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Rename LEVEL_NONE to LEVEL_GENERIC
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@ -232,7 +232,7 @@ CCivilianPed::CivilianAI(void)
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void
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CCivilianPed::ProcessControl(void)
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{
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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if (m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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CPed::ProcessControl();
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@ -559,7 +559,7 @@ CCopPed::CopAI(void)
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void
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CCopPed::ProcessControl(void)
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{
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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if (m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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CPed::ProcessControl();
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@ -44,7 +44,7 @@ CEmergencyPed::InRange(CPed *victim)
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void
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CEmergencyPed::ProcessControl(void)
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{
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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if (m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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CPed::ProcessControl();
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@ -9177,7 +9177,7 @@ CPed::ProcessControl(void)
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CColPoint foundCol;
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CEntity *foundEnt = nil;
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if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
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if (m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
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return;
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int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
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@ -394,7 +394,7 @@ CPopulation::FindCollisionZoneForCoors(CVector *coors, int *safeZoneOut, eLevelN
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}
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// Then it's transition area
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if (*safeZoneOut >= 0)
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*levelOut = LEVEL_NONE;
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*levelOut = LEVEL_GENERIC;
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else
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*levelOut = CTheZones::GetLevelFromPosition(coors);
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}
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@ -867,7 +867,7 @@ CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
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for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
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CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
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if (veh && veh->m_nZoneLevel == LEVEL_NONE && veh->IsCar()) {
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if (veh && veh->m_nZoneLevel == LEVEL_GENERIC && veh->IsCar()) {
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if(veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_PLAYER &&
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veh->GetStatus() != STATUS_PLAYER_REMOTE) {
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@ -876,7 +876,7 @@ CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
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CPopulation::FindCollisionZoneForCoors(&vehPos, &zone, &level);
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// Level 0 is transition zones, and we don't wanna touch cars on transition zones.
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if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && vehPos.z > -4.0f) {
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if (level != LEVEL_GENERIC && level != CCollision::ms_collisionInMemory && vehPos.z > -4.0f) {
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if (veh->bIsLocked || !veh->CanBeDeleted()) {
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switch (movedVehicleCount & 3) {
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case 0:
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@ -913,13 +913,13 @@ CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
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for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
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CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
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if (ped && ped->m_nZoneLevel == LEVEL_NONE && !ped->bInVehicle) {
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if (ped && ped->m_nZoneLevel == LEVEL_GENERIC && !ped->bInVehicle) {
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CVector pedPos(ped->GetPosition());
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CPopulation::FindCollisionZoneForCoors(&pedPos, &zone, &level);
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// Level 0 is transition zones, and we don't wanna touch peds on transition zones.
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if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && pedPos.z > -4.0f) {
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if (level != LEVEL_GENERIC && level != CCollision::ms_collisionInMemory && pedPos.z > -4.0f) {
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if (ped->CanBeDeleted()) {
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CWorld::Remove(ped);
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delete ped;
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