CWorld fixes
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e777f24064
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@ -731,11 +731,10 @@ CWorld::FindObjectsInRange(CVector ¢re, float radius, bool ignoreZ, short *n
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void
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CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity->m_scanCode != ms_nCurrentScanCode) {
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pEntity->m_scanCode = ms_nCurrentScanCode;
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if (pEntity->m_scanCode != GetCurrentScanCode()) {
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pEntity->m_scanCode = GetCurrentScanCode();
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float fMagnitude = 0.0f;
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if (bCheck2DOnly)
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fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr2D();
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@ -747,7 +746,6 @@ CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const
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++*nEntitiesFound;
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}
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}
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pNode = pNode->next;
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}
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}
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@ -1037,11 +1035,10 @@ CWorld::FindObjectsKindaColliding(const CVector& position, float radius, bool bC
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void
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CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nCollidingEntities, int16 maxEntitiesToFind, CEntity** aEntities)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity->m_scanCode != ms_nCurrentScanCode) {
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pEntity->m_scanCode = ms_nCurrentScanCode;
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if (pEntity->m_scanCode != GetCurrentScanCode()) {
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pEntity->m_scanCode = GetCurrentScanCode();
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float fMagnitude = 0.0f;
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if (bCheck2DOnly)
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fMagnitude = (position - pEntity->GetPosition()).Magnitude2D();
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@ -1053,7 +1050,6 @@ CWorld::FindObjectsKindaCollidingSectorList(CPtrList& list, const CVector& posit
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++*nCollidingEntities;
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}
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}
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pNode = pNode->next;
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}
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}
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@ -1097,11 +1093,10 @@ CWorld::FindObjectsIntersectingCube(const CVector& vecStartPos, const CVector& v
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void
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CWorld::FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
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pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
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if (pEntity->m_scanCode != GetCurrentScanCode()) {
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pEntity->m_scanCode = GetCurrentScanCode();
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float fRadius = pEntity->GetBoundRadius();
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const CVector& entityPos = pEntity->GetPosition();
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if (fRadius + entityPos.x >= vecStartPos.x && entityPos.x - fRadius <= vecEndPos.x &&
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@ -1113,7 +1108,6 @@ CWorld::FindObjectsIntersectingCubeSectorList(CPtrList& list, const CVector& vec
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++*nIntersecting;
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}
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}
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pNode = pNode->next;
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}
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}
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@ -1156,11 +1150,10 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox& boundingBox, co
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void
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CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, const CColBox& boundingBox, const CMatrix& matrix, const CVector& position, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
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pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
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if (pEntity->m_scanCode != GetCurrentScanCode()) {
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pEntity->m_scanCode = GetCurrentScanCode();
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CColSphere sphere;
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CVector vecDistance = pEntity->GetPosition() - position;
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sphere.radius = pEntity->GetBoundRadius();
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@ -1171,7 +1164,6 @@ CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(CPtrList& list, cons
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++*nEntitiesFound;
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}
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}
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pNode = pNode->next;
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}
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}
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@ -1206,11 +1198,10 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector& vecStartPos, const CV
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void
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CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVector& vecStartPos, const CVector& vecEndPos, int16* nIntersecting, int16 maxEntitiesToFind, CEntity** aEntities, bool bIsVehicleList, bool bIsPedList)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity->m_scanCode != CWorld::ms_nCurrentScanCode) {
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pEntity->m_scanCode = CWorld::ms_nCurrentScanCode;
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if (pEntity->m_scanCode != GetCurrentScanCode()) {
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pEntity->m_scanCode = GetCurrentScanCode();
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bool bIsMissionEntity = false;
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if (bIsVehicleList)
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bIsMissionEntity = ((CVehicle*)pEntity)->VehicleCreatedBy == MISSION_VEHICLE;
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@ -1230,7 +1221,6 @@ CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList& list, const CVec
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++*nIntersecting;
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}
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}
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pNode = pNode->next;
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}
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}
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@ -1397,11 +1387,10 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
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void
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CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1, float x2, float y2, float fStartX, float fStartY, float fEndX, float fEndY)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
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CVehicle *pVehicle = (CVehicle*)pNode->item;
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if (pVehicle->m_scanCode != CWorld::ms_nCurrentScanCode) {
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pVehicle->m_scanCode = CWorld::ms_nCurrentScanCode;
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if (pVehicle->m_scanCode != GetCurrentScanCode()) {
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pVehicle->m_scanCode = GetCurrentScanCode();
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const CVector& vehiclePos = pVehicle->GetPosition();
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eCarMission carMission = pVehicle->AutoPilot.m_nCarMission;
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if (pVehicle != FindPlayerVehicle() &&
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@ -1411,42 +1400,40 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList& list, float x1, float y1
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(carMission == MISSION_RAMPLAYER_FARAWAY || carMission == MISSION_RAMPLAYER_CLOSE ||
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carMission == MISSION_BLOCKPLAYER_FARAWAY || carMission == MISSION_BLOCKPLAYER_CLOSE)
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) {
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pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
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CColModel* pColModel = pVehicle->GetColModel();
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bool bInsideSphere = false;
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for (int32 i = 0; i < pColModel->numSpheres; i++) {
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CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
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float fRadius = pColModel->spheres[i].radius;
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if (pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 && pos.y - fRadius < y2)
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bInsideSphere = true;
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// Maybe break the loop when bInsideSphere is set to true?
