
||||
if (!ScriptParams[7])
|
||||
return 0;
|
||||
@ -3947,7 +3947,7 @@ int8 CRunningScript::ProcessCommands400To499(int32 command)
|
||||
pPed->m_pMyVehicle->RegisterReference((CEntity**)&pPed->m_pMyVehicle);
|
||||
pPed->bInVehicle = true;
|
||||
pPed->SetPedState(PED_DRIVING);
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pPed->bUsesCollision = false;
|
||||
#ifdef FIX_BUGS
|
||||
AnimationId anim = pVehicle->GetDriverAnim();
|
||||
@ -5583,7 +5583,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command)
|
||||
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE;
|
||||
else
|
||||
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_ACCURATE;
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->bEngineOn = true;
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed = Max(6, pVehicle->AutoPilot.m_nCruiseSpeed);
|
||||
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
@ -5699,7 +5699,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command)
|
||||
CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &pos.z, false);
|
||||
pBoat->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_ASTHECROWSWIMS;
|
||||
pBoat->AutoPilot.m_vecDestinationCoors = pos;
|
||||
pBoat->m_status = STATUS_PHYSICS;
|
||||
pBoat->SetStatus(STATUS_PHYSICS);
|
||||
pBoat->AutoPilot.m_nCruiseSpeed = Max(6, pBoat->AutoPilot.m_nCruiseSpeed);
|
||||
pBoat->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
return 0;
|
||||
@ -5712,7 +5712,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command)
|
||||
assert(pVehicle->m_vehType == VEHICLE_TYPE_BOAT);
|
||||
CBoat* pBoat = (CBoat*)pVehicle;
|
||||
pBoat->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
pBoat->m_status = STATUS_PHYSICS;
|
||||
pBoat->SetStatus(STATUS_PHYSICS);
|
||||
pBoat->bEngineOn = false;
|
||||
pBoat->AutoPilot.m_nCruiseSpeed = 0;
|
||||
return 0;
|
||||
@ -6911,7 +6911,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
|
||||
if (pPed->m_pMyVehicle){
|
||||
if (pPed == pPed->m_pMyVehicle->pDriver){
|
||||
pPed->m_pMyVehicle->RemoveDriver();
|
||||
pPed->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
if (pPed->m_pMyVehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
|
||||
pPed->m_pMyVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
if (pPed->m_nPedType == PEDTYPE_COP && pPed->m_pMyVehicle->IsLawEnforcementVehicle())
|
||||
@ -7108,7 +7108,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
|
||||
pPed->bRenderPedInCar = true;
|
||||
if (pPed->m_pMyVehicle->pDriver == pPed){
|
||||
pPed->m_pMyVehicle->RemoveDriver();
|
||||
pPed->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
pPed->m_pMyVehicle->bEngineOn = false;
|
||||
pPed->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
||||
}else{
|
||||
@ -7779,7 +7779,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
|
||||
CollectParameters(&m_nIp, 2);
|
||||
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
|
||||
assert(pVehicle);
|
||||
pVehicle->m_status = ScriptParams[1];
|
||||
pVehicle->SetStatus((eEntityStatus)ScriptParams[1]);
|
||||
return 0;
|
||||
}
|
||||
case COMMAND_IS_CHAR_MALE:
|
||||
@ -8156,7 +8156,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
|
||||
car->GetPosition() = pos;
|
||||
car->SetHeading(DEGTORAD(*(float*)&ScriptParams[3]));
|
||||
CTheScripts::ClearSpaceForMissionEntity(pos, car);
|
||||
car->m_status = STATUS_ABANDONED;
|
||||
car->SetStatus(STATUS_ABANDONED);
|
||||
car->bIsLocked = true;
|
||||
car->bIsCarParkVehicle = true;
|
||||
CCarCtrl::JoinCarWithRoadSystem(car);
|
||||
@ -11229,7 +11229,7 @@ INITSAVEBUF
|
||||
type = 0;
|
||||
handle = 0;
|
||||
} else {
|
||||
switch (pEntity->m_type) {
|
||||
switch (pEntity->GetType()) {
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
if (((CBuilding*)pEntity)->GetIsATreadable()) {
|
||||
type = 1;
|
||||
@ -11371,7 +11371,7 @@ void CTheScripts::ClearSpaceForMissionEntity(const CVector& pos, CEntity* pEntit
|
||||
}
|
||||
if (cols <= 0)
|
||||
continue;
|
||||
switch (pFound->m_type) {
|
||||
switch (pFound->GetType()) {
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
{
|
||||
printf("Will try to delete a vehicle where a mission entity should be\n");
|
||||
|
@ -245,7 +245,7 @@ CTrafficLights::ShouldCarStopForLight(CVehicle *vehicle, bool alwaysStop)
|
||||
}
|
||||
}
|
||||
|
||||
if(vehicle->m_status == STATUS_PHYSICS){
|
||||
if(vehicle->GetStatus() == STATUS_PHYSICS){
|
||||
node = vehicle->AutoPilot.m_nPreviousPathNodeInfo;
|
||||
type = ThePaths.m_carPathLinks[node].trafficLightType;
|
||||
if(type){
|
||||
|
@ -278,7 +278,7 @@ CAnimViewer::Update(void)
|
||||
// }
|
||||
} else {
|
||||
newEntity = pTarget = new CAutomobile(modelId, RANDOM_VEHICLE);
|
||||
newEntity->m_status = STATUS_ABANDONED;
|
||||
newEntity->SetStatus(STATUS_ABANDONED);
|
||||
}
|
||||
newEntity->bIsStuck = true;
|
||||
} else if (modelInfo->m_type == MITYPE_PED) {
|
||||
@ -296,7 +296,7 @@ CAnimViewer::Update(void)
|
||||
CWorld::Add(newEntity);
|
||||
TheCamera.TakeControl(pTarget, CCam::MODE_MODELVIEW, JUMP_CUT, CAMCONTROL_SCRIPT);
|
||||
}
|
||||
if (pTarget->m_type == ENTITY_TYPE_VEHICLE || pTarget->m_type == ENTITY_TYPE_PED || pTarget->m_type == ENTITY_TYPE_OBJECT) {
|
||||
if (pTarget->IsVehicle() || pTarget->IsPed() || pTarget->IsObject()) {
|
||||
((CPhysical*)pTarget)->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
pTarget->GetPosition().z = 0.0f;
|
||||
|
@ -4683,7 +4683,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
|
||||
static float ZmTwoAlphaOffsetLCS[] = { 0.1f, 0.08f, 0.3f, 0.08f, 0.08f };
|
||||
static float ZmThreeAlphaOffsetLCS[] = { 0.065f, 0.05f, 0.15f, 0.06f, 0.08f };
|
||||
|
||||
if (isHeli && car->m_status == STATUS_PLAYER_REMOTE)
|
||||
if (isHeli && car->GetStatus() == STATUS_PLAYER_REMOTE)
|
||||
zoomModeAlphaOffset = ZmTwoAlphaOffsetLCS[alphaArrPos];
|
||||
else {
|
||||
switch ((int)TheCamera.CarZoomIndicator) {
|
||||
@ -4712,7 +4712,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
|
||||
|
||||
float minDistForThisCar = approxCarLength * CARCAM_SET[camSetArrPos][3];
|
||||
|
||||
if (!isHeli || car->m_status == STATUS_PLAYER_REMOTE) {
|
||||
if (!isHeli || car->GetStatus() == STATUS_PLAYER_REMOTE) {
|
||||
float radiusToStayOutside = colMaxZ * CARCAM_SET[camSetArrPos][0] - CARCAM_SET[camSetArrPos][2];
|
||||
if (radiusToStayOutside > 0.0f) {
|
||||
TargetCoors.z += radiusToStayOutside;
|
||||
|
@ -107,7 +107,7 @@ void TankCheat()
|
||||
tank->GetPosition() = pos;
|
||||
tank->SetOrientation(0.0f, 0.0f, DEGTORAD(200.0f));
|
||||
|
||||
tank->m_status = STATUS_ABANDONED;
|
||||
tank->SetStatus(STATUS_ABANDONED);
|
||||
tank->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
CWorld::Add(tank);
|
||||
}
|
||||
|
@ -328,7 +328,7 @@ CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1,
|
||||
continue;
|
||||
|
||||
car->m_scanCode = CWorld::GetCurrentScanCode();
|
||||
if (car->m_status != STATUS_WRECKED && car->m_status != STATUS_TRAIN_MOVING
|
||||
if (car->GetStatus() != STATUS_WRECKED && car->GetStatus() != STATUS_TRAIN_MOVING
|
||||
&& (car->GetUp().z > 0.3f || (car->IsVehicle() && ((CVehicle*)car)->m_vehType == VEHICLE_TYPE_BIKE))) {
|
||||
CVector carCentre = car->GetBoundCentre();
|
||||
|
||||
@ -413,7 +413,7 @@ CPlayerInfo::Process(void)
|
||||
|
||||
// This condition will always return true, else block was probably WIP Miami code.
