This commit is contained in:
Nikolay Korolev
2021-01-16 18:17:42 +03:00
21 changed files with 989 additions and 583 deletions

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@ -36,7 +36,7 @@ target_compile_definitions(${EXECUTABLE}
PRIVATE
$<IF:$<CONFIG:DEBUG>,DEBUG,NDEBUG>
LIBRW
${PROJECT}_NO_AUTOLINK
CMAKE_NO_AUTOLINK
)
if(LIBRW_PLATFORM_D3D9)

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@ -4106,6 +4106,7 @@ cAudioManager::SetupJumboFlySound(uint8 emittingVol)
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = SOUND_INTENSITY;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false; // todo port fix to re3

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@ -4,7 +4,7 @@
#include "stream.h"
#include "sampman.h"
#ifdef _WIN32
#if defined _MSC_VER && !defined CMAKE_NO_AUTOLINK
#ifdef AUDIO_OAL_USE_SNDFILE
#pragma comment( lib, "libsndfile-1.lib" )
#endif

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@ -38,7 +38,7 @@
//TODO: max channels
//TODO: loop count
#ifdef _WIN32
#if defined _MSC_VER && !defined CMAKE_NO_AUTOLINK
#pragma comment( lib, "OpenAL32.lib" )
#endif
@ -996,12 +996,14 @@ cSampleManager::Initialise(void)
#ifdef AUDIO_CACHE
FILE *cacheFile = fcaseopen("audio\\sound.cache", "rb");
if (cacheFile) {
debug("Loadind audio cache (If game crashes around here, then your cache is corrupted, remove audio/sound.cache)\n");
fread(nStreamLength, sizeof(uint32), TOTAL_STREAMED_SOUNDS, cacheFile);
fclose(cacheFile);
} else
#endif
{
debug("Cannot load audio cache\n");
#endif
for ( int32 i = 0; i < TOTAL_STREAMED_SOUNDS; i++ )
{
aStream[0] = new CStream(StreamedNameTable[i], ALStreamSources[0], ALStreamBuffers[0], IsThisTrackAt16KHz(i) ? 16000 : 32000);
@ -1019,10 +1021,15 @@ cSampleManager::Initialise(void)
}
#ifdef AUDIO_CACHE
cacheFile = fcaseopen("audio\\sound.cache", "wb");
fwrite(nStreamLength, sizeof(uint32), TOTAL_STREAMED_SOUNDS, cacheFile);
fclose(cacheFile);
#endif
if(cacheFile) {
debug("Saving audio cache\n");
fwrite(nStreamLength, sizeof(uint32), TOTAL_STREAMED_SOUNDS, cacheFile);
fclose(cacheFile);
} else {
debug("Cannot save audio cache\n");
}
}
#endif
{
if ( !InitialiseSampleBanks() )

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@ -507,12 +507,14 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
for(i = 0; i < model.numSpheres; i++){
if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
if(TestLineSphere(*(CColLine*)newline, model.spheres[i]))
return true;
}
for(i = 0; i < model.numBoxes; i++){
if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.boxes[i].surface)) continue;
if(TestLineBox(*(CColLine*)newline, model.boxes[i]))
return true;
}
@ -522,6 +524,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
VuTriangle vutri;
for(i = 0; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -539,6 +542,7 @@ CCollision::TestLineOfSight(const CColLine &line, const CMatrix &matrix, CColMod
#endif
for(; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1333,6 +1337,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
float coldist = 1.0f;
for(i = 0; i < model.numSpheres; i++){
if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.spheres[i].surface)) continue;
if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
}
@ -1348,6 +1353,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
CColTriangle *lasttri = nil;
for(i = 0; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1367,6 +1373,7 @@ CCollision::ProcessLineOfSight(const CColLine &line,
float dist;
for(; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreShootThrough && IsShootThrough(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1466,13 +1473,13 @@ CCollision::ProcessVerticalLine(const CColLine &line,
float coldist = 1.0f;
for(i = 0; i < model.numSpheres; i++){
if(ignoreSeeThrough && IsSeeThrough(model.spheres[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.spheres[i].surface)) continue;
if(ProcessLineSphere(*(CColLine*)newline, model.spheres[i], point, coldist))
point.Set(0, 0, model.spheres[i].surface, model.spheres[i].piece);
}
for(i = 0; i < model.numBoxes; i++){
if(ignoreSeeThrough && IsSeeThrough(model.boxes[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.boxes[i].surface)) continue;
if(ProcessLineBox(*(CColLine*)newline, model.boxes[i], point, coldist))
point.Set(0, 0, model.boxes[i].surface, model.boxes[i].piece);
}
@ -1484,7 +1491,7 @@ CCollision::ProcessVerticalLine(const CColLine &line,
CColTriangle *lasttri = nil;
VuTriangle vutri;
for(i = 0; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);
@ -1503,7 +1510,7 @@ CCollision::ProcessVerticalLine(const CColLine &line,
CVuVector pnt, normal;
float dist;
for(; i < model.numTriangles; i++){
if(ignoreSeeThrough && IsSeeThrough(model.triangles[i].surface)) continue;
if(ignoreSeeThrough && IsSeeThroughVertical(model.triangles[i].surface)) continue;
CColTriangle *tri = &model.triangles[i];
model.vertices[tri->a].Unpack(vutri.v0);

