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Merge remote-tracking branch 'origin/master' into miami
# Conflicts: # premake5.lua # src/core/ZoneCull.cpp # src/core/Zones.cpp # src/objects/CutsceneHead.cpp # src/render/Clouds.cpp
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@ -2862,7 +2862,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
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case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
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// In this special case, entity parameter isn't CEntity, but int.
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SetObjectiveTimer((int)entity);
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SetObjectiveTimer((uintptr)entity);
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break;
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case OBJECTIVE_KILL_CHAR_ON_FOOT:
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case OBJECTIVE_KILL_CHAR_ANY_MEANS:
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@ -3355,7 +3355,7 @@ CPed::MakePhonecall(void)
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if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) {
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FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(),
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(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (int)m_threatEntity : (int)((CPed*)m_pEventEntity)->m_threatEntity), false);
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(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (uintptr)m_threatEntity : (uintptr)((CPed*)m_pEventEntity)->m_threatEntity), false);
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bRunningToPhone = false;
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}
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#endif
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@ -4563,7 +4563,7 @@ CPed::SetPointGunAt(CEntity *to)
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SetLookFlag(to, true);
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SetAimFlag(to);
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#ifdef VC_PED_PORTS
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SetLookTimer(INT_MAX);
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SetLookTimer(INT32_MAX);
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#endif
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}
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@ -4802,8 +4802,8 @@ CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
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if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) {
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if (veh->pDriver && veh->pDriver->IsPlayer()) {
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CWanted *wanted = FindPlayerPed()->m_pWanted;
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wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (int)this, false);
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wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (int)this, false);
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wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
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wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false);
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}
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}
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}
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@ -1077,7 +1077,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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SetLookFlag(limitedCam, true);
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SetAimFlag(limitedCam);
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#ifdef VC_PED_PORTS
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SetLookTimer(INT_MAX); // removing this makes head move for real, but I experinced some bugs.
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SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
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#endif
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} else {
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m_fRotationDest = limitedCam;
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