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implemented most of vice city path system
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@ -4146,7 +4146,7 @@ CAutomobile::HasCarStoppedBecauseOfLight(void)
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if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nNextRouteNode){
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CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode];
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for(i = 0; i < curnode->numLinks; i++)
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if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nNextRouteNode)
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if(ThePaths.ConnectedNode(curnode->firstLink + i) == AutoPilot.m_nNextRouteNode)
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break;
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if(i < curnode->numLinks &&
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ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3)
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@ -4156,7 +4156,7 @@ CAutomobile::HasCarStoppedBecauseOfLight(void)
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if(AutoPilot.m_nCurrentRouteNode && AutoPilot.m_nPrevRouteNode){
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CPathNode *curnode = &ThePaths.m_pathNodes[AutoPilot.m_nCurrentRouteNode];
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for(i = 0; i < curnode->numLinks; i++)
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if(ThePaths.m_connections[curnode->firstLink + i] == AutoPilot.m_nPrevRouteNode)
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if(ThePaths.ConnectedNode(curnode->firstLink + i) == AutoPilot.m_nPrevRouteNode)
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break;
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if(i < curnode->numLinks &&
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ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[curnode->firstLink + i]].trafficLightType & 3)
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