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@ -95,8 +95,8 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
CollectParameters(&m_nIp, 2);
CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
script_assert(pPed);
ScriptParams[0] = pPed->GetWeapon(ScriptParams[1]).m_eWeaponType;
ScriptParams[1] = pPed->GetWeapon(ScriptParams[1]).m_nAmmoTotal;
ScriptParams[0] = pPed->GetWeapon(ScriptParams[1] - 1).m_eWeaponType;
ScriptParams[1] = pPed->GetWeapon(ScriptParams[1] - 1).m_nAmmoTotal;
ScriptParams[2] = CPickups::ModelForWeapon((eWeaponType)ScriptParams[0]);
StoreParameters(&m_nIp, 3);
return 0;

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@ -66,7 +66,7 @@ int8 CRunningScript::ProcessCommands1400To1499(int32 command)
return 0;
case COMMAND_WANTED_STARS_ARE_FLASHING:
{
CWanted *pWanted = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted;
CWanted* pWanted = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted;
UpdateCompareFlag(pWanted->m_nMinWantedLevel - pWanted->m_nWantedLevel > 0);
return 0;
}
@ -136,7 +136,7 @@ int8 CRunningScript::ProcessCommands1400To1499(int32 command)
CTheScripts::ReadTextLabelFromScript(&m_nIp, key);
m_nIp += KEY_LENGTH_IN_SCRIPT;
CVector pos = pPlayerInfo->GetPos();
CZone *infoZone = CTheZones::FindInformationZoneForPosition(&pos);
CZone* infoZone = CTheZones::FindInformationZoneForPosition(&pos);
UpdateCompareFlag(strncmp(key, infoZone->name, 8) == 0); // original code doesn't seem to be using strncmp in here and compare 2 ints instead
return 0;
}
@ -352,7 +352,7 @@ int8 CRunningScript::ProcessCommands1400To1499(int32 command)
case COMMAND_CREATE_DUST_EFFECT_FOR_CUTSCENE_HELI:
{
CollectParameters(&m_nIp, 3);
CObject *pHeli = CPools::GetObjectPool()->GetAt(ScriptParams[0]);
CObject* pHeli = CPools::GetObjectPool()->GetAt(ScriptParams[0]);
bool found = false;
float waterLevel = -1000.0f;
CVector pos = pHeli->GetPosition();

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@ -4350,7 +4350,7 @@ CCam::ProcessArrestCamOne(void)
((CPed*)TheCamera.pTargetEntity)->m_pedIK.GetComponentPosition(TargetPos, PED_MID);
if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop)
cop = FindPlayerPed()->m_pArrestingCop;
if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.5f){
if(cop && CGeneral::GetRandomNumberInRange(0.0f, 1.0f) > 0.5f){
ArrestModes[0] = ARRESTCAM_OVERSHOULDER;
ArrestModes[1] = ARRESTCAM_ALONGGROUND;
ArrestModes[2] = ARRESTCAM_OVERSHOULDER;
@ -4372,7 +4372,7 @@ CCam::ProcessArrestCamOne(void)
if(FindPlayerPed() && FindPlayerPed()->m_pArrestingCop)
cop = FindPlayerPed()->m_pArrestingCop;
if(cop && CGeneral::GetRandomNumberInRange(0.0f, 0.1f) > 0.65f){
if(cop && CGeneral::GetRandomNumberInRange(0.0f, 1.0f) > 0.65f){
ArrestModes[0] = ARRESTCAM_OVERSHOULDER;
ArrestModes[1] = ARRESTCAM_LAMPPOST;
ArrestModes[2] = ARRESTCAM_ALONGGROUND;
@ -4442,6 +4442,7 @@ CCam::ProcessArrestCamOne(void)
pStoredCopPed = nil;
}
Source = CamSource;
CVector OrigSource = Source;
TheCamera.AvoidTheGeometry(OrigSource, TargetPos, Source, FOV);
Front = TargetPos - Source;
@ -4468,8 +4469,9 @@ CCam::ProcessArrestCamOne(void)
if(nUsingWhichCamera == ARRESTCAM_OVERSHOULDER && pStoredCopPed){
foundPos = GetLookOverShoulderPos(TheCamera.pTargetEntity, pStoredCopPed, TargetPos, CamSource);
if(CamSource.z > Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep())
CamSource.z = Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep();
float newZ = Source.z + ARRESTCAM_S_ROTATION_UP*CTimer::GetTimeStep();
if(CamSource.z > newZ)
CamSource.z = newZ;
}else if(nUsingWhichCamera >= ARRESTCAM_ALONGGROUND_RIGHT && nUsingWhichCamera <= ARRESTCAM_ALONGGROUND_LEFT_UP){
CamSource = Source;
Front = TargetPos - CamSource;