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}
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if (bInsideSphere) {
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if (pVehicle->GetPosition().x <= (x1 + x2) * 0.5f)
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pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
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if (pVehicle->GetPosition().y <= (y1 + y2) * 0.5f)
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pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
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}
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pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
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CColModel* pColModel = pVehicle->GetColModel();
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bool bInsideSphere = false;
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for (int32 i = 0; i < pColModel->numSpheres; i++) {
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CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
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float fRadius = pColModel->spheres[i].radius;
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if (pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 && pos.y - fRadius < y2)
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bInsideSphere = true;
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// Maybe break the loop when bInsideSphere is set to true?
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}
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if (bInsideSphere) {
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if (pVehicle->GetPosition().x <= (x1 + x2) * 0.5f)
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pVehicle->m_vecMoveSpeed.x = min(pVehicle->m_vecMoveSpeed.x, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.x = max(pVehicle->m_vecMoveSpeed.x, 0.0f);
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if (pVehicle->GetPosition().y <= (y1 + y2) * 0.5f)
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pVehicle->m_vecMoveSpeed.y = min(pVehicle->m_vecMoveSpeed.y, 0.0f);
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else
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pVehicle->m_vecMoveSpeed.y = max(pVehicle->m_vecMoveSpeed.y, 0.0f);
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}
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}
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pNode = pNode->next;
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}
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}
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}
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void
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CWorld::CallOffChaseForAreaSectorListPeds(CPtrList& list, float x1, float y1, float x2, float y2)
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{
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CPtrNode* pNode = list.first;
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while (pNode) {
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for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
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CPed* pPed = (CPed*)pNode->item;
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const CVector& pedPos = pPed->GetPosition();
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if (pPed->m_scanCode != CWorld::ms_nCurrentScanCode)
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if (pPed->m_scanCode != GetCurrentScanCode())
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{
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pPed->m_scanCode = CWorld::ms_nCurrentScanCode;
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pPed->m_scanCode = GetCurrentScanCode();
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if (pPed != FindPlayerPed() && pPed->m_leader != FindPlayerPed() &&
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pedPos.x > x1 && pedPos.x < x2 &&
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pedPos.y > y1 && pedPos.y < y2 &&
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@ -1582,103 +1569,75 @@ CWorld::AddParticles(void)
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void
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CWorld::ShutDown(void)
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{
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for (int32 y = 0; y < NUMSECTORS_Y; y++) {
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for (int32 x = 0; x < NUMSECTORS_X; x++) {
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CSector *pSector = GetSector(x, y);
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CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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pNode = pNode->next;
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}
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pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
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while (pNode) {
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CEntity* pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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pNode = pNode->next;
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}
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pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
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while (pNode) {
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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pNode = pNode->next;
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}
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pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
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while (pNode) {
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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pNode = pNode->next;
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}
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pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
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while (pNode) {
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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pNode = pNode->next;
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}
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
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for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
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CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
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for (CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
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CEntity* pEntity = (CEntity*)pNode->item;
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
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CEntity* pEntity = (CEntity*)pNode->item;
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
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CEntity *pEntity = (CEntity*)pNode->item;
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
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CEntity *pEntity = (CEntity*)pNode->item;
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
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CEntity *pEntity = (CEntity*)pNode->item;
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CWorld::Remove(pEntity);
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delete pEntity;
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}
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
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pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
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}
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for (int32 i = 0; i < 4; i ++) {
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CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first;
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while (pNode) {
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for (CPtrNode* pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
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CEntity *pEntity = (CEntity*)pNode->item;
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if (pEntity) {
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// Maybe remove from world here?
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delete pEntity;
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}
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pNode = pNode->next;
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// Maybe remove from world here?
