mirror of
https://github.com/halpz/re3.git
synced 2025-06-28 20:26:22 +00:00
Adding getters and setters for type and status
This commit is contained in:
@ -41,7 +41,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE)
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pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
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}
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switch (pVehicle->m_status){
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switch (pVehicle->GetStatus()){
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case STATUS_PLAYER:
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case STATUS_PLAYER_PLAYBACKFROMBUFFER:
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case STATUS_TRAIN_MOVING:
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@ -330,12 +330,12 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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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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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->AutoPilot.m_nCarMission = FindPoliceCarMissionForWantedLevel();
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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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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@ -357,7 +357,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
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pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
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}
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if (pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
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if (pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
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if (pVehicle->AutoPilot.m_nCarMission != MISSION_NONE){
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if (pVehicle->AutoPilot.m_nCarMission != MISSION_STOP_FOREVER &&
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pVehicle->AutoPilot.m_nCruiseSpeed != 0 &&
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@ -386,7 +386,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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CTimer::GetPreviousTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission <= 30000 &&
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pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE &&
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!CTrafficLights::ShouldCarStopForBridge(pVehicle)){
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE;
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@ -446,7 +446,7 @@ float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nCruiseSpeed = 20;
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pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, *pTarget, false)) ?
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MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS;
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}else if (Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f ||
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@ -603,7 +603,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
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continue;
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if (vehicle->m_vehType != VEHICLE_TYPE_CAR && vehicle->m_vehType != VEHICLE_TYPE_BIKE)
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continue;
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if (vehicle->m_status != STATUS_SIMPLE && vehicle->m_status != STATUS_PHYSICS)
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if (vehicle->GetStatus() != STATUS_SIMPLE && vehicle->GetStatus() != STATUS_PHYSICS)
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continue;
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if (vehicle->VehicleCreatedBy != RANDOM_VEHICLE)
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continue;
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@ -627,7 +627,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
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TEMPACT_SWERVELEFT : TEMPACT_SWERVERIGHT;
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vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000;
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}
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vehicle->m_status = STATUS_PHYSICS;
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vehicle->SetStatus(STATUS_PHYSICS);
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}else{
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if (DotProduct2D(vehicle->GetMoveSpeed(), distance) < 0.0f && vehicle->AutoPilot.m_nTempAction != TEMPACT_WAIT){
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vehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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@ -482,10 +482,10 @@ CCarCtrl::GenerateOneRandomCar()
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case NINES:
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case GANG8:
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case GANG9:
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pCar->m_status = STATUS_SIMPLE;
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pCar->SetStatus(STATUS_SIMPLE);
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break;
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case COPS:
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pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
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pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
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pCar->ChangeLawEnforcerState(1);
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break;
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default:
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@ -532,7 +532,7 @@ CCarCtrl::GenerateOneRandomCar()
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else
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pCar->SetUpDriver();
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if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
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pCar->m_status = STATUS_PHYSICS;
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pCar->SetStatus(STATUS_PHYSICS);
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pCar->AutoPilot.m_nCruiseSpeed += 10;
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}
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@ -702,7 +702,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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return;
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}
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}
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if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
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if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
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CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
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!pVehicle->GetIsOnScreen() &&
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(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
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@ -716,7 +716,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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delete pVehicle;
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return;
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}
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if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
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if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
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return;
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if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
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(!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
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@ -759,7 +759,7 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
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SlowCarOnRailsDownForTrafficAndLights(pVehicle);
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if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
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PickNextNodeAccordingStrategy(pVehicle);
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if (pVehicle->m_status == STATUS_PHYSICS)
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if (pVehicle->GetStatus() == STATUS_PHYSICS)
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return;
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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@ -917,7 +917,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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if (sideLength + 0.5f < sidewaysDistance)
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/* If car is far enough taking side into account, don't care */
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continue;
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if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */
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if (pPed->IsPed()){ /* ...how can it not be? */
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if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
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if (distanceUntilHit < movementTowardsPedPerSecond){
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/* Very close. Time to evade. */
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@ -937,7 +937,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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}
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}else{
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/* Relatively safe but annoying. */
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if (pVehicle->m_status == STATUS_PLAYER &&
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if (pVehicle->GetStatus() == STATUS_PLAYER &&
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pPed->GetPedState() != PED_FLEE_ENTITY &&
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pPed->CharCreatedBy == RANDOM_CHAR){
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float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
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@ -1042,8 +1042,8 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
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DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
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pVehicle < pOtherVehicle){ /* that comparasion though... */
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*pSpeed = Max(curSpeed / 5, *pSpeed);
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if (pVehicle->m_status == STATUS_SIMPLE){
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pVehicle->m_status = STATUS_PHYSICS;
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if (pVehicle->GetStatus() == STATUS_SIMPLE){
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pVehicle->SetStatus(STATUS_PHYSICS);
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SwitchVehicleToRealPhysics(pVehicle);
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}
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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@ -1535,7 +1535,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
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/* We can no longer shift vehicle without physics if we have to turn it around. */
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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SwitchVehicleToRealPhysics(pVehicle);