|
||||
if (veh->m_vehType != VEHICLE_TYPE_BIKE || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
|
||||
if (veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
|
||||
if (veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_TRAIN_MOVING && veh->m_nDoorLock != CARLOCK_LOCKED_PLAYER_INSIDE) {
|
||||
if (veh->m_vecMoveSpeed.Magnitude() < 0.17f && CTimer::GetTimeScale() >= 0.5f && !veh->bIsInWater) {
|
||||
m_pPed->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
||||
}
|
||||
@ -454,7 +454,7 @@ CPlayerInfo::Process(void)
|
||||
weAreOnBoat = true;
|
||||
m_pPed->bOnBoat = true;
|
||||
#ifdef VC_PED_PORTS
|
||||
if (carBelow->m_status != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
|
||||
if (carBelow->GetStatus() != STATUS_WRECKED && carBelow->GetUp().z > 0.3f)
|
||||
#else
|
||||
if (carBelow->m_status != STATUS_WRECKED)
|
||||
#endif
|
||||
@ -491,7 +491,7 @@ CPlayerInfo::Process(void)
|
||||
}
|
||||
// carBelow is now closest vehicle
|
||||
if (carBelow && !weAreOnBoat) {
|
||||
if (carBelow->m_status == STATUS_TRAIN_NOT_MOVING) {
|
||||
if (carBelow->GetStatus() == STATUS_TRAIN_NOT_MOVING) {
|
||||
m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
|
||||
} else if (carBelow->IsBoat()) {
|
||||
if (!carBelow->pDriver) {
|
||||
@ -526,7 +526,7 @@ CPlayerInfo::Process(void)
|
||||
m_bInRemoteMode = false;
|
||||
CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = nil;
|
||||
if (FindPlayerVehicle()) {
|
||||
FindPlayerVehicle()->m_status = STATUS_PLAYER;
|
||||
FindPlayerVehicle()->SetStatus(STATUS_PLAYER);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -161,8 +161,8 @@ INITSAVEBUF
|
||||
pVehicle->m_nTimeOfDeath = pBufferVehicle->m_nTimeOfDeath;
|
||||
#endif
|
||||
pVehicle->m_nDoorLock = pBufferVehicle->m_nDoorLock;
|
||||
pVehicle->m_status = pBufferVehicle->m_status;
|
||||
pVehicle->m_type = pBufferVehicle->m_type;
|
||||
pVehicle->SetStatus(pBufferVehicle->GetStatus());
|
||||
pVehicle->SetType(pBufferVehicle->GetType());
|
||||
(pVehicle->GetAddressOfEntityProperties())[0] = (pBufferVehicle->GetAddressOfEntityProperties())[0];
|
||||
(pVehicle->GetAddressOfEntityProperties())[1] = (pBufferVehicle->GetAddressOfEntityProperties())[1];
|
||||
pVehicle->AutoPilot = pBufferVehicle->AutoPilot;
|
||||
|
@ -352,7 +352,7 @@ CWanted::WorkOutPolicePresence(CVector posn, float radius)
|
||||
vehicle->bIsLawEnforcer &&
|
||||
IsPoliceVehicleModel(vehicle->GetModelIndex()) &&
|
||||
vehicle != FindPlayerVehicle() &&
|
||||
vehicle->m_status != STATUS_ABANDONED && vehicle->m_status != STATUS_WRECKED &&
|
||||
vehicle->GetStatus() != STATUS_ABANDONED && vehicle->GetStatus() != STATUS_WRECKED &&
|
||||
(posn - vehicle->GetPosition()).Magnitude() < radius)
|
||||
numPolice++;
|
||||
}
|
||||
|
@ -1867,7 +1867,7 @@ CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
|
||||
int poolSize = CPools::GetVehiclePool()->GetSize();
|
||||
for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
|
||||
CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
|
||||
if(veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
|
||||
if(veh && veh->GetStatus() != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
|
||||
if(Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius &&
|
||||
Abs(veh->GetPosition().y - y) < radius)
|
||||
gFireManager.StartFire(veh, reason, 0.8f, true);
|
||||
@ -1928,7 +1928,7 @@ CWorld::Process(void)
|
||||
if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
|
||||
RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
|
||||
RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
|
||||
0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT
|
||||
0.02f * (csObj->IsObject()
|
||||
? CTimer::GetTimeStepNonClipped()
|
||||
: CTimer::GetTimeStep()));
|
||||
}
|
||||
@ -1946,7 +1946,7 @@ CWorld::Process(void)
|
||||
if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
|
||||
RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
|
||||
RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
|
||||
0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT
|
||||
0.02f * (movingEnt->IsObject()
|
||||
? CTimer::GetTimeStepNonClipped()
|
||||
: CTimer::GetTimeStep()));
|
||||
}
|
||||
@ -2030,7 +2030,7 @@ CWorld::Process(void)
|
||||
movingEnt->UpdateRwFrame();
|
||||
if(!movingEnt->bIsInSafePosition) {
|
||||
movingEnt->bIsStuck = true;
|
||||
if(movingEnt->m_status == STATUS_PLAYER) {
|
||||
if(movingEnt->GetStatus() == STATUS_PLAYER) {
|
||||
printf("STUCK: Final Step: Player Entity %d Is Stuck\n",
|
||||
movingEnt->m_modelIndex);
|
||||
movingEnt->m_vecMoveSpeed *= 0.3f;
|
||||
@ -2178,10 +2178,10 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
|
||||
pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z,
|
||||
0.0f, 0.0f, fPointZ);
|
||||
}
|
||||
switch(pEntity->m_type) {
|
||||
switch(pEntity->GetType()) {
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
if(pEntity->m_status == STATUS_SIMPLE) {
|
||||
pEntity->m_status = STATUS_PHYSICS;
|
||||
if(pEntity->GetStatus() == STATUS_SIMPLE) {
|
||||
pEntity->SetStatus(STATUS_PHYSICS);
|
||||
CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
|
||||
}
|
||||
pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION,
|
||||
|
@ -121,7 +121,7 @@ SpawnCar(int id)
|
||||
|
||||
v->GetPosition().z += 4.0f;
|
||||
v->SetOrientation(0.0f, 0.0f, 3.49f);
|
||||
v->m_status = STATUS_ABANDONED;
|
||||
v->SetStatus(STATUS_ABANDONED);
|
||||
v->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
CWorld::Add(v);
|
||||
}
|
||||
|
@ -6,7 +6,7 @@
|
||||
struct CReference;
|
||||
class CPtrList;
|
||||
|
||||
enum eEntityType
|
||||
enum eEntityType : uint8
|
||||
{
|
||||
ENTITY_TYPE_NOTHING = 0,
|
||||
ENTITY_TYPE_BUILDING,
|
||||
@ -16,7 +16,7 @@ enum eEntityType
|
||||
ENTITY_TYPE_DUMMY,
|
||||
};
|
||||
|
||||
enum eEntityStatus
|
||||
enum eEntityStatus : uint8
|
||||
{
|
||||
STATUS_PLAYER,
|
||||
STATUS_PLAYER_PLAYBACKFROMBUFFER,
|
||||
@ -36,9 +36,11 @@ class CEntity : public CPlaceable
|
||||
{
|
||||
public:
|
||||
RwObject *m_rwObject;
|
||||
protected:
|
||||
uint32 m_type : 3;
|
||||
private:
|
||||
uint32 m_status : 5;
|
||||
|
||||
public:
|
||||
// flagsA
|
||||
uint32 bUsesCollision : 1; // does entity use collision
|
||||
uint32 bCollisionProcessed : 1; // has object been processed by a ProcessEntityCollision function
|
||||
@ -90,6 +92,11 @@ public:
|
||||
uint16 m_level; // int16
|
||||
CReference *m_pFirstReference;
|
||||
|
||||
public:
|
||||
eEntityType GetType() const { return (eEntityType)m_type; }
|
||||
void SetType(eEntityType type) { m_type = type; }
|
||||
eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
|
||||
void SetStatus(eEntityStatus status) { m_status = status; }
|
||||
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
|
||||
uint32* GetAddressOfEntityProperties() { /* AWFUL */ return (uint32*)((char*)&m_rwObject + sizeof(m_rwObject)); }
|
||||
|
||||
|
@ -350,7 +350,7 @@ CPhysical::ProcessControl(void)
|
||||
bWasPostponed = false;
|
||||
bHasHitWall = false;
|
||||
|
||||
if(m_status == STATUS_SIMPLE)
|
||||
if(GetStatus() == STATUS_SIMPLE)
|
||||
return;
|
||||
|
||||
m_nCollisionRecords = 0;
|
||||
@ -538,7 +538,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
||||
float timestepB;
|
||||
if(A->bPedPhysics){
|
||||
if(A->IsPed() && ((CPed*)A)->IsPlayer() && B->IsVehicle() &&
|
||||
(B->m_status == STATUS_ABANDONED || B->m_status == STATUS_WRECKED || A->bHasHitWall))
|
||||
(B->GetStatus() == STATUS_ABANDONED || B->GetStatus() == STATUS_WRECKED || A->bHasHitWall))
|
||||
timestepB = 2200.0f / B->m_fMass;
|
||||
else
|
||||
timestepB = 10.0f;
|
||||
@ -757,7 +757,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
||||
fA.y *= 1.4f;
|
||||
if(colpoint.normal.z < 0.7f)
|
||||
fA.z *= 0.3f;
|
||||
if(A->m_status == STATUS_PLAYER)
|
||||
if(A->GetStatus() == STATUS_PLAYER)
|
||||
pointposA *= 0.8f;
|
||||
if(CWorld::bNoMoreCollisionTorque){
|
||||
A->ApplyFrictionMoveForce(fA*-0.3f);
|
||||
@ -769,7 +769,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
|
||||
fB.y *= 1.4f;
|
||||
if(colpoint.normal.z < 0.7f)
|
||||
fB.z *= 0.3f;
|
||||
if(B->m_status == STATUS_PLAYER)
|
||||
if(B->GetStatus() == STATUS_PLAYER)
|
||||
pointposB *= 0.8f;
|
||||
if(CWorld::bNoMoreCollisionTorque){
|
||||
// BUG: the game actually uses A here, but this can't be right
|
||||
@ -815,7 +815,7 @@ CPhysical::ApplyCollisionAlt(CEntity *B, CColPoint &colpoint, float &impulse, CV
|
||||
if(normalSpeed < 0.0f){
|
||||
float minspeed = 0.0104f * CTimer::GetTimeStep();
|
||||
#ifdef GTA3_1_1_PATCH
|
||||
if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED))) &&
|
||||
if ((IsObject() || IsVehicle() && (GetUp().z < -0.3f || ((CVehicle*)this)->IsBike() && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED))) &&
