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Make CBaseModelInfo fields protected
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@ -8870,8 +8870,8 @@ CPed::LookForInterestingNodes(void)
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for (ptrNode = sector->m_lists[ENTITYLIST_VEHICLES].first; ptrNode && !found; ptrNode = ptrNode->next) {
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CVehicle *veh = (CVehicle*)ptrNode->item;
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model = veh->GetModelInfo();
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if (model->m_num2dEffects != 0) {
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for (int e = 0; e < model->m_num2dEffects; e++) {
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if (model->GetNum2dEffects() != 0) {
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for (int e = 0; e < model->GetNum2dEffects(); e++) {
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &veh->GetMatrix();
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@ -8888,8 +8888,8 @@ CPed::LookForInterestingNodes(void)
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for (ptrNode = sector->m_lists[ENTITYLIST_OBJECTS].first; ptrNode && !found; ptrNode = ptrNode->next) {
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CObject *obj = (CObject*)ptrNode->item;
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model = CModelInfo::GetModelInfo(obj->GetModelIndex());
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if (model->m_num2dEffects != 0) {
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for (int e = 0; e < model->m_num2dEffects; e++) {
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if (model->GetNum2dEffects() != 0) {
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for (int e = 0; e < model->GetNum2dEffects(); e++) {
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &obj->GetMatrix();
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@ -8906,8 +8906,8 @@ CPed::LookForInterestingNodes(void)
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for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS].first; ptrNode && !found; ptrNode = ptrNode->next) {
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CBuilding *building = (CBuilding*)ptrNode->item;
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model = CModelInfo::GetModelInfo(building->GetModelIndex());
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if (model->m_num2dEffects != 0) {
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for (int e = 0; e < model->m_num2dEffects; e++) {
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if (model->GetNum2dEffects() != 0) {
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for (int e = 0; e < model->GetNum2dEffects(); e++) {
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &building->GetMatrix();
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@ -8924,8 +8924,8 @@ CPed::LookForInterestingNodes(void)
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for (ptrNode = sector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP].first; ptrNode && !found; ptrNode = ptrNode->next) {
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CBuilding *building = (CBuilding*)ptrNode->item;
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model = CModelInfo::GetModelInfo(building->GetModelIndex());
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if (model->m_num2dEffects != 0) {
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for (int e = 0; e < model->m_num2dEffects; e++) {
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if (model->GetNum2dEffects() != 0) {
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for (int e = 0; e < model->GetNum2dEffects(); e++) {
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effect = model->Get2dEffect(e);
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if (effect->type == EFFECT_ATTRACTOR && effect->attractor.probability >= randVal) {
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objMat = &building->GetMatrix();
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