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}
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pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
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@ -1640,7 +1640,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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float distanceToTargetNode;
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#ifndef REMOVE_TREADABLE_PATHFIND
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if (pTarget && pTarget->m_pCurGroundEntity &&
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pTarget->m_pCurGroundEntity->m_type == ENTITY_TYPE_BUILDING &&
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pTarget->m_pCurGroundEntity->IsBuilding() &&
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((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() &&
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((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){
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CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity;
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@ -2674,7 +2674,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
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spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
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pVehicle->GetPosition() = spawnPos;
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pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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switch (mi){
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case MI_FIRETRUCK:
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pVehicle->bIsFireTruckOnDuty = true;
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@ -102,8 +102,8 @@ CGameLogic::Update()
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if (pVehicle != nil) {
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if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
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pVehicle->pDriver = nil;
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if (pVehicle->m_status != STATUS_WRECKED)
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pVehicle->m_status = STATUS_ABANDONED;
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if (pVehicle->GetStatus() != STATUS_WRECKED)
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pVehicle->SetStatus(STATUS_ABANDONED);
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} else
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pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
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}
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@ -172,8 +172,8 @@ CGameLogic::Update()
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if (pVehicle != nil) {
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if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
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pVehicle->pDriver = nil;
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if (pVehicle->m_status != STATUS_WRECKED)
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pVehicle->m_status = STATUS_ABANDONED;
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if (pVehicle->GetStatus() != STATUS_WRECKED)
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pVehicle->SetStatus(STATUS_ABANDONED);
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}
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else
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pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
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@ -214,8 +214,8 @@ CGameLogic::Update()
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if (pVehicle != nil) {
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if (pVehicle->pDriver == pPlayerInfo.m_pPed) {
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pVehicle->pDriver = nil;
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if (pVehicle->m_status != STATUS_WRECKED)
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pVehicle->m_status = STATUS_ABANDONED;
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if (pVehicle->GetStatus() != STATUS_WRECKED)
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pVehicle->SetStatus(STATUS_ABANDONED);
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} else
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pVehicle->RemovePassenger(pPlayerInfo.m_pPed);
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}
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@ -749,7 +749,7 @@ void CGarage::Update()
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if (((CAutomobile*)(m_pTarget))->Damage.GetEngineStatus() <= ENGINE_STATUS_ON_FIRE &&
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((CAutomobile*)(m_pTarget))->m_fFireBlowUpTimer == 0.0f) {
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#endif
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if (m_pTarget->m_status != STATUS_WRECKED) {
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if (m_pTarget->GetStatus() != STATUS_WRECKED) {
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CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_GARAGE);
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FindPlayerPed()->m_pWanted->m_bIgnoredByCops = true;
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m_eGarageState = GS_CLOSING;
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@ -1855,7 +1855,7 @@ CVehicle* CStoredCar::RestoreCar()
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CVehicle* pVehicle = new CAutomobile(m_nModelIndex, RANDOM_VEHICLE);
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#endif
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pVehicle->GetPosition() = m_vecPos;
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pVehicle->m_status = STATUS_ABANDONED;
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pVehicle->SetStatus(STATUS_ABANDONED);