|
||||
#else
|
||||
if((IsObject() || IsVehicle() && GetUp().z < -0.3f) &&
|
||||
#endif
|
||||
@ -1341,8 +1341,8 @@ collision:
|
||||
}
|
||||
}
|
||||
|
||||
if(B->m_status == STATUS_SIMPLE){
|
||||
B->m_status = STATUS_PHYSICS;
|
||||
if(B->GetStatus() == STATUS_SIMPLE){
|
||||
B->SetStatus(STATUS_PHYSICS);
|
||||
if(B->IsVehicle())
|
||||
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
|
||||
}
|
||||
@ -1544,7 +1544,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
||||
}else
|
||||
adhesion = 0.0f;
|
||||
}else if(A->IsVehicle()){
|
||||
if(A->m_status == STATUS_WRECKED)
|
||||
if(A->GetStatus() == STATUS_WRECKED)
|
||||
adhesion *= 3.0f;
|
||||
else if(A->GetUp().z > 0.3f)
|
||||
adhesion = 0.0f;
|
||||
@ -1561,7 +1561,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
||||
m_vecMoveSpeed += moveSpeed / numResponses;
|
||||
m_vecTurnSpeed += turnSpeed / numResponses;
|
||||
if(!CWorld::bNoMoreCollisionTorque &&
|
||||
A->m_status == STATUS_PLAYER && A->IsVehicle() &&
|
||||
A->GetStatus() == STATUS_PLAYER && A->IsVehicle() &&
|
||||
Abs(A->m_vecMoveSpeed.x) > 0.2f &&
|
||||
Abs(A->m_vecMoveSpeed.y) > 0.2f){
|
||||
A->m_vecMoveFriction.x += moveSpeed.x * -0.3f / numCollisions;
|
||||
@ -1713,8 +1713,8 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
|
||||
Aobj->ObjectDamage(maxImpulseB);
|
||||
}
|
||||
|
||||
if(B->m_status == STATUS_SIMPLE){
|
||||
B->m_status = STATUS_PHYSICS;
|
||||
if(B->GetStatus() == STATUS_SIMPLE){
|
||||
B->SetStatus(STATUS_PHYSICS);
|
||||
if(B->IsVehicle())
|
||||
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)B);
|
||||
}
|
||||
@ -1758,7 +1758,7 @@ void
|
||||
CPhysical::ProcessShift(void)
|
||||
{
|
||||
m_fDistanceTravelled = 0.0f;
|
||||
if(m_status == STATUS_SIMPLE){
|
||||
if(GetStatus() == STATUS_SIMPLE){
|
||||
bIsStuck = false;
|
||||
bIsInSafePosition = true;
|
||||
RemoveAndAdd();
|
||||
@ -1813,9 +1813,9 @@ CPhysical::ProcessCollision(void)
|
||||
return;
|
||||
}
|
||||
|
||||
if(m_status == STATUS_SIMPLE){
|
||||
if(CheckCollision_SimpleCar() && m_status == STATUS_SIMPLE){
|
||||
m_status = STATUS_PHYSICS;
|
||||
if(GetStatus() == STATUS_SIMPLE){
|
||||
if(CheckCollision_SimpleCar() && GetStatus() == STATUS_SIMPLE){
|
||||
SetStatus(STATUS_PHYSICS);
|
||||
if(IsVehicle())
|
||||
CCarCtrl::SwitchVehicleToRealPhysics((CVehicle*)this);
|
||||
}
|
||||
@ -1840,7 +1840,7 @@ CPhysical::ProcessCollision(void)
|
||||
n = NUMSTEPS(0.3f);
|
||||
step = savedTimeStep / n;
|
||||
}else if(IsVehicle() && distSq >= sq(0.4f)){
|
||||
if(m_status == STATUS_PLAYER)
|
||||
if(GetStatus() == STATUS_PLAYER)
|
||||
n = NUMSTEPS(0.2f);
|
||||
else
|
||||
n = distSq > 0.32f ? NUMSTEPS(0.3f) : NUMSTEPS(0.4f);
|
||||
@ -1921,7 +1921,7 @@ CPhysical::ProcessCollision(void)
|
||||
if(!m_vecMoveSpeed.IsZero() ||
|
||||
!m_vecTurnSpeed.IsZero() ||
|
||||
bHitByTrain ||
|
||||
m_status == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
|
||||
GetStatus() == STATUS_PLAYER || IsPed() && ped->IsPlayer()){
|
||||
if(IsVehicle())
|
||||
((CVehicle*)this)->bVehicleColProcessed = true;
|
||||
if(CheckCollision()){
|
||||
|
@ -15,7 +15,7 @@
|
||||
|
||||
CCutsceneObject::CCutsceneObject(void)
|
||||
{
|
||||
m_status = STATUS_SIMPLE;
|
||||
SetStatus(STATUS_SIMPLE);
|
||||
bUsesCollision = false;
|
||||
bStreamingDontDelete = true;
|
||||
ObjectCreatedBy = CUTSCENE_OBJECT;
|
||||
|
@ -309,7 +309,7 @@ CObject::RefModelInfo(int32 modelId)
|
||||
void
|
||||
CObject::Init(void)
|
||||
{
|
||||
m_type = ENTITY_TYPE_OBJECT;;
|
||||
m_type = ENTITY_TYPE_OBJECT;
|
||||
CObjectData::SetObjectData(m_modelIndex, *this);
|
||||
m_nEndOfLifeTime = 0;
|
||||
ObjectCreatedBy = GAME_OBJECT;
|
||||
|
@ -132,7 +132,7 @@ CCopPed::SetArrestPlayer(CPed *player)
|
||||
player->m_pMyVehicle->m_nNumGettingIn = 0;
|
||||
player->m_pMyVehicle->m_nGettingInFlags = 0;
|
||||
player->m_pMyVehicle->bIsHandbrakeOn = true;
|
||||
player->m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;
|
||||
player->m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
}
|
||||
if (GetWeapon()->m_eWeaponType == WEAPONTYPE_UNARMED)
|
||||
SetCurrentWeapon(WEAPONTYPE_COLT45);
|
||||
|
@ -414,8 +414,8 @@ CPed::FlagToDestroyWhenNextProcessed(void)
|
||||
return;
|
||||
if (m_pMyVehicle->pDriver == this){
|
||||
m_pMyVehicle->pDriver = nil;
|
||||
if (IsPlayer() && m_pMyVehicle->m_status != STATUS_WRECKED)
|
||||
m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
if (IsPlayer() && m_pMyVehicle->GetStatus() != STATUS_WRECKED)
|
||||
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
}else{
|
||||
m_pMyVehicle->RemovePassenger(this);
|
||||
}
|
||||
@ -2919,7 +2919,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
|
||||
if (newObj == OBJECTIVE_SOLICIT) {
|
||||
m_objectiveTimer = CTimer::GetTimeInMilliseconds() + 10000;
|
||||
} else if (m_objective == OBJECTIVE_ENTER_CAR_AS_PASSENGER && CharCreatedBy == MISSION_CHAR &&
|
||||
(m_carInObjective->m_status == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
|
||||
(m_carInObjective->GetStatus() == STATUS_PLAYER_DISABLED || CPad::GetPad(CWorld::PlayerInFocus)->ArePlayerControlsDisabled())) {
|
||||
SetObjectiveTimer(14000);
|
||||
} else {
|
||||
m_objectiveTimer = 0;
|
||||
@ -3166,13 +3166,13 @@ CPed::ReactToAttack(CEntity *attacker)
|
||||
&& (m_pMyVehicle->pDriver == this || m_pMyVehicle->pDriver && m_pMyVehicle->pDriver->m_nPedState == PED_DRIVING)) {
|
||||
|
||||
if (m_pMyVehicle->VehicleCreatedBy == RANDOM_VEHICLE
|
||||
&& (m_pMyVehicle->m_status == STATUS_SIMPLE || m_pMyVehicle->m_status == STATUS_PHYSICS)
|
||||
&& (m_pMyVehicle->GetStatus() == STATUS_SIMPLE || m_pMyVehicle->GetStatus() == STATUS_PHYSICS)
|
||||
&& m_pMyVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE) {
|
||||
|
||||
CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
|
||||
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
|
||||
m_pMyVehicle->m_status = STATUS_PHYSICS;
|
||||
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
}
|
||||
} else
|
||||
#endif
|
||||
@ -4136,8 +4136,8 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
||||
#ifdef VC_PED_PORTS
|
||||
if (m_pMyVehicle) {
|
||||
if (m_pMyVehicle->IsCar() && m_pMyVehicle->pDriver == this) {
|
||||
if (m_pMyVehicle->m_status == STATUS_SIMPLE) {
|
||||
m_pMyVehicle->m_status = STATUS_PHYSICS;
|
||||
if (m_pMyVehicle->GetStatus() == STATUS_SIMPLE) {
|
||||
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
|
||||
}
|
||||
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
@ -4151,7 +4151,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
||||
m_fHealth = 0.0f;
|
||||
if (m_pMyVehicle && m_pMyVehicle->pDriver == this) {
|
||||
SetRadioStation();
|
||||
m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
}
|
||||
SetDie(dieAnim, dieDelta, dieSpeed);
|
||||
/*
|
||||
@ -4183,7 +4183,7 @@ CPed::InflictDamage(CEntity *damagedBy, eWeaponType method, float damage, ePedPi
|
||||
}
|
||||
m_fHealth = 0.0f;
|
||||
if (player == this)
|
||||
m_pMyVehicle->m_status = STATUS_PLAYER_DISABLED;
|
||||
m_pMyVehicle->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
|
||||
SetDie(NUM_ANIMS, 4.0f, 0.0f);
|
||||
return true;
|
||||
@ -6013,9 +6013,9 @@ CPed::SetBeingDraggedFromCar(CVehicle *veh, uint32 vehEnterType, bool quickJack)
|
||||
m_vehEnterType = vehEnterType;
|
||||
if (m_vehEnterType == CAR_DOOR_LF) {
|
||||
if (veh->pDriver && veh->pDriver->IsPlayer())
|
||||
veh->m_status = STATUS_PLAYER_DISABLED;
|
||||
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
else
|
||||
veh->m_status = STATUS_ABANDONED;
|
||||
veh->SetStatus(STATUS_ABANDONED);
|
||||
}
|
||||
RemoveInCarAnims();
|
||||
SetMoveState(PEDMOVE_NONE);
|
||||
@ -8584,7 +8584,7 @@ CPed::KillPedWithCar(CVehicle *car, float impulse)
|
||||
eWeaponType killMethod;
|
||||
|
||||
if (m_nPedState == PED_FALL || m_nPedState == PED_DIE) {
|
||||
if (!this->m_pCollidingEntity || car->m_status == STATUS_PLAYER)
|
||||
if (!this->m_pCollidingEntity || car->GetStatus() == STATUS_PLAYER)
|
||||
this->m_pCollidingEntity = car;
|
||||
return;
|
||||
}
|
||||
@ -9544,7 +9544,7 @@ CPed::ProcessControl(void)
|
||||
#else
|
||||
} else if (collidingEnt) {
|
||||
#endif
|
||||
switch (collidingEnt->m_type)
|
||||
switch (collidingEnt->GetType())
|
||||
{
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
case ENTITY_TYPE_OBJECT:
|
||||
@ -9773,7 +9773,7 @@ CPed::ProcessControl(void)
|
||||
|
||||
if (collidingVeh != m_pCurrentPhysSurface || IsPlayer()) {
|
||||
if (!bVehEnterDoorIsBlocked) {
|
||||
if (collidingVeh->m_status != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
|
||||
if (collidingVeh->GetStatus() != STATUS_PLAYER || CharCreatedBy == MISSION_CHAR) {
|
||||
|
||||
// VC calls SetDirectionToWalkAroundVehicle instead if ped is in PED_SEEK_CAR.
