Merge branch 'master' into miami

# Conflicts:
#	src/audio/AudioLogic.cpp
#	src/control/RoadBlocks.cpp
#	src/entities/Entity.h
#	src/entities/Physical.cpp
#	src/peds/Ped.cpp
#	src/render/Renderer.cpp
#	src/vehicles/Automobile.cpp
#	src/vehicles/CarGen.cpp
#	src/weapons/BulletInfo.cpp
#	src/weapons/Weapon.cpp
This commit is contained in:
Sergeanur
2020-10-18 17:15:49 +03:00
20 changed files with 125 additions and 92 deletions

View File

@ -205,13 +205,13 @@ void CBulletInfo::Update(void)
if (pHitEntity->IsObject()) {
CObject *pHitObject = (CObject*)pHitEntity;
if ( !pHitObject->bInfiniteMass && pHitObject->m_fCollisionDamageMultiplier < 99.9f) {
bool notStatic = !pHitObject->IsStatic();
bool notStatic = !pHitObject->GetIsStatic();
if (notStatic && pHitObject->m_fUprootLimit <= 0.0f) {
pHitObject->bIsStatic = false;
pHitObject->AddToMovingList();
}
notStatic = !pHitObject->IsStatic();
notStatic = !pHitObject->GetIsStatic();
if (!notStatic) {
CVector moveForce = point.normal * -BULLET_HIT_FORCE;
pHitObject->ApplyMoveForce(moveForce.x, moveForce.y, moveForce.z);

View File

@ -1526,14 +1526,14 @@ CWeapon::DoBulletImpact(CEntity *shooter, CEntity *victim,
if ( !victimObject->bInfiniteMass && victimObject->m_fCollisionDamageMultiplier < 99.9f)
{
bool notStatic = !victimObject->IsStatic();
bool notStatic = !victimObject->GetIsStatic();
if (notStatic && victimObject->m_fUprootLimit <= 0.0f)
{
victimObject->bIsStatic = false;
victimObject->SetIsStatic(false);
victimObject->AddToMovingList();
}
notStatic = !victimObject->IsStatic();
notStatic = !victimObject->GetIsStatic();
if (!notStatic)
{
CVector moveForce = point->normal * -4.0f;
@ -1922,14 +1922,14 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
if ( !victimObject->bInfiniteMass )
{
bool notStatic = !victimObject->IsStatic();
bool notStatic = !victimObject->GetIsStatic();
if ( notStatic && victimObject->m_fUprootLimit <= 0.0f )
{
victimObject->bIsStatic = false;
victimObject->SetIsStatic(false);
victimObject->AddToMovingList();
}
notStatic = !victimObject->IsStatic();
notStatic = !victimObject->GetIsStatic();
if ( !notStatic )
{
CVector moveForce = point.normal*-5.0f;
@ -3149,9 +3149,9 @@ CWeapon::BlowUpExplosiveThings(CEntity *thing)
object->m_vecMoveSpeed.x += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
object->m_vecMoveSpeed.y += float((CGeneral::GetRandomNumber()&255) - 128) * 0.0002f;
if ( object->IsStatic())
if ( object->GetIsStatic())
{
object->bIsStatic = false;
object->SetIsStatic(false);
object->AddToMovingList();
}
}