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@ -81,6 +81,7 @@ inline bool
IsShootThrough(uint8 surfType)
{
switch(surfType)
case SURFACE_TRANSPARENT_CLOTH:
case SURFACE_METAL_CHAIN_FENCE:
case SURFACE_TRANSPARENT_STONE:
case SURFACE_SCAFFOLD_POLE:

File diff suppressed because it is too large Load Diff

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@ -14,28 +14,28 @@ struct CFontDetails
float slant;
float slantRefX;
float slantRefY;
bool justify;
bool centre;
bool rightJustify;
bool background;
bool backgroundOnlyText;
bool proportional;
bool bIsShadow;
bool bFlash;
bool bBold;
bool8 justify;
bool8 centre;
bool8 rightJustify;
bool8 background;
bool8 backgroundOnlyText;
bool8 proportional;
bool8 bIsShadow;
bool8 bFlash;
bool8 bBold;
float alphaFade;
CRGBA backgroundColor;
float wrapX;
float centreSize;
float rightJustifyWrap;
int16 style;
bool bFontHalfTexture;
bool8 bFontHalfTexture;
uint32 bank;
int16 dropShadowPosition;
CRGBA dropColor;
bool bFlashState;
bool8 bFlashState;
int nFlashTimer;
bool anonymous_23;
bool8 anonymous_23;
uint32 anonymous_25;
};
@ -51,10 +51,10 @@ struct CFontRenderState
float slant;
float slantRefX;
float slantRefY;
bool bIsShadow;
bool bFontHalfTexture;
bool proportional;
bool anonymous_14;
bool8 bIsShadow;
bool8 bFontHalfTexture;
bool8 proportional;
bool8 anonymous_14;
int16 style;
};
@ -168,72 +168,33 @@ public:
static uint16 *ParseToken(wchar *s, bool japShit = false);
#else
static uint16 *ParseToken(wchar *s);
static uint16* ParseToken(wchar *s, CRGBA &color, bool &flash, bool &bold);
static uint16 *ParseToken(wchar *s, CRGBA &color, bool &flash, bool &bold);
#endif
static void DrawFonts(void);
static void RenderFontBuffer(void);
static uint16 character_code(uint8 c);
static CFontDetails GetDetails() { return Details; }
static void SetScale(float x, float y);
static void SetSlantRefPoint(float x, float y) { Details.slantRefX = x; Details.slantRefY = y; }
static void SetSlant(float s) { Details.slant = s; }
static void SetJustifyOn(void) {
Details.justify = true;
Details.centre = false;
Details.rightJustify = false;
}
static void SetJustifyOff(void) {
Details.justify = false;
Details.rightJustify = false;
}
static void SetRightJustifyOn(void) {
Details.rightJustify = true;
Details.justify = false;
Details.centre = false;
}
static void SetRightJustifyOff(void) {
Details.rightJustify = false;
Details.justify = false;
Details.centre = false;
}
static void SetCentreOn(void) {
Details.centre = true;
Details.justify = false;
Details.rightJustify = false;
}
static void SetCentreOff(void) {
Details.centre = false;
}
static void SetAlignment(uint8 alignment) {
if (alignment == ALIGN_LEFT) {
CFont::Details.justify = true;
CFont::Details.centre = false;
CFont::Details.rightJustify = false;
}
else if (alignment == ALIGN_CENTER) {
CFont::Details.justify = false;
CFont::Details.centre = true;
CFont::Details.rightJustify = false;
}
else if (alignment == ALIGN_RIGHT) {
CFont::Details.justify = false;
CFont::Details.centre = false;
CFont::Details.rightJustify = true;
}
}
static void SetWrapx(float x) { Details.wrapX = x; }
static void SetCentreSize(float s) { Details.centreSize = s; }
static void SetBackgroundOn(void) { Details.background = true; }
static void SetBackgroundOff(void) { Details.background = false; }
static void SetBackGroundOnlyTextOn(void) { Details.backgroundOnlyText = true; }
static void SetBackGroundOnlyTextOff(void) { Details.backgroundOnlyText = false; }
static void SetPropOn(void) { Details.proportional = true; }
static void SetPropOff(void) { Details.proportional = false; }
static void SetSlantRefPoint(float x, float y);
static void SetSlant(float s);
static void SetJustifyOn(void);
static void SetJustifyOff(void);
static void SetRightJustifyOn(void);
static void SetRightJustifyOff(void);
static void SetCentreOn(void);
static void SetCentreOff(void);
static void SetWrapx(float x);
static void SetCentreSize(float s);
static void SetBackgroundOn(void);
static void SetBackgroundOff(void);
static void SetBackGroundOnlyTextOn(void);
static void SetBackGroundOnlyTextOff(void);
static void SetPropOn(void);
static void SetPropOff(void);
static void SetFontStyle(int16 style);
static void SetRightJustifyWrap(float wrap) { Details.rightJustifyWrap = wrap; }
static void SetAlphaFade(float fade) { Details.alphaFade = fade; }
static void SetDropShadowPosition(int16 pos) { Details.dropShadowPosition = pos; }
static void SetRightJustifyWrap(float wrap);
static void SetAlphaFade(float fade);
static void SetDropShadowPosition(int16 pos);
static void SetBackgroundColor(CRGBA col);
static void SetColor(CRGBA col);
static void SetDropColor(CRGBA col);