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pVehicle->GetForward() = m_vecAngle;
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pVehicle->GetRight() = CVector(m_vecAngle.y, -m_vecAngle.x, 0.0f);
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pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f);
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@ -1975,7 +1975,7 @@ void CGarage::TidyUpGarage()
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if (pVehicle->GetPosition().x > m_fX1 && pVehicle->GetPosition().x < m_fX2 &&
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pVehicle->GetPosition().y > m_fY1 && pVehicle->GetPosition().y < m_fY2 &&
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pVehicle->GetPosition().z > m_fZ1 && pVehicle->GetPosition().z < m_fZ2) {
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if (pVehicle->m_status == STATUS_WRECKED || pVehicle->GetUp().z < 0.5f) {
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if (pVehicle->GetStatus() == STATUS_WRECKED || pVehicle->GetUp().z < 0.5f) {
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CWorld::Remove(pVehicle);
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delete pVehicle;
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}
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@ -1990,7 +1990,7 @@ void CGarage::TidyUpGarageClose()
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i);
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if (!pVehicle || !pVehicle->IsCar())
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continue;
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if (!pVehicle->IsCar() || pVehicle->m_status != STATUS_WRECKED || !IsEntityTouching3D(pVehicle))
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if (!pVehicle->IsCar() || pVehicle->GetStatus() != STATUS_WRECKED || !IsEntityTouching3D(pVehicle))
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continue;
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bool bRemove = false;
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if (m_eGarageState != GS_FULLYCLOSED) {
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@ -286,7 +286,7 @@ void CRecordDataForChase::SaveOrRetrieveCarPositions(void)
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}
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if (Status == STATE_PLAYBACK_BEFORE_RECORDING) {
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Status = STATE_RECORD;
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pChaseCars[CurrentCar]->m_status = STATUS_PLAYER;
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pChaseCars[CurrentCar]->SetStatus(STATUS_PLAYER);
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}
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}
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break;
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@ -408,7 +408,7 @@ void CRecordDataForChase::GiveUsACar(int32 mi, CVector pos, float angle, CAutomo
|
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return;
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CAutomobile* pCar = new CAutomobile(mi, MISSION_VEHICLE);
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pCar->GetPosition() = pos;
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pCar->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER;
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pCar->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER);
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pCar->GetMatrix().SetRotateZOnly(DEGTORAD(angle));
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pCar->pDriver = nil;
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pCar->m_currentColour1 = colour1;
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@ -517,7 +517,7 @@ CVehicle* CRecordDataForChase::TurnChaseCarIntoScriptCar(int32 i)
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{
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CVehicle* pVehicle = pChaseCars[i];
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pChaseCars[i] = nil;
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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return pVehicle;
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}
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|
@ -19,7 +19,7 @@ CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uin
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car->GetMatrix().SetRotateZOnly(rot);
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car->GetPosition() = CVector(x, y, z);
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car->m_status = STATUS_PLAYER_REMOTE;
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car->SetStatus(STATUS_PLAYER_REMOTE);
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car->bIsLocked = true;
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CCarCtrl::JoinCarWithRoadSystem(car);
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@ -31,7 +31,7 @@ CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uin
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car->bEngineOn = true;
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CWorld::Add(car);
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if (FindPlayerVehicle() != nil)
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FindPlayerVehicle()->m_status = STATUS_PLAYER_DISABLED;
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FindPlayerVehicle()->SetStatus(STATUS_PLAYER_DISABLED);
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CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = car;
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CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->RegisterReference((CEntity**)&CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle);
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|
@ -850,7 +850,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo
|
||||
else{
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||||
