cleaned up MIAMI ifdefs

This commit is contained in:
aap
2020-05-05 18:06:38 +02:00
parent 2c0b82ec1a
commit e81652c2fc
46 changed files with 95 additions and 2006 deletions

View File

@ -187,11 +187,6 @@ CCivilianPed::CivilianAI(void)
void
CCivilianPed::ProcessControl(void)
{
#ifndef MIAMI
if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
#endif
CPed::ProcessControl();
if (bWasPostponed)

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@ -425,14 +425,9 @@ CCopPed::CopAI(void)
#ifdef VC_PED_PORTS
float dotProd;
if (m_nRoadblockNode != -1) {
#ifndef MIAMI
CTreadable *roadBlockRoad = ThePaths.m_mapObjects[CRoadBlocks::RoadBlockObjects[m_nRoadblockNode]];
dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockRoad->GetPosition(), GetPosition() - roadBlockRoad->GetPosition());
#else
// TODO: check this, i'm only getting this compile here....
// TODO(MIAMI): check this, i'm only getting this compile here....
CPathNode *roadBlockNode = &ThePaths.m_pathNodes[CRoadBlocks::RoadBlockNodes[m_nRoadblockNode]];
dotProd = DotProduct2D(playerOrHisVeh->GetPosition() - roadBlockNode->GetPosition(), GetPosition() - roadBlockNode->GetPosition());
#endif
} else
dotProd = -1.0f;
@ -565,11 +560,6 @@ CCopPed::CopAI(void)
void
CCopPed::ProcessControl(void)
{
#ifndef MIAMI
if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
#endif
CPed::ProcessControl();
if (bWasPostponed)
return;
@ -717,7 +707,7 @@ CCopPed::ProcessControl(void)
return;
bool dontShoot = false;
if (GetIsOnScreenAndNotCulled()) {
if (GetIsOnScreen()) {
if (((CTimer::GetFrameCounter() + m_randomSeed) & 0x1F) == 17) {
CEntity *foundBuilding = nil;
CColPoint foundCol;

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@ -44,11 +44,6 @@ CEmergencyPed::InRange(CPed *victim)
void
CEmergencyPed::ProcessControl(void)
{
#ifndef MIAMI
if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
#endif
CPed::ProcessControl();
if (bWasPostponed)
return;

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@ -9397,11 +9397,6 @@ CPed::ProcessControl(void)
CColPoint foundCol;
CEntity *foundEnt = nil;
#ifndef MIAMI
if (m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
#endif
int alpha = CVisibilityPlugins::GetClumpAlpha(GetClump());
if (!bFadeOut) {
if (alpha < 255) {

View File

@ -858,90 +858,6 @@ CPopulation::AddPedInCar(CVehicle* car)
void
CPopulation::MoveCarsAndPedsOutOfAbandonedZones()
{
#ifndef MIAMI
eLevelName level;
int zone;
int frame = CTimer::GetFrameCounter() & 7;
if (frame == 1) {
int movedVehicleCount = 0;
int poolSize = CPools::GetVehiclePool()->GetSize();
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CVehicle* veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
if (veh && veh->m_nZoneLevel == LEVEL_NONE && veh->IsCar()) {
if(veh->GetStatus() != STATUS_ABANDONED && veh->GetStatus() != STATUS_WRECKED && veh->GetStatus() != STATUS_PLAYER &&
veh->GetStatus() != STATUS_PLAYER_REMOTE) {
CVector vehPos(veh->GetPosition());
CPopulation::FindCollisionZoneForCoors(&vehPos, &zone, &level);
// Level 0 is transition zones, and we don't wanna touch cars on transition zones.
if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && vehPos.z > -4.0f) {
if (veh->bIsLocked || !veh->CanBeDeleted()) {
switch (movedVehicleCount & 3) {
case 0:
veh->SetPosition(RegenerationPoint_a);
break;
case 1:
veh->SetPosition(RegenerationPoint_b);
break;
case 2:
veh->SetPosition(RegenerationPoint_a.x, RegenerationPoint_b.y, RegenerationPoint_a.z);
break;
case 3:
veh->SetPosition(RegenerationPoint_b.x, RegenerationPoint_a.y, RegenerationPoint_a.z);
break;
default:
break;
}
veh->GetMatrix().GetPosition().z += (movedVehicleCount / 4) * 7.0f;
veh->GetMatrix().GetForward() = RegenerationForward;
((CAutomobile*)veh)->PlaceOnRoadProperly();
CCarCtrl::JoinCarWithRoadSystem(veh);
CTheScripts::ClearSpaceForMissionEntity(veh->GetPosition(), veh);
++movedVehicleCount;
} else {
CWorld::Remove(veh);
delete veh;
}
}
}
}
}
} else if (frame == 5) {
int poolSize = CPools::GetPedPool()->GetSize();
for (int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CPed *ped = CPools::GetPedPool()->GetSlot(poolIndex);
if (ped && ped->m_nZoneLevel == LEVEL_NONE && !ped->bInVehicle) {
CVector pedPos(ped->GetPosition());
CPopulation::FindCollisionZoneForCoors(&pedPos, &zone, &level);
// Level 0 is transition zones, and we don't wanna touch peds on transition zones.
if (level != LEVEL_NONE && level != CCollision::ms_collisionInMemory && pedPos.z > -4.0f) {
if (ped->CanBeDeleted()) {
CWorld::Remove(ped);
delete ped;
} else if (ped->m_nPedType != PEDTYPE_PLAYER1 && ped->m_nPedType != PEDTYPE_PLAYER2) {
ped->SetPosition(RegenerationPoint_a);
bool foundGround;
float groundZ = CWorld::FindGroundZFor3DCoord(ped->GetPosition().x, ped->GetPosition().y,
ped->GetPosition().z + 2.0f, &foundGround);
if (foundGround) {
ped->GetMatrix().GetPosition().z = 1.0f + groundZ;
//ped->GetPosition().z += 0.0f;
CTheScripts::ClearSpaceForMissionEntity(ped->GetPosition(), ped);
}
}
}
}
}
}
#endif
}
void