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Merge remote-tracking branch 'upstream/miami' into miami
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@ -16337,7 +16337,11 @@ CPed::SeekCar(void)
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}
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if (dest.x == 0.0f && dest.y == 0.0f) {
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#ifdef FIX_BUGS
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if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver || !vehToSeek->CanPedOpenLocks(this)) {
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#else
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if ((!IsPlayer() && CharCreatedBy != MISSION_CHAR) || vehToSeek->VehicleCreatedBy != MISSION_VEHICLE || vehToSeek->pDriver) {
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#endif
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RestorePreviousState();
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if (IsPlayer()) {
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ClearObjective();
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@ -18020,23 +18024,25 @@ CPed::ClearWaitState(void)
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}
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#ifdef COMPATIBLE_SAVES
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#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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void
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CPed::Save(uint8*& buf)
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{
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SkipSaveBuf(buf, 52);
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WriteSaveBuf<float>(buf, GetPosition().x);
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WriteSaveBuf<float>(buf, GetPosition().y);
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WriteSaveBuf<float>(buf, GetPosition().z);
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CopyToBuf(buf, GetPosition().x);
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CopyToBuf(buf, GetPosition().y);
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CopyToBuf(buf, GetPosition().z);
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SkipSaveBuf(buf, 288);
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WriteSaveBuf<uint8>(buf, CharCreatedBy);
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CopyToBuf(buf, CharCreatedBy);
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SkipSaveBuf(buf, 351);
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WriteSaveBuf<float>(buf, m_fHealth);
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WriteSaveBuf<float>(buf, m_fArmour);
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CopyToBuf(buf, m_fHealth);
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CopyToBuf(buf, m_fArmour);
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SkipSaveBuf(buf, 148);
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for (int i = 0; i < 13; i++) // has to be hardcoded
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m_weapons[i].Save(buf);
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SkipSaveBuf(buf, 5);
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WriteSaveBuf<uint8>(buf, m_maxWeaponTypeAllowed);
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CopyToBuf(buf, m_maxWeaponTypeAllowed);
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SkipSaveBuf(buf, 162);
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}
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@ -18044,19 +18050,21 @@ void
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CPed::Load(uint8*& buf)
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{
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SkipSaveBuf(buf, 52);
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GetMatrix().GetPosition().x = ReadSaveBuf<float>(buf);
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GetMatrix().GetPosition().y = ReadSaveBuf<float>(buf);
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GetMatrix().GetPosition().z = ReadSaveBuf<float>(buf);
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CopyFromBuf(buf, GetMatrix().GetPosition().x);
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CopyFromBuf(buf, GetMatrix().GetPosition().y);
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CopyFromBuf(buf, GetMatrix().GetPosition().z);
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SkipSaveBuf(buf, 288);
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CharCreatedBy = ReadSaveBuf<uint8>(buf);
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CopyFromBuf(buf, CharCreatedBy);
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SkipSaveBuf(buf, 351);
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m_fHealth = ReadSaveBuf<float>(buf);
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m_fArmour = ReadSaveBuf<float>(buf);
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CopyFromBuf(buf, m_fHealth);
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CopyFromBuf(buf, m_fArmour);
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SkipSaveBuf(buf, 148);
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for (int i = 0; i < 13; i++) // has to be hardcoded
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m_weapons[i].Load(buf);
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SkipSaveBuf(buf, 5);
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m_maxWeaponTypeAllowed = ReadSaveBuf<uint8>(buf);
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CopyFromBuf(buf, m_maxWeaponTypeAllowed);
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SkipSaveBuf(buf, 162);
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}
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#undef CopyFromBuf
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#undef CopyToBuf
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#endif
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@ -65,7 +65,7 @@ CPedIK::RotateTorso(AnimBlendFrameData *node, LimbOrientation *limb, bool change
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// this function is always called with PED_MID, so we know the parent frame.
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// Trouble is that PED_MID is "Smid" on PS2/PC but BONE_torso on mobile/xbox...
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// so this doesn't exactly do what we'd like anyway
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RwMatrix *mat = GetComponentMatrix(m_ped, PED_MID);
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RwMatrix* mat = GetComponentMatrix(m_ped, PED_MID);
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RwV3d vec1, vec2;
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vec1.x = mat->right.z;
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@ -1513,17 +1513,19 @@ CPlayerPed::ProcessControl(void)
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}
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#ifdef COMPATIBLE_SAVES
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#define CopyFromBuf(buf, data) memcpy(&data, buf, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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#define CopyToBuf(buf, data) memcpy(buf, &data, sizeof(data)); SkipSaveBuf(buf, sizeof(data));
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void
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CPlayerPed::Save(uint8*& buf)
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{
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CPed::Save(buf);
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SkipSaveBuf(buf, 16);
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WriteSaveBuf<float>(buf, m_fMaxStamina);
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CopyToBuf(buf, m_fMaxStamina);
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SkipSaveBuf(buf, 28);
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WriteSaveBuf<int32>(buf, m_nTargettableObjects[0]);
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WriteSaveBuf<int32>(buf, m_nTargettableObjects[1]);
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WriteSaveBuf<int32>(buf, m_nTargettableObjects[2]);
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WriteSaveBuf<int32>(buf, m_nTargettableObjects[3]);
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CopyToBuf(buf, m_nTargettableObjects[0]);
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CopyToBuf(buf, m_nTargettableObjects[1]);
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CopyToBuf(buf, m_nTargettableObjects[2]);
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CopyToBuf(buf, m_nTargettableObjects[3]);
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SkipSaveBuf(buf, 116);
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}
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@ -1532,12 +1534,14 @@ CPlayerPed::Load(uint8*& buf)
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{
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CPed::Load(buf);
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SkipSaveBuf(buf, 16);
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m_fMaxStamina = ReadSaveBuf<float>(buf);
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CopyFromBuf(buf, m_fMaxStamina);
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SkipSaveBuf(buf, 28);
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m_nTargettableObjects[0] = ReadSaveBuf<int32>(buf);
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m_nTargettableObjects[1] = ReadSaveBuf<int32>(buf);
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m_nTargettableObjects[2] = ReadSaveBuf<int32>(buf);
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m_nTargettableObjects[3] = ReadSaveBuf<int32>(buf);
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CopyFromBuf(buf, m_nTargettableObjects[0]);
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CopyFromBuf(buf, m_nTargettableObjects[1]);
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CopyFromBuf(buf, m_nTargettableObjects[2]);
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CopyFromBuf(buf, m_nTargettableObjects[3]);
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SkipSaveBuf(buf, 116);
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}
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#undef CopyFromBuf
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#undef CopyToBuf
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#endif
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