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slightly better variable name
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@ -832,10 +832,10 @@ CPed::ProcessObjective(void)
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
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if (m_nPedType == PEDTYPE_COP) {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
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m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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} else {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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}
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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@ -4775,7 +4775,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
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if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
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if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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nearVeh->SetStatus(STATUS_PHYSICS);
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nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
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