|
||||
SetDirectionToWalkAroundObject(collidingVeh);
|
||||
@ -10126,7 +10126,7 @@ CPed::ProcessControl(void)
|
||||
if ((m_nPedStateTimer <= 50.0f / (4.0f * adjustedTs) || m_nPedStateTimer * 0.01f <= forceDir.MagnitudeSqr())
|
||||
&& (m_nCollisionRecords <= 1 || m_nPedStateTimer <= 50.0f / (2.0f * adjustedTs) || m_nPedStateTimer * 1.0f / 250.0f <= Abs(forceDir.z))) {
|
||||
|
||||
if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->m_type == ENTITY_TYPE_BUILDING
|
||||
if (m_nCollisionRecords == 1 && m_aCollisionRecords[0] != nil && m_aCollisionRecords[0]->IsBuilding()
|
||||
&& m_nPedStateTimer > 50.0f / (2.0f * adjustedTs) && m_nPedStateTimer * 1.0f / 250.0f > Abs(forceDir.z)) {
|
||||
offsetToCheck.x = -forceDir.y;
|
||||
#ifdef VC_PED_PORTS
|
||||
@ -10994,7 +10994,7 @@ CPed::PedAnimDoorOpenCB(CAnimBlendAssociation* animAssoc, void* arg)
|
||||
} else if (ped->m_nPedType == PEDTYPE_COP) {
|
||||
ped->QuitEnteringCar();
|
||||
if (ped->m_pedInObjective && ped->m_pedInObjective->m_nPedState == PED_DRIVING) {
|
||||
veh->m_status = STATUS_PLAYER_DISABLED;
|
||||
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
((CCopPed*)ped)->SetArrestPlayer(ped->m_pedInObjective);
|
||||
} else if (!veh->IsDoorMissing(DOOR_FRONT_RIGHT)) {
|
||||
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_RIGHT, DOOR_STATUS_SWINGING);
|
||||
@ -11145,7 +11145,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
veh->m_nNumGettingIn = 0;
|
||||
veh->m_nGettingInFlags = 0;
|
||||
veh->bIsHandbrakeOn = true;
|
||||
veh->m_status = STATUS_PLAYER_DISABLED;
|
||||
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -11190,7 +11190,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
driver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, veh);
|
||||
if (driver->IsPlayer()) {
|
||||
veh->bIsHandbrakeOn = true;
|
||||
veh->m_status = STATUS_PLAYER_DISABLED;
|
||||
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
}
|
||||
driver->bBusJacked = true;
|
||||
veh->bIsBeingCarJacked = false;
|
||||
@ -11704,11 +11704,11 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
#if defined(FIX_BUGS) || defined(VC_PED_PORTS)
|
||||
CCarCtrl::RegisterVehicleOfInterest(veh);
|
||||
#endif
|
||||
if (veh->m_status == STATUS_SIMPLE) {
|
||||
if (veh->GetStatus() == STATUS_SIMPLE) {
|
||||
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, -0.00001f);
|
||||
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
veh->m_status = STATUS_PLAYER;
|
||||
veh->SetStatus(STATUS_PLAYER);
|
||||
AudioManager.PlayerJustGotInCar();
|
||||
}
|
||||
veh->SetDriver(ped);
|
||||
@ -11729,19 +11729,19 @@ CPed::PedSetInCarCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
|
||||
if (ped->IsPlayer()) {
|
||||
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
||||
if (veh->m_status == STATUS_SIMPLE) {
|
||||
if (veh->GetStatus() == STATUS_SIMPLE) {
|
||||
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
veh->m_status = STATUS_PLAYER;
|
||||
veh->SetStatus(STATUS_PLAYER);
|
||||
}
|
||||
AudioManager.PlayerJustGotInCar();
|
||||
} else if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
||||
if (veh->m_status == STATUS_SIMPLE) {
|
||||
if (veh->GetStatus() == STATUS_SIMPLE) {
|
||||
veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
veh->m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
veh->m_status = STATUS_PHYSICS;
|
||||
veh->SetStatus(STATUS_PHYSICS);
|
||||
}
|
||||
|
||||
if (ped->m_objective == OBJECTIVE_ENTER_CAR_AS_DRIVER) {
|
||||
@ -11998,7 +11998,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
|
||||
if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
|
||||
nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
|
||||
nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
|
||||
nearVeh->m_status = STATUS_PHYSICS;
|
||||
nearVeh->SetStatus(STATUS_PHYSICS);
|
||||
nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
||||
nearVeh->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
}
|
||||
@ -12205,7 +12205,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
|
||||
veh->m_nGettingOutFlags &= ~GetCarDoorFlag(ped->m_vehEnterType);
|
||||
if (veh->pDriver == ped) {
|
||||
veh->RemoveDriver();
|
||||
veh->m_status = STATUS_ABANDONED;
|
||||
veh->SetStatus(STATUS_ABANDONED);
|
||||
if (veh->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
|
||||
veh->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
if (ped->m_nPedType == PEDTYPE_COP && veh->IsLawEnforcementVehicle())
|
||||
@ -12846,7 +12846,7 @@ CPed::ProcessObjective(void)
|
||||
|| m_pMyVehicle->m_vecMoveSpeed.MagnitudeSqr() >= sq(0.02f)) {
|
||||
if (m_pMyVehicle->pDriver == this
|
||||
&& !m_pMyVehicle->m_nGettingInFlags) {
|
||||
m_pMyVehicle->m_status = STATUS_PHYSICS;
|
||||
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
||||
if (m_nPedType == PEDTYPE_COP) {
|
||||
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
|
||||
@ -12915,7 +12915,7 @@ CPed::ProcessObjective(void)
|
||||
newVeh->GetPosition() = ThePaths.m_pathNodes[closestNode].pos;
|
||||
newVeh->GetPosition().z += 4.0f;
|
||||
newVeh->SetHeading(DEGTORAD(200.0f));
|
||||
newVeh->m_status = STATUS_ABANDONED;
|
||||
newVeh->SetStatus(STATUS_ABANDONED);
|
||||
newVeh->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
CWorld::Add(newVeh);
|
||||
m_pMyVehicle = newVeh;
|
||||
@ -13017,7 +13017,7 @@ CPed::ProcessObjective(void)
|
||||
float distWithTargetSc = distWithTarget.Magnitude();
|
||||
if (m_pedInObjective->bInVehicle && m_pedInObjective->m_nPedState != PED_DRAG_FROM_CAR) {
|
||||
CVehicle *vehOfTarget = m_pedInObjective->m_pMyVehicle;
|
||||
if (vehOfTarget->bIsInWater || vehOfTarget->m_status == STATUS_PLAYER_DISABLED
|
||||
if (vehOfTarget->bIsInWater || vehOfTarget->GetStatus() == STATUS_PLAYER_DISABLED
|
||||
|| m_pedInObjective->IsPlayer() && CPad::GetPad(0)->ArePlayerControlsDisabled()) {
|
||||
SetIdle();
|
||||
return;
|
||||
@ -14033,7 +14033,7 @@ CPed::SetSeekBoatPosition(CVehicle *boat)
|
||||
void
|
||||
CPed::SetExitTrain(CVehicle* train)
|
||||
{
|
||||
if (m_nPedState == PED_EXIT_TRAIN || train->m_status != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
|
||||
if (m_nPedState == PED_EXIT_TRAIN || train->GetStatus() != STATUS_TRAIN_NOT_MOVING || !((CTrain*)train)->Doors[0].IsFullyOpen())
|
||||
return;
|
||||
|
||||
/*
|
||||
@ -15137,7 +15137,7 @@ CPed::SetRadioStation(void)
|
||||
inline bool
|
||||
CPed::IsNotInWreckedVehicle()
|
||||
{
|
||||
return m_pMyVehicle != nil && m_pMyVehicle->m_status != STATUS_WRECKED;
|
||||
return m_pMyVehicle != nil && m_pMyVehicle->GetStatus() != STATUS_WRECKED;
|
||||
}
|
||||
|
||||
void
|
||||
@ -15759,9 +15759,9 @@ CPed::SetExitCar(CVehicle *veh, uint32 wantedDoorNode)
|
||||
SetRadioStation();
|
||||
if (veh->pDriver == this) {
|
||||
if (IsPlayer())
|
||||
veh->m_status = STATUS_PLAYER_DISABLED;
|
||||
veh->SetStatus(STATUS_PLAYER_DISABLED);
|
||||
else
|
||||
veh->m_status = STATUS_ABANDONED;
|
||||
veh->SetStatus(STATUS_ABANDONED);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -15916,7 +15916,7 @@ CPed::ScanForInterestingStuff(void)
|
||||
CVehicle* veh = (CVehicle*)vehicles[i];
|
||||
|
||||
if (veh->m_modelIndex == MI_MRWHOOP) {
|
||||
if (veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED) {
|
||||
if (veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED) {
|
||||
if ((GetPosition() - veh->GetPosition()).Magnitude() < 5.0f) {
|
||||
SetObjective(OBJECTIVE_BUY_ICE_CREAM, veh);
|
||||
return;
|
||||
@ -16136,7 +16136,7 @@ CPed::SeekCar(void)
|
||||
GetNearestDoor(vehToSeek, dest);
|
||||
} else {
|
||||
if (vehToSeek->IsTrain()) {
|
||||
if (vehToSeek->m_status != STATUS_TRAIN_NOT_MOVING) {
|
||||
if (vehToSeek->GetStatus() != STATUS_TRAIN_NOT_MOVING) {
|
||||
RestorePreviousObjective();
|
||||
RestorePreviousState();
|
||||
return;
|
||||
@ -16222,7 +16222,7 @@ CPed::SeekCar(void)
|
||||
} else if (vehToSeek->m_nNumGettingIn < vehToSeek->m_nNumMaxPassengers + 1
|
||||
