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https://github.com/halpz/re3.git
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More use of GetModelIndex
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@ -369,10 +369,11 @@ CAnimViewer::Update(void)
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if (pad->NewState.Triangle) {
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#ifdef PED_SKIN
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if(IsClumpSkinned(pTarget->GetClump()))
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((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->AnimatePedColModelSkinned(pTarget->GetClump());
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((CPedModelInfo *)CModelInfo::GetModelInfo(pTarget->GetModelIndex()))->AnimatePedColModelSkinned(pTarget->GetClump());
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else
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#endif
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CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->GetHitColModel(), RpClumpGetFrame(pTarget->GetClump()));
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CPedModelInfo::AnimatePedColModel(((CPedModelInfo *)CModelInfo::GetModelInfo(pTarget->GetModelIndex()))->GetHitColModel(),
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RpClumpGetFrame(pTarget->GetClump()));
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AsciiToUnicode("Ped Col model will be animated as long as you hold the button", gUString);
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CMessages::AddMessage(gUString, 100, 0);
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}
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@ -4639,7 +4639,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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uint8 camSetArrPos = 0;
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// We may need those later
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bool isPlane = car->m_modelIndex == MI_DODO;
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bool isPlane = car->GetModelIndex() == MI_DODO;
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bool isHeli = false;
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bool isBike = false;
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bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike;
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@ -4650,9 +4650,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) &&
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DirectionWasLooking == LOOKING_FORWARD;
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if (car->m_modelIndex == MI_FIRETRUCK) {
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if (car->GetModelIndex() == MI_FIRETRUCK) {
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camSetArrPos = 7;
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} else if (car->m_modelIndex == MI_RCBANDIT) {
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} else if (car->GetModelIndex() == MI_RCBANDIT) {
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camSetArrPos = 5;
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} else if (car->IsBoat()) {
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camSetArrPos = 4;
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@ -4851,7 +4851,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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// This is also original LCS and SA bug, or some attempt to fix lag. We'll never know
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// if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f))
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if (car->m_modelIndex != MI_FIRETRUCK) {
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if (car->GetModelIndex() != MI_FIRETRUCK) {
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// if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3)
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// if (!isHeli && (!isPlane || car->GetWheelsOnGround())) {
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@ -4907,7 +4907,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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bool correctAlpha = true;
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// if (SA checks if we aren't in work car, why?) {
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if (!isCar || car->m_modelIndex != MI_YARDIE) {
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if (!isCar || car->GetModelIndex() != MI_YARDIE) {
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correctAlpha = false;
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}
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else {
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@ -5186,13 +5186,13 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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// gTargetCoordsForLookingBehind = TargetCoors;
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// SA code from CAutomobile::TankControl/FireTruckControl.
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if (car->m_modelIndex == MI_RHINO || car->m_modelIndex == MI_FIRETRUCK) {
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if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) {
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float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR;
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CVector hi = Multiply3x3(Front, car->GetMatrix());
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// III/VC's firetruck turret angle is reversed
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float angleToFace = (car->m_modelIndex == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
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float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
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if (angleToFace <= carGunLR + PI) {
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if (angleToFace < carGunLR - PI)
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@ -5202,7 +5202,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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}
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float neededTurn = angleToFace - carGunLR;
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float turnPerFrame = CTimer::GetTimeStep() * (car->m_modelIndex == MI_FIRETRUCK ? 0.05f : 0.015f);
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float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f);
