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Fix a bunch of CModelInfo::GetModelInfo->GetColModel calls
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@ -354,7 +354,7 @@ CCarCtrl::GenerateOneRandomCar()
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pVehicle->m_bSirenOrAlarm = true;
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pVehicle->AutoPilot.m_nNextPathNodeInfo = connectionId;
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pVehicle->AutoPilot.m_nNextLane = pVehicle->AutoPilot.m_nCurrentLane = CGeneral::GetRandomNumber() % lanesOnCurrentRoad;
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CColBox* boundingBox = &CModelInfo::GetModelInfo(pVehicle->GetModelIndex())->GetColModel()->boundingBox;
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CColBox* boundingBox = &CModelInfo::GetColModel(pVehicle->GetModelIndex())->boundingBox;
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float carLength = 1.0f + (boundingBox->max.y - boundingBox->min.y) / 2;
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float distanceBetweenNodes = (pCurNode->GetPosition() - pNextNode->GetPosition()).Magnitude2D();
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/* If car is so long that it doesn't fit between two car nodes, place it directly in the middle. */
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@ -2023,7 +2023,7 @@ void CGarages::GivePlayerDetonator()
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float CGarages::FindDoorHeightForMI(int32 mi)
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{
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return CModelInfo::GetModelInfo(mi)->GetColModel()->boundingBox.max.z - CModelInfo::GetModelInfo(mi)->GetColModel()->boundingBox.min.z - 0.1f;
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return CModelInfo::GetColModel(mi)->boundingBox.max.z - CModelInfo::GetColModel(mi)->boundingBox.min.z - 0.1f;
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}
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void CGarage::TidyUpGarage()
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@ -51,7 +51,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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CEntity* pEntityToAttack = (CEntity*)FindPlayerVehicle();
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if (!pEntityToAttack)
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pEntityToAttack = (CEntity*)FindPlayerPed();
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CColModel* pPoliceColModel = CModelInfo::GetModelInfo(MI_POLICE)->GetColModel();
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CColModel* pPoliceColModel = CModelInfo::GetColModel(MI_POLICE);
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float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
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for (int32 i = 0; i < 2; i++) {
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const int32 roadBlockIndex = i + 2 * roadBlockType;
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@ -130,7 +130,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
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vehicleId = MI_ENFORCER;
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if (!CStreaming::HasModelLoaded(vehicleId))
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vehicleId = MI_POLICE;
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CColModel *pVehicleColModel = CModelInfo::GetModelInfo(vehicleId)->GetColModel();
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CColModel *pVehicleColModel = CModelInfo::GetColModel(vehicleId);
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float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
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int16 radius = (int16)(fMapObjectRadius / fModelRadius);
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if (radius >= 6)
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@ -152,7 +152,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
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else
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offsetMatrix.GetPosition() = CVector(i * fModelRadius - fOffset, 0.0f, 0.6f);
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CMatrix vehicleMatrix = mapObject->GetMatrix() * offsetMatrix;
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float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
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float fModelRadius = CModelInfo::GetColModel(vehicleId)->boundingSphere.radius - 0.25f;
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int16 colliding = 0;
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CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
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if (!colliding) {
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@ -2814,7 +2814,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
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CTheScripts::ReadTextLabelFromScript(&m_nIp, label);
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int zoneToCheck = CTheZones::FindZoneByLabelAndReturnIndex(label);
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if (zoneToCheck != -1)
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m_nIp += KEY_LENGTH_IN_SCRIPT; /* why only if zone != 1? */
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m_nIp += KEY_LENGTH_IN_SCRIPT; /* why only if zone != -1? */
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CVector pos = pPlayer->GetPos();
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CZone* pZone = CTheZones::GetZone(zoneToCheck);
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UpdateCompareFlag(CTheZones::PointLiesWithinZone(&pos, pZone));
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