&& vehToSeek->CanPedEnterCar()) {
|
||||
|
||||
switch (vehToSeek->m_status) {
|
||||
switch (vehToSeek->GetStatus()) {
|
||||
case STATUS_PLAYER:
|
||||
case STATUS_SIMPLE:
|
||||
case STATUS_PHYSICS:
|
||||
@ -16994,11 +16994,11 @@ CPed::WarpPedIntoCar(CVehicle *car)
|
||||
return;
|
||||
|
||||
if (IsPlayer()) {
|
||||
car->m_status = STATUS_PLAYER;
|
||||
car->SetStatus(STATUS_PLAYER);
|
||||
AudioManager.PlayerJustGotInCar();
|
||||
CCarCtrl::RegisterVehicleOfInterest(car);
|
||||
} else {
|
||||
car->m_status = STATUS_PHYSICS;
|
||||
car->SetStatus(STATUS_PHYSICS);
|
||||
}
|
||||
|
||||
CWorld::Remove(this);
|
||||
|
@ -771,7 +771,7 @@ CPlayerPed::KeepAreaAroundPlayerClear(void)
|
||||
for (int i = 0; i < lastVehicle; i++) {
|
||||
CVehicle *veh = (CVehicle*)vehicles[i];
|
||||
if (veh->VehicleCreatedBy != MISSION_VEHICLE) {
|
||||
if (veh->m_status != STATUS_PLAYER && veh->m_status != STATUS_PLAYER_DISABLED) {
|
||||
if (veh->GetStatus() != STATUS_PLAYER && veh->GetStatus() != STATUS_PLAYER_DISABLED) {
|
||||
if ((veh->GetPosition() - playerPos).MagnitudeSqr() > 25.0f) {
|
||||
veh->AutoPilot.m_nTempAction = TEMPACT_WAIT;
|
||||
veh->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 5000;
|
||||
|
@ -869,8 +869,8 @@ CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
|
||||
CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
|
||||
if (veh && veh->m_nZoneLevel == LEVEL_NONE && veh->IsCar()) {
|
||||
|
||||
if(veh->m_status != STATUS_ABANDONED && veh->m_status != STATUS_WRECKED && veh->m_status != STATUS_PLAYER &&
|
||||
veh->m_status != STATUS_PLAYER_REMOTE) {
|
||||
if(veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_PLAYER &&
|
||||
veh->GetStatus() != STATUS_PLAYER_REMOTE) {
|
||||
|
||||
CVector vehPos(veh->GetPosition());
|
||||
CPopulation::FindCollisionZoneForCoors(&vehPos, &zone, &level);
|
||||
|
@ -382,7 +382,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
|
||||
}
|
||||
return VIS_INVISIBLE;
|
||||
}
|
||||
if(ent->m_type == ENTITY_TYPE_OBJECT &&
|
||||
if(ent->IsObject() &&
|
||||
((CObject*)ent)->ObjectCreatedBy == TEMP_OBJECT){
|
||||
if(ent->m_rwObject == nil || !ent->bIsVisible)
|
||||
return VIS_INVISIBLE;
|
||||
@ -399,7 +399,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
|
||||
if(LOD_DISTANCE + STREAM_DISTANCE < dist && dist < mi->GetLargestLodDistance())
|
||||
dist = mi->GetLargestLodDistance();
|
||||
|
||||
if(ent->m_type == ENTITY_TYPE_OBJECT && ent->bRenderDamaged)
|
||||
if(ent->IsObject() && ent->bRenderDamaged)
|
||||
mi->m_isDamaged = true;
|
||||
|
||||
RpAtomic *a = mi->GetAtomicFromDistance(dist);
|
||||
@ -1162,7 +1162,7 @@ CRenderer::IsEntityCullZoneVisible(CEntity *ent)
|
||||
if(ent->bZoneCulled)
|
||||
return false;
|
||||
|
||||
switch(ent->m_type){
|
||||
switch(ent->GetType()){
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
return IsVehicleCullZoneVisible(ent);
|
||||
case ENTITY_TYPE_PED:
|
||||
@ -1187,7 +1187,7 @@ bool
|
||||
CRenderer::IsVehicleCullZoneVisible(CEntity *ent)
|
||||
{
|
||||
CVehicle *v = (CVehicle*)ent;
|
||||
switch(v->m_status)
|
||||
switch(v->GetStatus())
|
||||
case STATUS_SIMPLE:
|
||||
case STATUS_PHYSICS:
|
||||
case STATUS_ABANDONED:
|
||||
|
@ -162,7 +162,7 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
|
||||
|
||||
SetupSuspensionLines();
|
||||
|
||||
m_status = STATUS_SIMPLE;
|
||||
SetStatus(STATUS_SIMPLE);
|
||||
bUseCollisionRecords = true;
|
||||
|
||||
m_nNumPassengers = 0;
|
||||
@ -254,8 +254,8 @@ CAutomobile::ProcessControl(void)
|
||||
ProcessCarAlarm();
|
||||
|
||||
// Scan if this car sees the player committing any crimes
|
||||
if(m_status != STATUS_ABANDONED && m_status != STATUS_WRECKED &&
|
||||
m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE && m_status != STATUS_PLAYER_DISABLED){
|
||||
if(GetStatus() != STATUS_ABANDONED && GetStatus() != STATUS_WRECKED &&
|
||||
GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE && GetStatus() != STATUS_PLAYER_DISABLED){
|
||||
switch(GetModelIndex())
|
||||
case MI_FBICAR:
|
||||
case MI_POLICE:
|
||||
@ -318,7 +318,7 @@ CAutomobile::ProcessControl(void)
|
||||
// Set Center of Mass to make car more stable
|
||||
if(strongGrip1 || bCheat3)
|
||||
m_vecCentreOfMass.z = 0.3f*m_aSuspensionSpringLength[0] + -1.0f*m_fHeightAboveRoad;
|
||||
else if(pHandling->Flags & HANDLING_NONPLAYER_STABILISER && m_status == STATUS_PHYSICS)
|
||||
else if(pHandling->Flags & HANDLING_NONPLAYER_STABILISER && GetStatus() == STATUS_PHYSICS)
|
||||
m_vecCentreOfMass.z = pHandling->CentreOfMass.z - 0.2f*pHandling->Dimension.z;
|
||||
else
|
||||
m_vecCentreOfMass.z = pHandling->CentreOfMass.z;
|
||||
@ -326,7 +326,7 @@ CAutomobile::ProcessControl(void)
|
||||
// Process depending on status
|
||||
|
||||
bool playerRemote = false;
|
||||
switch(m_status){
|
||||
switch(GetStatus()){
|
||||
case STATUS_PLAYER_REMOTE:
|
||||
if(CPad::GetPad(0)->WeaponJustDown()){
|
||||
BlowUpCar(FindPlayerPed());
|
||||
@ -356,7 +356,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
PruneReferences();
|
||||
|
||||
if(m_status == STATUS_PLAYER && !CRecordDataForChase::IsRecording())
|
||||
if(GetStatus() == STATUS_PLAYER && !CRecordDataForChase::IsRecording())
|
||||
DoDriveByShootings();
|
||||
}
|
||||
break;
|
||||
@ -426,7 +426,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
// Skip physics if object is found to have been static recently
|
||||
bool skipPhysics = false;
|
||||
if(!bIsStuck && (m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED)){
|
||||
if(!bIsStuck && (GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED)){
|
||||
bool makeStatic = false;
|
||||
float moveSpeedLimit, turnSpeedLimit, distanceLimit;
|
||||
|
||||
@ -436,7 +436,7 @@ CAutomobile::ProcessControl(void)
|
||||
m_aSuspensionSpringRatioPrev[3] != 1.0f)
|
||||
makeStatic = true;
|
||||
|
||||
if(m_status == STATUS_WRECKED){
|
||||
if(GetStatus() == STATUS_WRECKED){
|
||||
moveSpeedLimit = 0.006f;
|
||||
turnSpeedLimit = 0.0015f;
|
||||
distanceLimit = 0.015f;
|
||||
@ -494,7 +494,7 @@ CAutomobile::ProcessControl(void)
|
||||
default:
|
||||
if(CVehicle::bCheat3){
|
||||
// Make vehicle jump when horn is sounded
|
||||
if(m_status == STATUS_PLAYER && m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f) &&
|
||||
if(GetStatus() == STATUS_PLAYER && m_vecMoveSpeed.MagnitudeSqr() > sq(0.2f) &&
|
||||
// BUG: game checks [0] four times, instead of all wheels
|
||||
m_aSuspensionSpringRatio[0] < 1.0f &&
|
||||
CPad::GetPad(0)->HornJustDown()){
|
||||
@ -713,7 +713,7 @@ CAutomobile::ProcessControl(void)
|
||||
}
|
||||
|
||||
float traction;
|
||||
if(m_status == STATUS_PHYSICS)
|
||||
if(GetStatus() == STATUS_PHYSICS)
|
||||
traction = 0.004f * m_fTraction;
|
||||
else
|
||||
traction = 0.004f;
|
||||
@ -764,7 +764,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceA = SURFACE_RUBBER29;
|
||||
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_LEFT])*traction;
|
||||
if(m_status == STATUS_PLAYER)
|
||||
if(GetStatus() == STATUS_PLAYER)
|
||||
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_LEFT].surfaceB);
|
||||
WheelState[CARWHEEL_FRONT_LEFT] = m_aWheelState[CARWHEEL_FRONT_LEFT];
|
||||
|
||||
@ -798,7 +798,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceA = SURFACE_RUBBER29;
|
||||
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT])*traction;
|
||||
if(m_status == STATUS_PLAYER)
|
||||
if(GetStatus() == STATUS_PLAYER)
|
||||
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_FRONT_RIGHT].surfaceB);
|
||||
WheelState[CARWHEEL_FRONT_RIGHT] = m_aWheelState[CARWHEEL_FRONT_RIGHT];
|
||||
|
||||
@ -873,7 +873,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceA = SURFACE_RUBBER29;
|
||||
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_LEFT])*traction;
|
||||
if(m_status == STATUS_PLAYER)
|
||||
if(GetStatus() == STATUS_PLAYER)
|
||||
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_LEFT].surfaceB);
|
||||
WheelState[CARWHEEL_REAR_LEFT] = m_aWheelState[CARWHEEL_REAR_LEFT];
