Use some GetMatrix/SetMatrix logic based on SA

# Conflicts:
#	src/control/Pickups.cpp
#	src/control/RoadBlocks.cpp
#	src/core/World.cpp
#	src/entities/Entity.cpp
#	src/objects/CutsceneHead.cpp
#	src/objects/Object.cpp
This commit is contained in:
Sergeanur
2021-05-10 02:34:21 +03:00
parent 1817727a66
commit 3dda658e42
12 changed files with 54 additions and 56 deletions

View File

@ -123,7 +123,7 @@ void
CPlane::DeleteRwObject(void)
{
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
m_matrix.Detach();
GetMatrix().Detach();
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);
RpAtomicDestroy((RpAtomic*)m_rwObject);
@ -567,13 +567,13 @@ CPlane::ProcessControl(void)
m_rwObject = CModelInfo::GetModelInfo(mi->m_planeLodId)->CreateInstance();
POP_MEMID();
if(m_rwObject)
m_matrix.AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
GetMatrix().AttachRW(RwFrameGetMatrix(RpAtomicGetFrame((RpAtomic*)m_rwObject)));
}
}
}else if(CStreaming::HasModelLoaded(GetModelIndex())){
if(m_rwObject && RwObjectGetType(m_rwObject) == rpATOMIC){
// Get rid of LOD model
m_matrix.Detach();
GetMatrix().Detach();
if(m_rwObject){ // useless check
if(RwObjectGetType(m_rwObject) == rpATOMIC){ // useless check
RwFrame *f = RpAtomicGetFrame((RpAtomic*)m_rwObject);