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if (neededTurn <= turnPerFrame) {
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if (neededTurn < -turnPerFrame)
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angleToFace = carGunLR - turnPerFrame;
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@ -5210,7 +5210,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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angleToFace = turnPerFrame + carGunLR;
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}
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if (car->m_modelIndex == MI_RHINO && carGunLR != angleToFace) {
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if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) {
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DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
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}
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carGunLR = angleToFace;
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@ -5222,7 +5222,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
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}
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// Because firetruk turret also has Y movement
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if (car->m_modelIndex == MI_FIRETRUCK) {
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if (car->GetModelIndex() == MI_FIRETRUCK) {
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float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
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float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);
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@ -354,7 +354,7 @@ CPlayerInfo::Process(void)
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bool startTaxiTimer = true;
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if (m_bUnusedTaxiThing && m_pPed->bInVehicle) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if ((veh->m_modelIndex == MI_TAXI || veh->m_modelIndex == MI_CABBIE || veh->m_modelIndex == MI_BORGNINE)
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if ((veh->GetModelIndex() == MI_TAXI || veh->GetModelIndex() == MI_CABBIE || veh->GetModelIndex() == MI_BORGNINE)
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&& veh->pDriver == m_pPed && veh->m_nNumPassengers != 0) {
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for (uint32 timePassed = CTimer::GetTimeInMilliseconds() - m_nUnusedTaxiTimer; timePassed >= 1000; m_nUnusedTaxiTimer += 1000) {
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timePassed -= 1000;
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@ -407,7 +407,7 @@ CPlayerInfo::Process(void)
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if (m_pPed->bInVehicle) {
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if (!m_pRemoteVehicle) {
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CEntity *surfaceBelowVeh = m_pPed->m_pMyVehicle->m_pCurGroundEntity;
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if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->m_modelIndex)) {
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if (!surfaceBelowVeh || !CBridge::ThisIsABridgeObjectMovingUp(surfaceBelowVeh->GetModelIndex())) {
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CVehicle *veh = m_pPed->m_pMyVehicle;
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if (!veh->IsBoat() || veh->m_nDoorLock == CARLOCK_LOCKED_PLAYER_INSIDE) {
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@ -223,21 +223,21 @@ INITSAVEBUF
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#ifdef COMPATIBLE_SAVES
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if ((pVehicle->IsCar() || pVehicle->IsBoat()) && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
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WriteSaveBuf<uint32>(buf, pVehicle->m_vehType);
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WriteSaveBuf<int16>(buf, pVehicle->m_modelIndex);
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WriteSaveBuf<int16>(buf, pVehicle->GetModelIndex());
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WriteSaveBuf<int32>(buf, GetVehicleRef(pVehicle));
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pVehicle->Save(buf);
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}
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#else
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if (pVehicle->IsCar() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
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WriteSaveBuf(buf, (uint32)pVehicle->m_vehType);
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WriteSaveBuf(buf, pVehicle->m_modelIndex);
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WriteSaveBuf(buf, pVehicle->GetModelIndex());
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WriteSaveBuf(buf, GetVehicleRef(pVehicle));
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memcpy(buf, pVehicle, sizeof(CAutomobile));
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SkipSaveBuf(buf, sizeof(CAutomobile));
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}
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if (pVehicle->IsBoat() && pVehicle->VehicleCreatedBy == MISSION_VEHICLE) {
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WriteSaveBuf(buf, (uint32)pVehicle->m_vehType);
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WriteSaveBuf(buf, pVehicle->m_modelIndex);
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WriteSaveBuf(buf, pVehicle->GetModelIndex());
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WriteSaveBuf(buf, GetVehicleRef(pVehicle));
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memcpy(buf, pVehicle, sizeof(CBoat));
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SkipSaveBuf(buf, sizeof(CBoat));
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@ -279,7 +279,7 @@ INITSAVEBUF
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bool bHasBeenDamaged = pObject->bHasBeenDamaged;
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bool bUseVehicleColours = pObject->bUseVehicleColours;
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CCompressedMatrixNotAligned tmp;
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WriteSaveBuf(buf, pObject->m_modelIndex);
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WriteSaveBuf(buf, pObject->GetModelIndex());
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WriteSaveBuf(buf, GetObjectRef(pObject));
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tmp.CompressFromFullMatrix(pObject->GetMatrix());
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WriteSaveBuf(buf, tmp);
