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https://github.com/halpz/re3.git
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Merge remote-tracking branch 'upstream/master'
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@ -3794,7 +3794,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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if(FindPlayerVehicle())
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FindPlayerVehicle()->Teleport(Source);
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else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
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// stay inside sectors
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@ -3941,7 +3941,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
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if(FindPlayerVehicle())
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FindPlayerVehicle()->Teleport(Source);
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else
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->GetPosition() = Source;
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CWorld::Players[CWorld::PlayerInFocus].m_pPed->SetPosition(Source);
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}
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@ -104,7 +104,7 @@ void TankCheat()
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if (tank != nil) {
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CVector pos = ThePaths.m_pathNodes[node].pos;
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pos.z += 4.0f;
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tank->GetPosition() = pos;
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tank->SetPosition(pos);
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tank->SetOrientation(0.0f, 0.0f, DEGTORAD(200.0f));
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tank->SetStatus(STATUS_ABANDONED);
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@ -418,6 +418,7 @@ public:
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bool GetLeftStickYJustDown() { return !!(NewState.LeftStickY && !OldState.LeftStickY); }
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bool GetTriangleJustUp() { return !!(!NewState.Triangle && OldState.Triangle); }
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bool GetCircleJustUp() { return !!(!NewState.Circle && OldState.Circle); }
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bool GetCrossJustUp() { return !!(!NewState.Cross && OldState.Cross); }
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bool GetSquareJustUp() { return !!(!NewState.Square && OldState.Square); }
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bool GetDPadUpJustUp() { return !!(!NewState.DPadUp && OldState.DPadUp); }
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@ -11,6 +11,12 @@ public:
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CPlaceable(void);
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virtual ~CPlaceable(void);
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CVector &GetPosition(void) { return m_matrix.GetPosition(); }
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void SetPosition(float x, float y, float z) {
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m_matrix.GetPosition().x = x;
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m_matrix.GetPosition().y = y;
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m_matrix.GetPosition().z = z;
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}
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void SetPosition(const CVector &pos) { m_matrix.GetPosition() = pos; }
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CVector &GetRight(void) { return m_matrix.GetRight(); }
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CVector &GetForward(void) { return m_matrix.GetForward(); }
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CVector &GetUp(void) { return m_matrix.GetUp(); }
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@ -524,7 +524,7 @@ void CRadar::DrawBlips()
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} else {
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#ifdef TRIANGULAR_BLIPS
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CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
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CVector &blipPos = blipEntity->GetPosition();
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const CVector &blipPos = blipEntity->GetPosition();
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uint8 mode = BLIP_MODE_TRIANGULAR_UP;
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if (blipPos.z - pos.z <= 2.0f) {
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if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
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@ -630,7 +630,7 @@ void CRadar::DrawBlips()
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#ifdef TRIANGULAR_BLIPS
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{
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CVector &pos = FindPlayerCentreOfWorld_NoSniperShift();
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CVector &blipPos = blipEntity->GetPosition();
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const CVector &blipPos = blipEntity->GetPosition();
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uint8 mode = BLIP_MODE_TRIANGULAR_UP;
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if (blipPos.z - pos.z <= 2.0f) {
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if (blipPos.z - pos.z < -4.0f) mode = BLIP_MODE_TRIANGULAR_DOWN;
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@ -659,7 +659,7 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
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}
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void
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CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, float radius, bool ignoreZ, short *nextObject,
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CWorld::FindObjectsInRangeSectorList(CPtrList &list, Const CVector ¢re, float radius, bool ignoreZ, short *nextObject,
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short lastObject, CEntity **objects)
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{
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float radiusSqr = radius * radius;
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@ -685,7 +685,7 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, float radi
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}
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void
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CWorld::FindObjectsInRange(CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
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CWorld::FindObjectsInRange(Const CVector ¢re, float radius, bool ignoreZ, short *nextObject, short lastObject,
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CEntity **objects, bool checkBuildings, bool checkVehicles, bool checkPeds,
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bool checkObjects, bool checkDummies)
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{
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@ -101,8 +101,8 @@ public:
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static CEntity *TestSphereAgainstWorld(CVector centre, float radius, CEntity *entityToIgnore, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSomeObjects);
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static CEntity *TestSphereAgainstSectorList(CPtrList&, CVector, float, CEntity*, bool);
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static void FindObjectsInRangeSectorList(CPtrList&, CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsInRange(CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static void FindObjectsInRangeSectorList(CPtrList&, Const CVector&, float, bool, short*, short, CEntity**);
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static void FindObjectsInRange(Const CVector&, float, bool, short*, short, CEntity**, bool, bool, bool, bool, bool);
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static void FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList& list, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities);
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static void FindObjectsOfTypeInRange(uint32 modelId, const CVector& position, float radius, bool bCheck2DOnly, int16* nEntitiesFound, int16 maxEntitiesToFind, CEntity** aEntities, bool bBuildings, bool bVehicles, bool bPeds, bool bObjects, bool bDummies);
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static float FindGroundZForCoord(float x, float y);
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@ -522,7 +522,7 @@ CCullZone::CalcDistToCullZoneSquared(float x, float y)
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bool
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CCullZone::IsEntityCloseEnoughToZone(CEntity *entity, bool checkLevel)
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{
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CVector &pos = entity->GetPosition();
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const CVector &pos = entity->GetPosition();
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CSimpleModelInfo *minfo = (CSimpleModelInfo*)CModelInfo::GetModelInfo(entity->GetModelIndex());
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float distToZone = CalcDistToCullZone(pos.x, pos.y);
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@ -58,6 +58,9 @@
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#define Max(a,b) ((a) > (b) ? (a) : (b))
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#define Min(a,b) ((a) < (b) ? (a) : (b))
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// Use this to add const that wasn't there in the original code
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#define Const const
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typedef uint8_t uint8;
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typedef int8_t int8;
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typedef uint16_t uint16;
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@ -116,11 +116,11 @@ SpawnCar(int id)
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DebugMenuEntrySetAddress(carCol2, &v->m_currentColour2);
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if(CModelInfo::IsBoatModel(id))
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v->GetPosition() = TheCamera.GetPosition() + TheCamera.GetForward()*15.0f;
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v->SetPosition(TheCamera.GetPosition() + TheCamera.GetForward()*15.0f);
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else
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v->GetPosition() = ThePaths.m_pathNodes[node].pos;
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v->SetPosition(ThePaths.m_pathNodes[node].pos);
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v->GetPosition().z += 4.0f;
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v->GetMatrix().GetPosition().z += 4.0f;
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v->SetOrientation(0.0f, 0.0f, 3.49f);
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v->SetStatus(STATUS_ABANDONED);
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v->m_nDoorLock = CARLOCK_UNLOCKED;
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