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https://github.com/halpz/re3.git
synced 2025-07-21 09:59:45 +00:00
m_nWantedLevel -> GetWantedLevel()
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@ -68,7 +68,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_bSirenOrAlarm = true;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@ -110,7 +110,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() <= 1)
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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@ -121,7 +121,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_nCarHornTimer = 0;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@ -141,7 +141,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_bSirenOrAlarm = true;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@ -169,7 +169,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() <= 1)
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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@ -179,7 +179,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->m_nCarHornTimer = 0;
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}
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if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
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@ -283,7 +283,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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(FindPlayerVehicle() == pVehicle->AutoPilot.m_pTargetCar &&
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#endif
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(FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
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(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice()))
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(FindPlayerPed()->m_pWanted->GetWantedLevel() == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice()))
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#ifdef FIX_BUGS
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)
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#endif
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@ -337,7 +337,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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}
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break;
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default:
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && !CCullZones::NoPolice()){
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->GetWantedLevel() > 0 && !CCullZones::NoPolice()){
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if (ABS(FindPlayerCoors().x - pVehicle->GetPosition().x) > 10.0f ||
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ABS(FindPlayerCoors().y - pVehicle->GetPosition().y) > 10.0f){
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pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
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@ -351,7 +351,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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TellOccupantsToLeaveCar(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = 0;
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pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel <= 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() <= 1)
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pVehicle->m_bSirenOrAlarm = false;
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}
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}
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@ -486,7 +486,7 @@ void CCarAI::AddPoliceCarOccupants(CVehicle* pVehicle)
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case MI_RHINO:
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case MI_BARRACKS:
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pVehicle->SetUpDriver();
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 1)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() > 1)
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pVehicle->SetupPassenger(0);
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return;
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default:
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@ -541,7 +541,7 @@ void CCarAI::TellCarToBlockOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
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uint8 CCarAI::FindPoliceCarMissionForWantedLevel()
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{
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel){
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel()){
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case 0:
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case 1: return MISSION_BLOCKPLAYER_FARAWAY;
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case 2: return (CGeneral::GetRandomNumber() & 3) >= 3 ? MISSION_RAMPLAYER_FARAWAY : MISSION_BLOCKPLAYER_FARAWAY;
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@ -555,7 +555,7 @@ uint8 CCarAI::FindPoliceCarMissionForWantedLevel()
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int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
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{
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel) {
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switch (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel()) {
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case 0: return CGeneral::GetRandomNumberInRange(12, 16);
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case 1: return 25;
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case 2: return 34;
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@ -569,7 +569,7 @@ int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
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void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
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{
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 1){
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel() == 1){
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float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
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if (FindPlayerVehicle()){
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if (distanceToPlayer < 10.0f)
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@ -586,7 +586,7 @@ void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
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else
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pVehicle->AutoPilot.m_nCruiseSpeed = 25;
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}
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}else if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel == 2){
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}else if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel() == 2){
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float distanceToPlayer = (pVehicle->GetPosition() - FindPlayerCoors()).Magnitude();
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if (FindPlayerVehicle()) {
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if (distanceToPlayer < 10.0f)
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@ -124,18 +124,18 @@ CCarCtrl::GenerateOneRandomCar()
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CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
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int carClass;
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int carModel;
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if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
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if (pWanted->GetWantedLevel() > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
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pWanted->m_CurrentCops < pWanted->m_MaxCops && (
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pWanted->m_nWantedLevel > 3 ||
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pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
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pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
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/* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
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pWanted->GetWantedLevel() > 3 ||
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pWanted->GetWantedLevel() > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