new_v = new(vp->index << 8) CAutomobile(mi, 2);
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||||
}
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||||
new_v->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER;
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||||
new_v->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER);
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||||
vp->matrix.DecompressIntoFullMatrix(new_v->GetMatrix());
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||||
new_v->m_currentColour1 = vp->primary_color;
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||||
new_v->m_currentColour2 = vp->secondary_color;
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||||
@ -870,7 +870,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo
|
||||
}
|
||||
else {
|
||||
CPed* new_p = new(ph->index << 8) CCivilianPed((ePedType)ph->pedtype, ph->mi);
|
||||
new_p->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER;
|
||||
new_p->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER);
|
||||
new_p->GetMatrix().SetUnity();
|
||||
CWorld::Add(new_p);
|
||||
}
|
||||
|
@ -156,7 +156,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
|
||||
CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
|
||||
if (!colliding) {
|
||||
CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE);
|
||||
pVehicle->m_status = STATUS_ABANDONED;
|
||||
pVehicle->SetStatus(STATUS_ABANDONED);
|
||||
// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
|
||||
vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
|
||||
pVehicle->m_matrix = vehicleMatrix;
|
||||
|
@ -450,7 +450,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
break;
|
||||
}
|
||||
CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(pVehicle);
|
||||
@ -567,7 +567,7 @@ void CSceneEdit::ProcessCommand(void)
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
|
||||
else
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
|
||||
pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
|
||||
pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
@ -810,7 +810,7 @@ void CSceneEdit::PlayBack(void)
|
||||
break;
|
||||
}
|
||||
CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE);
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->GetPosition() = m_vecCurrentPosition;
|
||||
pVehicle->SetOrientation(0.0f, 0.0f, 0.0f);
|
||||
CWorld::Add(pVehicle);
|
||||
@ -845,7 +845,7 @@ void CSceneEdit::PlayBack(void)
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
|
||||
else
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
|
||||
pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS;
|
||||
pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pActors[m_nActor]->m_pMyVehicle->bEngineOn = true;
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed);
|
||||
pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
|
@ -1737,7 +1737,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
if (ped->InVehicle()) {
|
||||
if (ped->m_pMyVehicle->pDriver == ped) {
|
||||
ped->m_pMyVehicle->RemoveDriver();
|
||||
ped->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
ped->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
if (ped->m_pMyVehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
|
||||
ped->m_pMyVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
if (ped->m_nPedType == PEDTYPE_COP && ped->m_pMyVehicle->IsLawEnforcementVehicle())
|
||||
@ -1933,7 +1933,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
pos.z += boat->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
boat->GetPosition() = pos;
|
||||
CTheScripts::ClearSpaceForMissionEntity(pos, boat);
|
||||
boat->m_status = STATUS_ABANDONED;
|
||||
boat->SetStatus(STATUS_ABANDONED);
|
||||
boat->bIsLocked = true;
|
||||
boat->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */
|
||||
@ -1951,7 +1951,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel();
|
||||
car->GetPosition() = pos;
|
||||
CTheScripts::ClearSpaceForMissionEntity(pos, car);
|
||||
car->m_status = STATUS_ABANDONED;
|
||||
car->SetStatus(STATUS_ABANDONED);
|
||||
car->bIsLocked = true;
|
||||
CCarCtrl::JoinCarWithRoadSystem(car);
|
||||
car->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
@ -1997,7 +1997,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
car->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
|
||||
else
|
||||
car->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS;
|
||||
car->m_status = STATUS_PHYSICS;
|
||||
car->SetStatus(STATUS_PHYSICS);
|
||||
car->bEngineOn = true;
|
||||
car->AutoPilot.m_nCruiseSpeed = Max(car->AutoPilot.m_nCruiseSpeed, 6);
|
||||
car->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
@ -2087,7 +2087,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
||||
{
|
||||
CollectParameters(&m_nIp, 1);
|
||||
CVehicle* car = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
|
||||
UpdateCompareFlag(car && car->m_status != STATUS_WRECKED && (car->IsBoat() || !car->bIsInWater));
|
||||
UpdateCompareFlag(car && car->GetStatus() != STATUS_WRECKED && (car->IsBoat() || !car->bIsInWater));
|
||||
return 0;
|
||||
}
|
||||
case COMMAND_SET_CAR_CRUISE_SPEED:
|
||||
@ -2626,7 +2626,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
|
||||
{
|
||||
CollectParameters(&m_nIp, 1);
|
||||
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
|
||||
UpdateCompareFlag(!pVehicle || pVehicle->m_status == STATUS_WRECKED || !pVehicle->IsBoat() && pVehicle->bIsInWater);
|
||||
UpdateCompareFlag(!pVehicle || pVehicle->GetStatus() == STATUS_WRECKED || !pVehicle->IsBoat() && pVehicle->bIsInWater);
|
||||
return 0;
|
||||
}
|
||||
case COMMAND_SET_CHAR_THREAT_SEARCH:
|
||||
@ -2753,7 +2753,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
|
||||
pPed->m_pMyVehicle = pVehicle;
|
||||
pPed->m_pMyVehicle->RegisterReference((CEntity**)&pPed->m_pMyVehicle);
|
||||
pPed->bInVehicle = true;
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
if (!pVehicle->IsBoat())
|
||||
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
|
||||
pVehicle->bEngineOn = true;
|
||||