|
||||
|
||||
@ -907,7 +907,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceA = SURFACE_RUBBER29;
|
||||
float adhesion = CSurfaceTable::GetAdhesiveLimit(m_aWheelColPoints[CARWHEEL_REAR_RIGHT])*traction;
|
||||
if(m_status == STATUS_PLAYER)
|
||||
if(GetStatus() == STATUS_PLAYER)
|
||||
adhesion *= CSurfaceTable::GetWetMultiplier(m_aWheelColPoints[CARWHEEL_REAR_RIGHT].surfaceB);
|
||||
WheelState[CARWHEEL_REAR_RIGHT] = m_aWheelState[CARWHEEL_REAR_RIGHT];
|
||||
|
||||
@ -976,7 +976,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
// Process horn
|
||||
|
||||
if(m_status != STATUS_PLAYER){
|
||||
if(GetStatus() != STATUS_PLAYER){
|
||||
ReduceHornCounter();
|
||||
}else{
|
||||
if(GetModelIndex() == MI_MRWHOOP){
|
||||
@ -1008,7 +1008,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
// Flying
|
||||
|
||||
if(m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE && m_status != STATUS_PHYSICS){
|
||||
if(GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE && GetStatus() != STATUS_PHYSICS){
|
||||
if(GetModelIndex() == MI_MIAMI_RCRAIDER || GetModelIndex() == MI_MIAMI_SPARROW)
|
||||
m_aWheelSpeed[0] = Max(m_aWheelSpeed[0]-0.0005f, 0.0f);
|
||||
}else if((GetModelIndex() == MI_DODO || CVehicle::bAllDodosCheat) &&
|
||||
@ -1061,7 +1061,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
// move fire forward if in first person
|
||||
if(this == FindPlayerVehicle() && TheCamera.GetLookingForwardFirstPerson())
|
||||
if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
|
||||
if(m_fHealth < 250.0f && GetStatus() != STATUS_WRECKED){
|
||||
if(GetModelIndex() == MI_FIRETRUCK)
|
||||
damagePos += CVector(0.0f, 3.0f, -0.2f);
|
||||
else
|
||||
@ -1071,7 +1071,7 @@ CAutomobile::ProcessControl(void)
|
||||
damagePos = GetMatrix()*damagePos;
|
||||
damagePos.z += 0.15f;
|
||||
|
||||
if(m_fHealth < 250.0f && m_status != STATUS_WRECKED){
|
||||
if(m_fHealth < 250.0f && GetStatus() != STATUS_WRECKED){
|
||||
// Car is on fire
|
||||
|
||||
CParticle::AddParticle(PARTICLE_CARFLAME, damagePos,
|
||||
@ -1137,7 +1137,7 @@ CAutomobile::ProcessControl(void)
|
||||
|
||||
// Shake pad
|
||||
|
||||
if((suspShake > 0.0f || surfShake > 0.0f) && m_status == STATUS_PLAYER){
|
||||
if((suspShake > 0.0f || surfShake > 0.0f) && GetStatus() == STATUS_PLAYER){
|
||||
float speed = m_vecMoveSpeed.MagnitudeSqr();
|
||||
if(speed > sq(0.1f)){
|
||||
speed = Sqrt(speed);
|
||||
@ -1198,7 +1198,7 @@ CAutomobile::ProcessControl(void)
|
||||
m_vecMoveFriction = CVector(0.0f, 0.0f, 0.0f);
|
||||
m_vecTurnFriction = CVector(0.0f, 0.0f, 0.0f);
|
||||
}else if(!skipPhysics &&
|
||||
(m_fGasPedal == 0.0f && brake == 0.0f || m_status == STATUS_WRECKED)){
|
||||
(m_fGasPedal == 0.0f && brake == 0.0f || GetStatus() == STATUS_WRECKED)){
|
||||
if(Abs(m_vecMoveSpeed.x) < 0.005f &&
|
||||
Abs(m_vecMoveSpeed.y) < 0.005f &&
|
||||
Abs(m_vecMoveSpeed.z) < 0.005f){
|
||||
@ -1255,7 +1255,7 @@ CAutomobile::PreRender(void)
|
||||
}
|
||||
}
|
||||
}else{
|
||||
if(m_status == STATUS_SIMPLE){
|
||||
if(GetStatus() == STATUS_SIMPLE){
|
||||
CMatrix mat;
|
||||
CVector pos;
|
||||
|
||||
@ -1285,8 +1285,8 @@ CAutomobile::PreRender(void)
|
||||
}
|
||||
|
||||
int drawParticles = Abs(fwdSpeed) < 90.0f;
|
||||
if(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS ||
|
||||
m_status == STATUS_PLAYER || m_status == STATUS_PLAYER_PLAYBACKFROMBUFFER){
|
||||
if(GetStatus() == STATUS_SIMPLE || GetStatus() == STATUS_PHYSICS ||
|
||||
GetStatus() == STATUS_PLAYER || GetStatus() == STATUS_PLAYER_PLAYBACKFROMBUFFER){
|
||||
bool rearSkidding = false;
|
||||
if(m_aWheelState[CARWHEEL_REAR_LEFT] == WHEEL_STATE_SKIDDING ||
|
||||
m_aWheelState[CARWHEEL_REAR_RIGHT] == WHEEL_STATE_SKIDDING)
|
||||
@ -1618,8 +1618,8 @@ CAutomobile::PreRender(void)
|
||||
CClock::GetHours() < 8 && CClock::GetMinutes() < (m_randomSeed & 0x3F) ||
|
||||
m_randomSeed/50000.0f < CWeather::Foggyness ||
|
||||
m_randomSeed/50000.0f < CWeather::WetRoads;
|
||||
if(shouldLightsBeOn != bLightsOn && m_status != STATUS_WRECKED){
|
||||
if(m_status == STATUS_ABANDONED){
|
||||
if(shouldLightsBeOn != bLightsOn && GetStatus() != STATUS_WRECKED){
|
||||
if(GetStatus() == STATUS_ABANDONED){
|
||||
// Turn off lights on abandoned vehicles only when we they're far away
|
||||
if(bLightsOn &&
|
||||
Abs(TheCamera.GetPosition().x - GetPosition().x) + Abs(TheCamera.GetPosition().y - GetPosition().y) > 100.0f)
|
||||
@ -1857,7 +1857,7 @@ CAutomobile::PreRender(void)
|
||||
}else{
|
||||
// Lights off
|
||||
|
||||
if(m_status == STATUS_ABANDONED || m_status == STATUS_WRECKED) {
|
||||
if(GetStatus() == STATUS_ABANDONED || GetStatus() == STATUS_WRECKED) {
|
||||
CShadows::StoreShadowForCar(this);
|
||||
return;
|
||||
}
|
||||
@ -2139,7 +2139,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
|
||||
int i;
|
||||
CColModel *colModel;
|
||||
|
||||
if(m_status != STATUS_SIMPLE)
|
||||
if(GetStatus() != STATUS_SIMPLE)
|
||||
bVehicleColProcessed = true;
|
||||
|
||||
if(bUsingSpecialColModel)
|
||||
@ -2178,7 +2178,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
|
||||
phys->RegisterReference((CEntity**)&m_aGroundPhysical[i]);
|
||||
m_aGroundOffset[i] = m_aWheelColPoints[i].point - phys->GetPosition();
|
||||
|
||||
if(phys->GetModelIndex() == MI_BODYCAST && m_status == STATUS_PLAYER){
|
||||
if(phys->GetModelIndex() == MI_BODYCAST && GetStatus() == STATUS_PLAYER){
|
||||
// damage body cast
|
||||
float speed = m_vecMoveSpeed.MagnitudeSqr();
|
||||
if(speed > 0.1f){
|
||||
@ -2370,7 +2370,7 @@ CAutomobile::FireTruckControl(void)
|
||||
cannonDir = Multiply3x3(GetMatrix(), cannonDir);
|
||||
cannonDir.z += (CGeneral::GetRandomNumber()&0xF)/1000.0f;
|
||||
CWaterCannons::UpdateOne((uintptr)this, &cannonPos, &cannonDir);
|
||||
}else if(m_status == STATUS_PHYSICS){
|
||||
}else if(GetStatus() == STATUS_PHYSICS){
|
||||
CFire *fire = gFireManager.FindFurthestFire_NeverMindFireMen(GetPosition(), 10.0f, 35.0f);
|
||||
if(fire == nil)
|
||||
return;
|
||||
@ -2531,7 +2531,7 @@ CAutomobile::HydraulicControl(void)
|
||||
CPlayerInfo *playerInfo = &CWorld::Players[CWorld::PlayerInFocus];
|
||||
CColModel *specialColModel = &playerInfo->m_ColModel;
|
||||
|
||||
if(m_status != STATUS_PLAYER){
|
||||
if(GetStatus() != STATUS_PLAYER){
|
||||
// reset hydraulics for non-player cars
|
||||
|
||||
if(!bUsingSpecialColModel)
|
||||
@ -3123,7 +3123,7 @@ CAutomobile::RcbanditCheck1CarWheels(CPtrList &list)
|
||||
mi = (CVehicleModelInfo*)CModelInfo::GetModelInfo(car->GetModelIndex());
|
||||
|
||||
for(i = 0; i < 4; i++){
|
||||
if(car->m_aSuspensionSpringRatioPrev[i] < 1.0f || car->m_status == STATUS_SIMPLE){
|
||||
if(car->m_aSuspensionSpringRatioPrev[i] < 1.0f || car->GetStatus() == STATUS_SIMPLE){
|
||||
CVector wheelPos;
|
||||
CColSphere sph;
|
||||
mi->GetWheelPosn(i, wheelPos);
|
||||
@ -3205,20 +3205,20 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
|
||||
|
||||
// damage flipped over car
|
||||
if(GetUp().z < 0.0f && this != FindPlayerVehicle()){
|
||||
if(bNotDamagedUpsideDown || m_status == STATUS_PLAYER_REMOTE || bIsInWater)
|
||||
if(bNotDamagedUpsideDown || GetStatus() == STATUS_PLAYER_REMOTE || bIsInWater)
|
||||
return;
|
||||
m_fHealth -= 4.0f*CTimer::GetTimeStep();
|
||||
}
|
||||
|
||||
if(impulse > 25.0f && m_status != STATUS_WRECKED){
|
||||
if(impulse > 25.0f && GetStatus() != STATUS_WRECKED){
|
||||
if(bIsLawEnforcer &&
|
||||
FindPlayerVehicle() && FindPlayerVehicle() == m_pDamageEntity &&
|
||||
m_status != STATUS_ABANDONED &&
|
||||
GetStatus() != STATUS_ABANDONED &&
|
||||
FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() >= m_vecMoveSpeed.Magnitude() &&
|
||||
FindPlayerVehicle()->m_vecMoveSpeed.Magnitude() > 0.1f)
|
||||
FindPlayerPed()->SetWantedLevelNoDrop(1);
|
||||
|
||||
if(m_status == STATUS_PLAYER && impulse > 50.0f){
|
||||
if(GetStatus() == STATUS_PLAYER && impulse > 50.0f){
|
||||
uint8 freq = Min(0.4f*impulse*2000.0f/m_fMass + 100.0f, 250.0f);
|
