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slightly better variable name
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@ -924,10 +924,10 @@ CPed::ProcessObjective(void)
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
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if (m_nPedType == PEDTYPE_COP) {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
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m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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} else {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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}
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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@ -1921,7 +1921,7 @@ CPed::ProcessObjective(void)
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ClearObjective();
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CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity;
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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} else {
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SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
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@ -2269,7 +2269,7 @@ CPed::ReactToAttack(CEntity *attacker)
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CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity;
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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}
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@ -5458,7 +5458,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
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if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType && nearVehDriver->CharCreatedBy == RANDOM_CHAR) {
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if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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nearVeh->SetStatus(STATUS_PHYSICS);
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nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
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@ -3985,7 +3985,7 @@ CPed::DriveVehicle(void)
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}
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if (neededAngForWheelie >= 0.15f) {
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if (bike->m_fBrakePedal <= 0.5f || velocityFwdDotProd <= 0.01f) {
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if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fUnkMaxVelocity > velocityFwdDotProd) {
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if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fMaxCruiseVelocity > velocityFwdDotProd) {
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targetUDLean = Min(0.1f, targetUDLean);
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}
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} else {
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