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delete pEntity;
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}
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GetBigBuildingList((eLevelName)i).Flush();
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}
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for (int32 y = 0; y < NUMSECTORS_Y; y++) {
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for (int32 x = 0; x < NUMSECTORS_X; x++) {
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CSector *pSector = GetSector(x, y);
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if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
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sprintf(gString, "Building list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_DUMMIES].first) {
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sprintf(gString, "Dummy list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
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sprintf(gString, "Building overlap list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
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sprintf(gString, "Vehicle overlap list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
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sprintf(gString, "Ped overlap list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
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sprintf(gString, "Object overlap list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
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sprintf(gString, "Dummy overlap list %d,%d not empty\n", x, y);
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pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
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}
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for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
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CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
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if (pSector->m_lists[ENTITYLIST_BUILDINGS].first) {
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sprintf(gString, "Building list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
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pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_DUMMIES].first) {
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sprintf(gString, "Dummy list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
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pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first) {
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sprintf(gString, "Building overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
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}
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if (pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].first) {
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sprintf(gString, "Vehicle overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].first) {
|
||||
sprintf(gString, "Ped overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
pSector->m_lists[ENTITYLIST_PEDS_OVERLAP].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].first) {
|
||||
sprintf(gString, "Object overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP].Flush();
|
||||
}
|
||||
if (pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].first) {
|
||||
sprintf(gString, "Dummy overlap list %d,%d not empty\n", i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
|
||||
}
|
||||
}
|
||||
ms_listMovingEntityPtrs.Flush();
|
||||
@ -1693,37 +1652,25 @@ CWorld::ClearForRestart(void)
|
||||
CObject::DeleteAllTempObjects();
|
||||
CObject::DeleteAllMissionObjects();
|
||||
CPopulation::ConvertAllObjectsToDummyObjects();
|
||||
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
|
||||
for (int32 x = 0; x < NUMSECTORS_X; x++) {
|
||||
CSector *pSector = GetSector(x, y);
|
||||
CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first;
|
||||
while (pNode) {
|
||||
CEntity *pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = GetBigBuildingList(LEVEL_NONE).first;
|
||||
while (pNode) {
|
||||
CVehicle *pVehicle = (CVehicle*)pNode->item;
|
||||
if (pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
|
||||
CWorld::Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
for (int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
|
||||
CSector* pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity*)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for (CPtrNode* pNode = GetBigBuildingList(LEVEL_NONE).first; pNode; pNode = pNode->next) {
|
||||
CVehicle *pVehicle = (CVehicle*)pNode->item;
|
||||
if (pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
|
||||
CWorld::Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
}
|
||||
}
|
||||
for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
}
|
||||
CPools::CheckPoolsEmpty();
|
||||
}
|
||||
@ -1833,41 +1780,27 @@ CWorld::SetPedsOnFire(float x, float y, float z, float radius, CEntity* reason)
|
||||
void
|
||||
CWorld::RemoveStaticObjects()
|
||||
{
|
||||
for (int32 y = 0; y < NUMSECTORS_Y; y++) {
|
||||
for (int32 x = 0; x < NUMSECTORS_X; x++) {
|
||||
CSector* pSector = GetSector(x, y);
|
||||
CPtrNode* pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first;
|
||||
while (pNode) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
if (pEntity) {
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
|
||||
for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
|
||||
CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for (CPtrNode* pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
|
||||
CEntity* pEntity = (CEntity*)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES].Flush();
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
|
||||
}
|
||||
}
|
||||
|
||||
@ -2072,18 +2005,17 @@ CWorld::TriggerExplosion(const CVector& position, float fRadius, float fPower, C
|
||||
void
|
||||
CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, float fRadius, float fPower, CEntity* pCreator, bool bProcessVehicleBombTimer)
|
||||
{
|
||||
CPtrNode* pNode = list.first;
|
||||
while (pNode) {
|
||||
CPhysical* pEntity = (CPhysical*)pNode->item;
|
||||
CVector vecDistance = pEntity->GetPosition() - position;
|
||||
float fMagnitude = vecDistance.Magnitude();
|
||||
if (fRadius > fMagnitude) {
|
||||
CWeapon::BlowUpExplosiveThings(pEntity);
|
||||
CPed* pPed = (CPed*)pEntity;
|
||||
CObject* pObject = (CObject*)pEntity;
|
||||
CVehicle* pVehicle = (CVehicle*)pEntity;
|
||||
if (!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
|
||||
if (pEntity->bIsStatic) {
|
||||
for (CPtrNode* pNode = list.first; pNode; pNode = pNode->next) {
|
||||
CPhysical* pEntity = (CPhysical*)pNode->item;
|
||||
CVector vecDistance = pEntity->GetPosition() - position;
|
||||
float fMagnitude = vecDistance.Magnitude();
|
||||
if(fRadius > fMagnitude) {
|
||||
CWeapon::BlowUpExplosiveThings(pEntity);
|
||||
CPed *pPed = (CPed *)pEntity;
|
||||
CObject *pObject = (CObject *)pEntity;
|
||||
CVehicle *pVehicle = (CVehicle *)pEntity;
|
||||
if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
|
||||
if(pEntity->bIsStatic) {
|
||||
if (pEntity->IsObject()) {
|
||||
if (fPower > pObject->m_fUprootLimit || IsFence(pObject->m_modelIndex)) {
|
||||
if (IsGlass(pObject->m_modelIndex)) {
|
||||
@ -2170,7 +2102,6 @@ CWorld::TriggerExplosionSectorList(CPtrList& list, const CVector& position, floa
|
||||
}
|
||||
}
|
||||
}
|
||||
pNode = pNode->next;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user