||||
CPad::GetPad(0)->StartShake(40000/freq, freq);
|
||||
}
|
||||
@ -3382,7 +3382,7 @@ CAutomobile::VehicleDamage(float impulse, uint16 damagedPiece)
|
||||
|
||||
float damage = (impulse-25.0f)*pHandling->fCollisionDamageMultiplier*0.6f*damageMultiplier;
|
||||
|
||||
if(GetModelIndex() == MI_SECURICA && m_pDamageEntity && m_pDamageEntity->m_status == STATUS_PLAYER)
|
||||
if(GetModelIndex() == MI_SECURICA && m_pDamageEntity && m_pDamageEntity->GetStatus() == STATUS_PLAYER)
|
||||
damage *= 7.0f;
|
||||
|
||||
if(damage > 0.0f){
|
||||
@ -3816,7 +3816,7 @@ CAutomobile::BlowUpCar(CEntity *culprit)
|
||||
|
||||
// explosion pushes vehicle up
|
||||
m_vecMoveSpeed.z += 0.13f;
|
||||
m_status = STATUS_WRECKED;
|
||||
SetStatus(STATUS_WRECKED);
|
||||
bRenderScorched = true;
|
||||
m_nTimeOfDeath = CTimer::GetTimeInMilliseconds();
|
||||
Damage.FuckCarCompletely();
|
||||
@ -3933,8 +3933,8 @@ CAutomobile::BurstTyre(uint8 wheel)
|
||||
if(status == WHEEL_STATUS_OK){
|
||||
Damage.SetWheelStatus(wheel, WHEEL_STATUS_BURST);
|
||||
|
||||
if(m_status == STATUS_SIMPLE){
|
||||
m_status = STATUS_PHYSICS;
|
||||
if(GetStatus() == STATUS_SIMPLE){
|
||||
SetStatus(STATUS_PHYSICS);
|
||||
CCarCtrl::SwitchVehicleToRealPhysics(this);
|
||||
}
|
||||
|
||||
@ -4133,7 +4133,7 @@ CAutomobile::HasCarStoppedBecauseOfLight(void)
|
||||
{
|
||||
int i;
|
||||
|
||||
if(m_status != STATUS_SIMPLE && m_status != STATUS_PHYSICS)
|
||||
if(GetStatus() != STATUS_SIMPLE && GetStatus() != STATUS_PHYSICS)
|
||||
return false;
|
||||
|
||||
if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nNextRouteNode){
|
||||
|
@ -137,7 +137,7 @@ CBoat::ProcessControl(void)
|
||||
|
||||
ProcessCarAlarm();
|
||||
|
||||
switch(m_status){
|
||||
switch(GetStatus()){
|
||||
case STATUS_PLAYER:
|
||||
m_bIsAnchored = false;
|
||||
m_fOrientation = INVALID_ORIENTATION;
|
||||
@ -176,7 +176,7 @@ CBoat::ProcessControl(void)
|
||||
}
|
||||
|
||||
float collisionDamage = pHandling->fCollisionDamageMultiplier * m_fDamageImpulse;
|
||||
if(collisionDamage > 25.0f && m_status != STATUS_WRECKED && m_fHealth >= 150.0f){
|
||||
if(collisionDamage > 25.0f && GetStatus() != STATUS_WRECKED && m_fHealth >= 150.0f){
|
||||
float prevHealth = m_fHealth;
|
||||
if(this == FindPlayerVehicle()){
|
||||
if(bTakeLessDamage)
|
||||
@ -199,7 +199,7 @@ CBoat::ProcessControl(void)
|
||||
}
|
||||
|
||||
// Damage particles
|
||||
if(m_fHealth <= 600.0f && m_status != STATUS_WRECKED &&
|
||||
if(m_fHealth <= 600.0f && GetStatus() != STATUS_WRECKED &&
|
||||
Abs(GetPosition().x - TheCamera.GetPosition().x) < 200.0f &&
|
||||
Abs(GetPosition().y - TheCamera.GetPosition().y) < 200.0f){
|
||||
float speedSq = m_vecMoveSpeed.MagnitudeSqr();
|
||||
@ -326,7 +326,7 @@ CBoat::ProcessControl(void)
|
||||
// Spray some particles
|
||||
CVector jetDir = -0.04f * force;
|
||||
if(m_fGasPedal > 0.0f){
|
||||
if(m_status == STATUS_PLAYER){
|
||||
if(GetStatus() == STATUS_PLAYER){
|
||||
bool cameraHack = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
|
||||
TheCamera.WhoIsInControlOfTheCamera == CAMCONTROL_OBBE;
|
||||
CVector sternPos = GetColModel()->boundingBox.min;
|
||||
@ -597,7 +597,7 @@ CBoat::BlowUpCar(CEntity *culprit)
|
||||
|
||||
// explosion pushes vehicle up
|
||||
m_vecMoveSpeed.z += 0.13f;
|
||||
m_status = STATUS_WRECKED;
|
||||
SetStatus(STATUS_WRECKED);
|
||||
bRenderScorched = true;
|
||||
|
||||
m_fHealth = 0.0;
|
||||
|
@ -61,7 +61,7 @@ void CCarGenerator::DoInternalProcessing()
|
||||
pos.z += pBoat->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
pBoat->GetPosition() = pos;
|
||||
pBoat->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
|
||||
pBoat->m_status = STATUS_ABANDONED;
|
||||
pBoat->SetStatus(STATUS_ABANDONED);
|
||||
pBoat->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
CWorld::Add(pBoat);
|
||||
if (CGeneral::GetRandomNumberInRange(0, 100) < m_nAlarm)
|
||||
@ -95,7 +95,7 @@ void CCarGenerator::DoInternalProcessing()
|
||||
pos.z += pCar->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
pCar->GetPosition() = pos;
|
||||
pCar->SetOrientation(0.0f, 0.0f, DEGTORAD(m_fAngle));
|
||||
pCar->m_status = STATUS_ABANDONED;
|
||||
pCar->SetStatus(STATUS_ABANDONED);
|
||||
pCar->bLightsOn = false;
|
||||
pCar->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
CWorld::Add(pCar);
|
||||
@ -130,7 +130,7 @@ void CCarGenerator::Process()
|
||||
m_nVehicleHandle = -1;
|
||||
return;
|
||||
}
|
||||
if (pVehicle->m_status != STATUS_PLAYER)
|
||||
if (pVehicle->GetStatus() != STATUS_PLAYER)
|
||||
return;
|
||||
m_nTimer += 60000;
|
||||
m_nVehicleHandle = -1;
|
||||
|
@ -416,7 +416,7 @@ void CCrane::FindCarInSectorList(CPtrList* pList)
|
||||
Abs(pVehicle->GetMoveSpeed().y) >= CAR_MOVING_SPEED_THRESHOLD ||
|
||||
Abs(pVehicle->GetMoveSpeed().z) >= CAR_MOVING_SPEED_THRESHOLD)
|
||||
continue;
|
||||
if (!pVehicle->IsCar() || pVehicle->m_status == STATUS_WRECKED || pVehicle->m_fHealth < 250.0f)
|
||||
if (!pVehicle->IsCar() || pVehicle->GetStatus() == STATUS_WRECKED || pVehicle->m_fHealth < 250.0f)
|
||||
continue;
|
||||
if (!DoesCranePickUpThisCarType(pVehicle->GetModelIndex()) ||
|
||||
m_bIsMilitaryCrane && CCranes::DoesMilitaryCraneHaveThisOneAlready(pVehicle->GetModelIndex())) {
|
||||
|
@ -77,7 +77,7 @@ CHeli::CHeli(int32 id, uint8 CreatedBy)
|
||||
m_fHeliDustZ[i] = -50.0f;
|
||||
|
||||
m_nPoliceShoutTimer = CTimer::GetTimeInMilliseconds();
|
||||
m_status = STATUS_HELI;
|
||||
SetStatus(STATUS_HELI);
|
||||
m_bTestRight = true;
|
||||
m_fTargetOffset = 0.0f;
|
||||
m_fSearchLightX = m_fSearchLightY = 0.0f;
|
||||
@ -810,7 +810,7 @@ GenerateHeli(bool catalina)
|
||||
if(catalina)
|
||||
heli->GetMatrix().SetRotateZOnly(DEGTORAD(270.0f)); // game actually uses 3.14 here
|
||||
|
||||
heli->m_status = STATUS_ABANDONED;
|
||||
heli->SetStatus(STATUS_ABANDONED);
|
||||
|
||||
int id = -1;
|
||||
bool found = false;
|
||||
|
@ -81,7 +81,7 @@ CPlane::CPlane(int32 id, uint8 CreatedBy)
|
||||
m_bIsDrugRunCesna = false;
|
||||
m_bIsDropOffCesna = false;
|
||||
|
||||
m_status = STATUS_PLANE;
|
||||
SetStatus(STATUS_PLANE);
|
||||
bIsBIGBuilding = true;
|
||||
m_level = LEVEL_NONE;
|
||||
}
|
||||
@ -754,7 +754,7 @@ CPlane::InitPlanes(void)
|
||||
for(i = 0; i < 3; i++){
|
||||
CPlane *plane = new CPlane(MI_AIRTRAIN, PERMANENT_VEHICLE);
|
||||
plane->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
||||
plane->m_status = STATUS_ABANDONED;
|
||||
plane->SetStatus(STATUS_ABANDONED);
|
||||
plane->bIsLocked = true;
|
||||
plane->m_nPlaneId = i;
|
||||
plane->m_nCurPathNode = 0;
|
||||
@ -768,7 +768,7 @@ CPlane::InitPlanes(void)
|
||||
for(i = 0; i < 3; i++){
|
||||
CPlane *plane = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
|
||||
plane->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
||||
plane->m_status = STATUS_ABANDONED;
|
||||
plane->SetStatus(STATUS_ABANDONED);
|
||||
plane->bIsLocked = true;
|
||||
plane->m_nPlaneId = i;
|
||||
plane->m_nCurPathNode = 0;
|
||||
@ -926,7 +926,7 @@ CPlane::CreateIncomingCesna(void)
|
||||
}
|
||||
pDrugRunCesna = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
|
||||
pDrugRunCesna->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
||||
pDrugRunCesna->m_status = STATUS_ABANDONED;
|
||||
pDrugRunCesna->SetStatus(STATUS_ABANDONED);
|
||||
pDrugRunCesna->bIsLocked = true;
|
||||
pDrugRunCesna->m_nPlaneId = 0;
|
||||
pDrugRunCesna->m_nCurPathNode = 0;
|
||||
@ -948,7 +948,7 @@ CPlane::CreateDropOffCesna(void)
|
||||
}
|
||||
pDropOffCesna = new CPlane(MI_DEADDODO, PERMANENT_VEHICLE);
|
||||
pDropOffCesna->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
||||
pDropOffCesna->m_status = STATUS_ABANDONED;
|
||||
pDropOffCesna->SetStatus(STATUS_ABANDONED);
|
||||
pDropOffCesna->bIsLocked = true;
|
||||
pDropOffCesna->m_nPlaneId = 0;
|
||||
pDropOffCesna->m_nCurPathNode = 0;
|
||||
|
@ -59,7 +59,7 @@ CTrain::CTrain(int32 id, uint8 CreatedBy)
|
||||
m_nDoorState = TRAIN_DOOR_CLOSED;
|
||||
|
||||
