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
This commit is contained in:
Sergeanur
2020-05-13 00:19:21 +03:00
56 changed files with 1418 additions and 385 deletions

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@ -2862,7 +2862,7 @@ CPed::SetObjective(eObjective newObj, void *entity)
case OBJECTIVE_WAIT_IN_CAR_THEN_GETOUT:
// In this special case, entity parameter isn't CEntity, but int.
SetObjectiveTimer((int)entity);
SetObjectiveTimer((uintptr)entity);
break;
case OBJECTIVE_KILL_CHAR_ON_FOOT:
case OBJECTIVE_KILL_CHAR_ANY_MEANS:
@ -3355,7 +3355,7 @@ CPed::MakePhonecall(void)
if (!IsPlayer() && CTimer::GetTimeInMilliseconds() > m_phoneTalkTimer - 7000 && bRunningToPhone) {
FindPlayerPed()->m_pWanted->RegisterCrime_Immediately(m_crimeToReportOnPhone, GetPosition(),
(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (int)m_threatEntity : (int)((CPed*)m_pEventEntity)->m_threatEntity), false);
(m_crimeToReportOnPhone == CRIME_POSSESSION_GUN ? (uintptr)m_threatEntity : (uintptr)((CPed*)m_pEventEntity)->m_threatEntity), false);
bRunningToPhone = false;
}
#endif
@ -4563,7 +4563,7 @@ CPed::SetPointGunAt(CEntity *to)
SetLookFlag(to, true);
SetAimFlag(to);
#ifdef VC_PED_PORTS
SetLookTimer(INT_MAX);
SetLookTimer(INT32_MAX);
#endif
}
@ -4802,8 +4802,8 @@ CPed::SetEvasiveDive(CPhysical *reason, uint8 onlyRandomJump)
if (reason->IsVehicle() && m_nPedType == PEDTYPE_COP) {
if (veh->pDriver && veh->pDriver->IsPlayer()) {
CWanted *wanted = FindPlayerPed()->m_pWanted;
wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (int)this, false);
wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (int)this, false);
wanted->RegisterCrime_Immediately(CRIME_RECKLESS_DRIVING, GetPosition(), (uintptr)this, false);
wanted->RegisterCrime_Immediately(CRIME_SPEEDING, GetPosition(), (uintptr)this, false);
}
}
}

View File

@ -1077,7 +1077,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
SetLookFlag(limitedCam, true);
SetAimFlag(limitedCam);
#ifdef VC_PED_PORTS
SetLookTimer(INT_MAX); // removing this makes head move for real, but I experinced some bugs.
SetLookTimer(INT32_MAX); // removing this makes head move for real, but I experinced some bugs.
#endif
} else {
m_fRotationDest = limitedCam;