@ -2786,7 +2786,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command)
|
||||
pPlayer->m_pPed->bRenderPedInCar = true;
|
||||
if (pPlayer->m_pPed->m_pMyVehicle->pDriver == pPlayer->m_pPed){
|
||||
pPlayer->m_pPed->m_pMyVehicle->RemoveDriver();
|
||||
pPlayer->m_pPed->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
pPlayer->m_pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
pPlayer->m_pPed->m_pMyVehicle->bEngineOn = false;
|
||||
pPlayer->m_pPed->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
||||
}else{
|
||||
@ -2878,7 +2878,7 @@ int8 CRunningScript::ProcessCommands300To399(int32 command)
|
||||
float y1 = *(float*)&ScriptParams[2];
|
||||
float x2 = *(float*)&ScriptParams[3];
|
||||
float y2 = *(float*)&ScriptParams[4];
|
||||
UpdateCompareFlag(pVehicle->m_status == STATUS_WRECKED &&
|
||||
UpdateCompareFlag(pVehicle->GetStatus() == STATUS_WRECKED &&
|
||||
pVehicle->IsWithinArea(x1, y1, x2, y2));
|
||||
if (!ScriptParams[5])
|
||||
return 0;
|
||||
@ -2898,7 +2898,7 @@ int8 CRunningScript::ProcessCommands300To399(int32 command)
|
||||
float x2 = *(float*)&ScriptParams[4];
|
||||
float y2 = *(float*)&ScriptParams[5];
|
||||
float z2 = *(float*)&ScriptParams[6];
|
||||
UpdateCompareFlag(pVehicle->m_status == STATUS_WRECKED &&
|
||||
UpdateCompareFlag(pVehicle->GetStatus() == STATUS_WRECKED &&
|
||||
pVehicle->IsWithinArea(x1, y1, z1, x2, y2, z2));
|
||||
if (!ScriptParams[7])
|
||||
return 0;
|
||||
@ -3947,7 +3947,7 @@ int8 CRunningScript::ProcessCommands400To499(int32 command)
|
||||
pPed->m_pMyVehicle->RegisterReference((CEntity**)&pPed->m_pMyVehicle);
|
||||
pPed->bInVehicle = true;
|
||||
pPed->SetPedState(PED_DRIVING);
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pPed->bUsesCollision = false;
|
||||
#ifdef FIX_BUGS
|
||||
AnimationId anim = pVehicle->GetDriverAnim();
|
||||
@ -5583,7 +5583,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command)
|
||||
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE;
|
||||
else
|
||||
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_ACCURATE;
|
||||
pVehicle->m_status = STATUS_PHYSICS;
|
||||
pVehicle->SetStatus(STATUS_PHYSICS);
|
||||
pVehicle->bEngineOn = true;
|
||||
pVehicle->AutoPilot.m_nCruiseSpeed = Max(6, pVehicle->AutoPilot.m_nCruiseSpeed);
|
||||
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
@ -5699,7 +5699,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command)
|
||||
CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &pos.z, false);
|
||||
pBoat->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_ASTHECROWSWIMS;
|
||||
pBoat->AutoPilot.m_vecDestinationCoors = pos;
|
||||
pBoat->m_status = STATUS_PHYSICS;
|
||||
pBoat->SetStatus(STATUS_PHYSICS);
|
||||
pBoat->AutoPilot.m_nCruiseSpeed = Max(6, pBoat->AutoPilot.m_nCruiseSpeed);
|
||||
pBoat->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
|
||||
return 0;
|
||||
@ -5712,7 +5712,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command)
|
||||
assert(pVehicle->m_vehType == VEHICLE_TYPE_BOAT);
|
||||
CBoat* pBoat = (CBoat*)pVehicle;
|
||||
pBoat->AutoPilot.m_nCarMission = MISSION_NONE;
|
||||
pBoat->m_status = STATUS_PHYSICS;
|
||||
pBoat->SetStatus(STATUS_PHYSICS);
|
||||
pBoat->bEngineOn = false;
|
||||
pBoat->AutoPilot.m_nCruiseSpeed = 0;
|
||||
return 0;
|
||||
@ -6911,7 +6911,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
|
||||
if (pPed->m_pMyVehicle){
|
||||
if (pPed == pPed->m_pMyVehicle->pDriver){
|
||||
pPed->m_pMyVehicle->RemoveDriver();
|
||||
pPed->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
if (pPed->m_pMyVehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY)
|
||||
pPed->m_pMyVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
|
||||
if (pPed->m_nPedType == PEDTYPE_COP && pPed->m_pMyVehicle->IsLawEnforcementVehicle())
|
||||
@ -7108,7 +7108,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
|
||||
pPed->bRenderPedInCar = true;
|
||||
if (pPed->m_pMyVehicle->pDriver == pPed){
|
||||
pPed->m_pMyVehicle->RemoveDriver();
|
||||
pPed->m_pMyVehicle->m_status = STATUS_ABANDONED;
|
||||
pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED);
|
||||
pPed->m_pMyVehicle->bEngineOn = false;
|
||||
pPed->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0;
|
||||
}else{
|
||||
@ -7779,7 +7779,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
|
||||
CollectParameters(&m_nIp, 2);
|
||||
CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
|
||||
assert(pVehicle);
|
||||
pVehicle->m_status = ScriptParams[1];
|
||||
pVehicle->SetStatus((eEntityStatus)ScriptParams[1]);
|
||||
return 0;
|
||||
}
|
||||
case COMMAND_IS_CHAR_MALE:
|
||||
@ -8156,7 +8156,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
|
||||
car->GetPosition() = pos;
|
||||
car->SetHeading(DEGTORAD(*(float*)&ScriptParams[3]));
|
||||
CTheScripts::ClearSpaceForMissionEntity(pos, car);
|
||||
car->m_status = STATUS_ABANDONED;
|
||||
car->SetStatus(STATUS_ABANDONED);
|
||||
car->bIsLocked = true;
|
||||
car->bIsCarParkVehicle = true;
|
||||
CCarCtrl::JoinCarWithRoadSystem(car);
|
||||
@ -11229,7 +11229,7 @@ INITSAVEBUF
|
||||
type = 0;
|
||||
handle = 0;
|
||||
} else {
|
||||
switch (pEntity->m_type) {
|
||||
switch (pEntity->GetType()) {
|
||||
case ENTITY_TYPE_BUILDING:
|
||||
if (((CBuilding*)pEntity)->GetIsATreadable()) {
|
||||
type = 1;
|
||||
@ -11371,7 +11371,7 @@ void CTheScripts::ClearSpaceForMissionEntity(const CVector& pos, CEntity* pEntit
|
||||
}
|
||||
if (cols <= 0)
|
||||
continue;
|
||||
switch (pFound->m_type) {
|
||||
switch (pFound->GetType()) {
|
||||
case ENTITY_TYPE_VEHICLE:
|
||||
{
|
||||
printf("Will try to delete a vehicle where a mission entity should be\n");
|
||||
|
@ -245,7 +245,7 @@ CTrafficLights::ShouldCarStopForLight(CVehicle *vehicle, bool alwaysStop)
|
||||
}
|
||||
}
|
||||
|
||||
if(vehicle->m_status == STATUS_PHYSICS){
|
||||
if(vehicle->GetStatus() == STATUS_PHYSICS){
|
||||
node = vehicle->AutoPilot.m_nPreviousPathNodeInfo;
|
||||
type = ThePaths.m_carPathLinks[node].trafficLightType;
|
||||
if(type){
|
||||
|
Reference in New Issue
Block a user