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https://github.com/halpz/re3.git
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Cleanup project a bit
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@ -1,14 +1,14 @@
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#include "common.h"
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#include "patcher.h"
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#include "main.h"
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#include "lights.h"
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#include "Lights.h"
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#include "PointLights.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendClumpData.h"
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#include "Renderer.h"
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#include "ModelIndices.h"
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#include "Shadows.h"
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#include "TimeCycle.h"
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#include "Timecycle.h"
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#include "CutsceneObject.h"
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CCutsceneObject::CCutsceneObject(void)
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@ -4,7 +4,7 @@
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#include "Particle.h"
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#include "Stats.h"
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#include "World.h"
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#include "DMaudio.h"
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#include "DMAudio.h"
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#include "RpAnimBlend.h"
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#include "Ped.h"
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#include "PlayerPed.h"
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@ -416,7 +416,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
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if (nodeId != PED_HEAD)
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CPed::SpawnFlyingComponent(nodeId, unk);
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RecurseFrameChildrenVisibilityCB(frame, 0);
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RecurseFrameChildrenVisibilityCB(frame, nil);
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pos.x = 0.0f;
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pos.y = 0.0f;
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pos.z = 0.0f;
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@ -447,7 +447,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
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RwObject*
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CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
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{
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if (data == 0)
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if (data == nil)
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RpAtomicSetFlags(object, 0);
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return object;
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}
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@ -456,7 +456,7 @@ RwFrame*
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CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
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{
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RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
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RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0);
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RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
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return frame;
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}
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@ -824,7 +824,7 @@ CPed::Attack(void)
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&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
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weaponAnim = weaponAnimAssoc->animId;
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if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
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if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
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if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
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weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
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} else {
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@ -873,7 +873,7 @@ CPed::Attack(void)
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if (lastReloadWasInFuture) {
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if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
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if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
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if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
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weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
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} else {
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weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
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@ -892,14 +892,14 @@ CPed::Attack(void)
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}
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}
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else
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CPed::FinishedAttackCB(0, this);
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CPed::FinishedAttackCB(nil, this);
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}
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void
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CPed::RemoveWeaponModel(int modelId)
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{
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// modelId is not used!! This function just removes the current weapon.
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RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,0);
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RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil);
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m_wepModelID = -1;
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}
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