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@ -397,7 +397,7 @@ INITSAVEBUF
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continue;
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if (!pPed->bInVehicle && pPed->m_nPedType == PEDTYPE_PLAYER1) {
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WriteSaveBuf(buf, pPed->m_nPedType);
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WriteSaveBuf(buf, pPed->m_modelIndex);
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WriteSaveBuf(buf, pPed->GetModelIndex());
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WriteSaveBuf(buf, GetPedRef(pPed));
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#ifdef COMPATIBLE_SAVES
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pPed->Save(buf);
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@ -758,7 +758,7 @@ CWorld::FindObjectsOfTypeInRangeSectorList(uint32 modelId, CPtrList &list, const
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CEntity *pEntity = (CEntity *)pNode->item;
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if(pEntity->m_scanCode != GetCurrentScanCode()) {
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pEntity->m_scanCode = GetCurrentScanCode();
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if(modelId == pEntity->m_modelIndex) {
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if (modelId == pEntity->GetModelIndex()) {
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float fMagnitude = 0.0f;
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if(bCheck2DOnly)
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fMagnitude = (position - pEntity->GetPosition()).MagnitudeSqr2D();
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@ -953,14 +953,13 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
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float distance = diff.Magnitude();
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if(e->GetBoundRadius() + radius > distance) {
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CColModel *eCol = CModelInfo::GetModelInfo(e->m_modelIndex)->GetColModel();
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CColModel *eCol = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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int collidedSpheres =
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CCollision::ProcessColModels(sphereMat, sphereCol, e->GetMatrix(), *eCol,
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gaTempSphereColPoints, nil, nil);
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if(collidedSpheres != 0 ||
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(e->IsVehicle() && ((CVehicle *)e)->m_vehType == VEHICLE_TYPE_CAR &&
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e->m_modelIndex != MI_DODO &&
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(e->IsVehicle() && ((CVehicle *)e)->m_vehType == VEHICLE_TYPE_CAR && e->GetModelIndex() != MI_DODO &&
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radius + eCol->boundingBox.max.x > distance)) {
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return e;
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}
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@ -1823,7 +1822,7 @@ CWorld::RepositionCertainDynamicObjects()
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void
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CWorld::RepositionOneObject(CEntity *pEntity)
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{
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int16 modelId = pEntity->m_modelIndex;
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int16 modelId = pEntity->GetModelIndex();
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if (IsTrafficLight(modelId) || IsTreeModel(modelId) || modelId == MI_PARKINGMETER ||
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modelId == MI_PHONEBOOTH1 || modelId == MI_WASTEBIN || modelId == MI_BIN || modelId == MI_POSTBOX1 ||
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modelId == MI_NEWSSTAND || modelId == MI_TRAFFICCONE || modelId == MI_DUMP1 ||
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@ -2026,8 +2025,7 @@ CWorld::Process(void)
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if(!movingEnt->bIsInSafePosition) {
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movingEnt->bIsStuck = true;
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if(movingEnt->GetStatus() == STATUS_PLAYER) {
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printf("STUCK: Final Step: Player Entity %d Is Stuck\n",
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movingEnt->m_modelIndex);
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printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->GetModelIndex());
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movingEnt->m_vecMoveSpeed *= 0.3f;
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movingEnt->ApplyMoveSpeed();
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movingEnt->ApplyTurnSpeed();
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@ -2119,13 +2117,13 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
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if(!pEntity->bExplosionProof && (!pEntity->IsPed() || !pPed->bInVehicle)) {
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if(pEntity->bIsStatic) {
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if(pEntity->IsObject()) {
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if(fPower > pObject->m_fUprootLimit || IsFence(pObject->m_modelIndex)) {
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if(IsGlass(pObject->m_modelIndex)) {
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if (fPower > pObject->m_fUprootLimit || IsFence(pObject->GetModelIndex())) {
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if (IsGlass(pObject->GetModelIndex())) {
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CGlass::WindowRespondsToExplosion(pObject, position);
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} else {
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pObject->bIsStatic = false;
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pObject->AddToMovingList();
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int16 modelId = pEntity->m_modelIndex;
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int16 modelId = pEntity->GetModelIndex();
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if(modelId != MI_FIRE_HYDRANT ||
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pObject->bHasBeenDamaged) {
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if(pEntity->IsObject() &&
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