bUsesCollision = true;
|
||||
m_status = STATUS_TRAIN_MOVING;
|
||||
SetStatus(STATUS_TRAIN_MOVING);
|
||||
}
|
||||
|
||||
void
|
||||
@ -177,11 +177,11 @@ CTrain::ProcessControl(void)
|
||||
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
|
||||
|
||||
if(engineTrackSpeed[m_nWagonGroup] > 0.001f){
|
||||
m_status = STATUS_TRAIN_MOVING;
|
||||
SetStatus(STATUS_TRAIN_MOVING);
|
||||
m_bTrainStopping = false;
|
||||
m_bProcessDoor = true;
|
||||
}else{
|
||||
m_status = STATUS_TRAIN_NOT_MOVING;
|
||||
SetStatus(STATUS_TRAIN_NOT_MOVING);
|
||||
m_bTrainStopping = true;
|
||||
}
|
||||
|
||||
@ -252,7 +252,7 @@ CTrain::ProcessControl(void)
|
||||
}
|
||||
|
||||
// Hit stuff
|
||||
if(m_bIsFirstWagon && m_status == STATUS_TRAIN_MOVING){
|
||||
if(m_bIsFirstWagon && GetStatus()== STATUS_TRAIN_MOVING){
|
||||
CVector front = GetPosition() + GetForward()*GetColModel()->boundingBox.max.y + m_vecMoveSpeed*CTimer::GetTimeStep();
|
||||
|
||||
int x, xmin, xmax;
|
||||
@ -440,7 +440,7 @@ CTrain::InitTrains(void)
|
||||
for(i = 0; i < 5; i++){
|
||||
train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
|
||||
train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
||||
train->m_status = STATUS_ABANDONED;
|
||||
train->SetStatus(STATUS_ABANDONED);
|
||||
train->bIsLocked = true;
|
||||
train->m_fWagonPosition = wagonPositions[i];
|
||||
train->m_bIsFirstWagon = firstWagon[i];
|
||||
@ -459,7 +459,7 @@ CTrain::InitTrains(void)
|
||||
for(i = 0; i < 8; i++){
|
||||
train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
|
||||
train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
|
||||
train->m_status = STATUS_ABANDONED;
|
||||
train->SetStatus(STATUS_ABANDONED);
|
||||
train->bIsLocked = true;
|
||||
train->m_fWagonPosition = wagonPositions_S[i];
|
||||
train->m_bIsFirstWagon = firstWagon_S[i];
|
||||
|
@ -393,7 +393,7 @@ CVehicle::FlyingControl(eFlightModel flightModel)
|
||||
m_vecMoveSpeed.x *= rmX;
|
||||
m_vecMoveSpeed.y *= rmY;
|
||||
m_vecMoveSpeed.z *= rmZ;
|
||||
if (m_status != STATUS_PLAYER && m_status != STATUS_PLAYER_REMOTE)
|
||||
if (GetStatus() != STATUS_PLAYER && GetStatus() != STATUS_PLAYER_REMOTE)
|
||||
return;
|
||||
float fThrust;
|
||||
if (bCheat5)
|
||||
@ -623,13 +623,13 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage
|
||||
}
|
||||
if (m_fHealth > 0.0f) {
|
||||
if (VehicleCreatedBy == RANDOM_VEHICLE && pDriver &&
|
||||
(m_status == STATUS_SIMPLE || m_status == STATUS_PHYSICS) &&
|
||||
(GetStatus() == STATUS_SIMPLE || GetStatus() == STATUS_PHYSICS) &&
|
||||
AutoPilot.m_nCarMission == MISSION_CRUISE) {
|
||||
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
|
||||
CCarCtrl::SwitchVehicleToRealPhysics(this);
|
||||
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
|
||||
m_status = STATUS_PHYSICS;
|
||||
SetStatus(STATUS_PHYSICS);
|
||||
}
|
||||
}
|
||||
m_nLastWeaponDamage = weaponType;
|
||||
@ -639,11 +639,11 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage
|
||||
if (VehicleCreatedBy == RANDOM_VEHICLE &&
|
||||
(m_fHealth < DAMAGE_HEALTH_TO_FLEE_ALWAYS ||
|
||||
bFrightensDriver && m_randomSeed > DAMAGE_FLEE_ON_FOOT_PROBABILITY_VALUE)) {
|
||||
switch (m_status) {
|
||||
switch (GetStatus()) {
|
||||
case STATUS_SIMPLE:
|
||||
case STATUS_PHYSICS:
|
||||
if (pDriver) {
|
||||
m_status = STATUS_ABANDONED;
|
||||
SetStatus(STATUS_ABANDONED);
|
||||
pDriver->bFleeAfterExitingCar = true;
|
||||
pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
|
||||
}
|
||||
@ -871,7 +871,7 @@ CVehicle::UsesSiren(uint32 id)
|
||||
bool
|
||||
CVehicle::IsVehicleNormal(void)
|
||||
{
|
||||
if (!pDriver || m_nNumPassengers != 0 || m_status == STATUS_WRECKED)
|
||||
if (!pDriver || m_nNumPassengers != 0 || GetStatus() == STATUS_WRECKED)
|
||||
return false;
|
||||
switch (GetModelIndex()){
|
||||
case MI_FIRETRUCK:
|
||||
@ -1141,7 +1141,7 @@ CVehicle::AddPassenger(CPed *passenger, uint8 n)
|
||||
void
|
||||
CVehicle::RemoveDriver(void)
|
||||
{
|
||||
m_status = STATUS_ABANDONED;
|
||||
SetStatus(STATUS_ABANDONED);
|
||||
pDriver = nil;
|
||||
}
|
||||
|
||||
|
@ -171,7 +171,7 @@ void CBulletInfo::Update(void)
|
||||
}
|
||||
if (pBullet->m_eWeaponType == WEAPONTYPE_SNIPERRIFLE && bAddSound) {
|
||||
cAudioScriptObject* pAudio;
|
||||
switch (pHitEntity->m_type) {
|
||||
switch (pHitEntity->GetType()) {
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
pAudio = new cAudioScriptObject();
|
||||
pAudio->Posn = pHitEntity->GetPosition();
|
||||
|
@ -193,7 +193,7 @@ CProjectileInfo::Update()
|
||||
if (!gaProjectileInfo[i].m_bInUse) continue;
|
||||
|
||||
CPed *ped = (CPed*)gaProjectileInfo[i].m_pSource;
|
||||
if (ped != nil && ped->m_type == ENTITY_TYPE_PED && !ped->IsPointerValid())
|
||||
if (ped != nil && ped->IsPed() && !ped->IsPointerValid())
|
||||
gaProjectileInfo[i].m_pSource = nil;
|
||||
|
||||
if (ms_apProjectile[i] == nil) {
|
||||
|
@ -990,7 +990,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
||||
}
|
||||
else
|
||||
{
|
||||
switch ( victim->m_type )
|
||||
switch ( victim->GetType() )
|
||||
{
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
{
|
||||
@ -1065,7 +1065,7 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
|
||||
}
|
||||
}
|
||||
|
||||
switch ( victim->m_type )
|
||||
switch ( victim->GetType() )
|
||||
{
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
{
|
||||
@ -1256,7 +1256,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
||||
}
|
||||
else
|
||||
{
|
||||
switch ( victim->m_type )
|
||||
switch ( victim->GetType() )
|
||||
{
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
{
|
||||
@ -1315,7 +1315,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
|
||||
}
|
||||
}
|
||||
|
||||
switch ( victim->m_type )
|
||||
switch ( victim->GetType() )
|
||||
{
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
{
|
||||
@ -1724,7 +1724,7 @@ CWeapon::FireInstantHitFromCar(CAutomobile *shooter, bool left)
|
||||
else
|
||||
CGlass::WasGlassHitByBullet(victim, point.point);
|
||||
|
||||
switch ( victim->m_type )
|
||||
switch ( victim->GetType() )
|
||||
{
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
{
|
||||
@ -1796,10 +1796,10 @@ CWeapon::DoDoomAiming(CEntity *shooter, CVector *source, CVector *target)
|
||||
|
||||
if ( (CEntity*)shooterPed != victim && shooterPed->CanSeeEntity(victim, DEGTORAD(22.5f)) )
|
||||
{
|
||||
if ( !(victim->m_status == STATUS_TRAIN_MOVING
|
||||
|| victim->m_status == STATUS_TRAIN_NOT_MOVING
|
||||
|| victim->m_status == STATUS_HELI
|
||||
|| victim->m_status == STATUS_PLANE) )
|
||||
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|
||||
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|
||||
|| victim->GetStatus() == STATUS_HELI
|
||||
|| victim->GetStatus() == STATUS_PLANE) )
|
||||
{
|
||||
float distToVictim = (shooterPed->GetPosition()-victim->GetPosition()).Magnitude2D();
|
||||
float distToVictimZ = Abs(shooterPed->GetPosition().z-victim->GetPosition().z);
|
||||
@ -1866,10 +1866,10 @@ CWeapon::DoTankDoomAiming(CEntity *shooter, CEntity *driver, CVector *source, CV
|
||||
|
||||
if ( shooter != victim && driver != victim )
|
||||
{
|
||||
if ( !(victim->m_status == STATUS_TRAIN_MOVING
|
||||
|| victim->m_status == STATUS_TRAIN_NOT_MOVING
|
||||
|| victim->m_status == STATUS_HELI
|
||||
|| victim->m_status == STATUS_PLANE) )
|
||||
if ( !(victim->GetStatus() == STATUS_TRAIN_MOVING
|
||||
|| victim->GetStatus() == STATUS_TRAIN_NOT_MOVING
|
||||
|| victim->GetStatus() == STATUS_HELI
|
||||
|| victim->GetStatus() == STATUS_PLANE) )
|
||||
{
|
||||
if ( !(victim->IsVehicle() && victim->bRenderScorched) )
|
||||
{
|
||||
@ -2086,7 +2086,7 @@ FireOneInstantHitRound(CVector *source, CVector *target, int32 damage)
|
||||
((CVehicle *)victim)->InflictDamage(nil, WEAPONTYPE_UZI, damage);
|
||||
//BUG ? no CGlass::WasGlassHitByBullet
|
||||
|
||||
switch ( victim->m_type )
|
||||
switch ( victim->GetType() )
|
||||
{
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user