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@ -449,10 +449,10 @@ void CHud::Draw()
}
if (m_WeaponState != FADED_OUT) {
CWeapon *weapon = playerPed->GetWeapon();
uint32 AmmoAmount = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType)->m_nAmountofAmmunition;
uint32 AmmoInClip = weapon->m_nAmmoInClip;
uint32 TotalAmmo = weapon->m_nAmmoTotal;
uint32 Ammo, Clip;
int32 AmmoAmount = CWeaponInfo::GetWeaponInfo((eWeaponType)WeaponType)->m_nAmountofAmmunition;
int32 AmmoInClip = weapon->m_nAmmoInClip;
int32 TotalAmmo = weapon->m_nAmmoTotal;
int32 Ammo, Clip;
if (AmmoAmount <= 1 || AmmoAmount >= 1000)
sprintf(sTemp, "%d", TotalAmmo);

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@ -911,7 +911,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeDeadPeds = true;
CWorld::bIncludeBikers = true;
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeDeadPeds = false;
CWorld::bIncludeBikers = false;
}
@ -924,7 +924,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
shooterPed->TransformToNode(target, PED_HANDR);
CWorld::bIncludeBikers = true;
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeBikers = false;
}
}
@ -935,7 +935,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeBikers = true;
CWorld::bIncludeDeadPeds = true;
CWorld::bIncludeCarTyres = true;
CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeBikers = false;
CWorld::bIncludeDeadPeds = false;
CWorld::bIncludeCarTyres = false;
@ -981,7 +981,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
target *= info->m_fRange;
target += *fireSource;
CWorld::pIgnoreEntity = shooter;
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false);
CWorld::pIgnoreEntity = nil;
int32 rotSpeed = 1;
@ -1014,7 +1014,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
}
CWorld::bIncludeBikers = true;
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeBikers = false;
int32 rotSpeed = 1;
@ -1683,7 +1683,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeCarTyres = true;
CWorld::bIncludeBikers = true;
CWorld::bIncludeDeadPeds = true;
CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true);
ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeDeadPeds = false;
CWorld::bIncludeCarTyres = false;
}
@ -1716,7 +1716,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
CWorld::bIncludeDeadPeds = true;
CWorld::bIncludeBikers = true;
CWorld::ProcessLineOfSight(*fireSource, target, point, victim, true, true, true, true, true, false, false, true);
ProcessLineOfSight(*fireSource, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, false, false);
CWorld::bIncludeDeadPeds = false;
}
CWorld::bIncludeBikers = false;
@ -2329,7 +2329,7 @@ CWeapon::FireM16_1stPerson(CEntity *shooter)
CVector source = cam->Source;
CVector target = cam->Front*info->m_fRange + source;
if (CWorld::ProcessLineOfSight(source, target, point, victim, true, true, true, true, true, false, false, true)) {
if (ProcessLineOfSight(source, target, point, victim, m_eWeaponType, shooter, true, true, true, true, true, true, false)) {
CheckForShootingVehicleOccupant(&victim, &point, m_eWeaponType, source, target);
}
CWorld::pIgnoreEntity = nil;
@ -3176,7 +3176,7 @@ CPed::IsPedDoingDriveByShooting(void)
bool
CWeapon::ProcessLineOfSight(CVector const &point1, CVector const &point2, CColPoint &point, CEntity *&entity, eWeaponType type, CEntity *shooter, bool checkBuildings, bool checkVehicles, bool checkPeds, bool checkObjects, bool checkDummies, bool ignoreSeeThrough, bool ignoreSomeObjects)
{
return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, ignoreSomeObjects);
return CWorld::ProcessLineOfSight(point1, point2, point, entity, checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, false, ignoreSomeObjects, true);
}