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pWanted->GetWantedLevel() > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
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/* Last pWanted->GetWantedLevel() > 1 is unnecessary but I added it for better readability. */
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/* Wouldn't be surprised it was there originally but was optimized out. */
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carClass = COPS;
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carModel = ChoosePoliceCarModel();
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}else{
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carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
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if (carClass == COPS && pWanted->m_nWantedLevel >= 1)
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if (carClass == COPS && pWanted->GetWantedLevel() >= 1)
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/* All cop spawns with wanted level are handled by condition above. */
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/* In particular it means that cop cars never spawn if player has wanted level of 1. */
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return;
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@ -267,7 +267,7 @@ CCarCtrl::GenerateOneRandomCar()
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}
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if (!ThePaths.NewGenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
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preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
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&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
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&positionBetweenNodes, carClass == COPS && pWanted->GetWantedLevel() >= 1))
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return;
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int16 colliding;
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CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
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@ -331,7 +331,7 @@ CCarCtrl::GenerateOneRandomCar()
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}
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case COPS:
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel() != 0){
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pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle);
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pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2;
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pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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@ -2654,7 +2654,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
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void CCarCtrl::GenerateEmergencyServicesCar(void)
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{
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() > 3)
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return;
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if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
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NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)
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@ -159,7 +159,7 @@ CGameLogic::Update()
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pPlayerInfo.m_WBState = WBSTATE_PLAYING;
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int takeMoney;
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switch (pPlayerInfo.m_pPed->m_pWanted->m_nWantedLevel) {
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switch (pPlayerInfo.m_pPed->m_pWanted->GetWantedLevel()) {
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case 0:
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case 1:
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takeMoney = 100;
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@ -387,7 +387,7 @@ void CGarage::Update()
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m_eGarageState = GS_OPENING;
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DMAudio.PlayFrontEndSound(SOUND_GARAGE_OPENING, 1);
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bool bTakeMoney = false;
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if (FindPlayerPed()->m_pWanted->m_nWantedLevel != 0)
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if (FindPlayerPed()->m_pWanted->GetWantedLevel() != 0)
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bTakeMoney = true;
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FindPlayerPed()->m_pWanted->Reset();
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CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_GARAGE);
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@ -129,7 +129,7 @@ CPickup::CanBePickedUp(CPlayerPed *player)
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bool cannotBePickedUp =
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(m_pObject->GetModelIndex() == MI_PICKUP_BODYARMOUR && player->m_fArmour > 99.5f)
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|| (m_pObject->GetModelIndex() == MI_PICKUP_HEALTH && player->m_fHealth > 99.5f)
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|| (m_pObject->GetModelIndex() == MI_PICKUP_BRIBE && player->m_pWanted->m_nWantedLevel == 0)
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|| (m_pObject->GetModelIndex() == MI_PICKUP_BRIBE && player->m_pWanted->GetWantedLevel() == 0)
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|| (m_pObject->GetModelIndex() == MI_PICKUP_KILLFRENZY && (CTheScripts::IsPlayerOnAMission() || CDarkel::FrenzyOnGoing() || !CGame::nastyGame));
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return !cannotBePickedUp;
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}
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@ -456,7 +456,7 @@ CPickups::GivePlayerGoodiesWithPickUpMI(int16 modelIndex, int playerIndex)
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DMAudio.PlayFrontEndSound(SOUND_PICKUP_BONUS, 0);
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return true;
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} else if (modelIndex == MI_PICKUP_BRIBE) {
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int32 level = FindPlayerPed()->m_pWanted->m_nWantedLevel - 1;
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int32 level = FindPlayerPed()->m_pWanted->GetWantedLevel() - 1;
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if (level < 0) level = 0;
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player->SetWantedLevel(level);
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DMAudio.PlayFrontEndSound(SOUND_PICKUP_BONUS, 0);
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@ -4083,7 +4083,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
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return 0;
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case COMMAND_IS_WANTED_LEVEL_GREATER:
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CollectParameters(&m_nIp, 2);
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UpdateCompareFlag(CWorld::Players[ScriptParams[0]].m_pPed->m_pWanted->m_nWantedLevel > ScriptParams[1]);
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UpdateCompareFlag(CWorld::Players[ScriptParams[0]].m_pPed->m_pWanted->GetWantedLevel() > ScriptParams[1]);
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return 0;
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case COMMAND_CLEAR_WANTED_LEVEL:
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CollectParameters(&m_nIp, 1);
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@ -1033,7 +1033,7 @@ int8 CRunningScript::ProcessCommands400To499(int32 command)
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CollectParameters(&m_nIp, 1);
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CPlayerPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
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script_assert(pPed);
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ScriptParams[0] = pPed->m_pWanted->m_nWantedLevel;
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ScriptParams[0] = pPed->m_pWanted->GetWantedLevel();
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StoreParameters(&m_nIp, 1);
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return 0;
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}
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