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more CAutomobile::ProcessControl
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@ -16,3 +16,11 @@ WRAPPER bool CCarCtrl::JoinCarWithRoadSystemGotoCoors(CVehicle*, CVector, bool)
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WRAPPER void CCarCtrl::JoinCarWithRoadSystem(CVehicle*) { EAXJMP(0x41F820); }
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WRAPPER void CCarCtrl::SteerAICarWithPhysics(CVehicle*) { EAXJMP(0x41DA60); }
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WRAPPER void CCarCtrl::UpdateCarOnRails(CVehicle*) { EAXJMP(0x418880); }
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bool
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CCarCtrl::MapCouldMoveInThisArea(float x, float y)
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{
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// bridge moves up and down
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return x > -342.0f && x < -219.0f &&
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y > -677.0f && y < -580.0f;
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}
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@ -13,6 +13,7 @@ public:
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static void JoinCarWithRoadSystem(CVehicle*);
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static void SteerAICarWithPhysics(CVehicle*);
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static void UpdateCarOnRails(CVehicle*);
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static bool MapCouldMoveInThisArea(float x, float y);
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static int32 &NumLawEnforcerCars;
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static int32 &NumAmbulancesOnDuty;
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@ -718,7 +718,7 @@ void CReplay::ProcessCarUpdate(CVehicle *vehicle, float interpolation, CAddressI
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}
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vehicle->bEngineOn = true;
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if (vehicle->IsCar())
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((CAutomobile*)vehicle)->m_nWheelsOnGround = 4;
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((CAutomobile*)vehicle)->m_nDriveWheelsOnGround = 4;
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CWorld::Remove(vehicle);
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CWorld::Add(vehicle);
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if (vehicle->IsBoat())
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