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CWanted, anim fix, ped objs renaming, remove III beta features
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@ -1228,7 +1228,7 @@ CVehicle::InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage
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if(AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_PLOUGH_THROUGH ||
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CGeneral::GetRandomNumberInRange(0.0f, 1.0f) > 0.5f && AutoPilot.m_nCarMission == MISSION_CRUISE){
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// Drive away like a maniac
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if(pDriver && pDriver->m_objective != OBJECTIVE_LEAVE_VEHICLE){
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if(pDriver && pDriver->m_objective != OBJECTIVE_LEAVE_CAR){
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if(AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_PLOUGH_THROUGH)
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AutoPilot.m_nCruiseSpeed *= 1.5f;
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AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_PLOUGH_THROUGH;
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@ -1238,16 +1238,16 @@ CVehicle::InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage
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if (pDriver && pDriver->CharCreatedBy != MISSION_CHAR) {
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SetStatus(STATUS_ABANDONED);
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pDriver->bFleeAfterExitingCar = true;
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pDriver->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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pDriver->SetObjective(OBJECTIVE_LEAVE_CAR, this);
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pDriver->Say(SOUND_PED_FLEE_SPRINT);
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}
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int time = 200;
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for (int i = 0; i < m_nNumMaxPassengers; i++) {
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if (pPassengers[i] &&
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pPassengers[i]->m_objective != OBJECTIVE_LEAVE_VEHICLE &&
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pPassengers[i]->m_objective != OBJECTIVE_LEAVE_CAR &&
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pPassengers[i]->CharCreatedBy != MISSION_CHAR) {
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pPassengers[i]->bFleeAfterExitingCar = true;
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pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_CAR, this);
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pPassengers[i]->m_objectiveTimer = CTimer::GetTimeInMilliseconds() + time;
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pPassengers[i]->Say(SOUND_PED_FLEE_SPRINT);
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time += 200;
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@ -1504,7 +1504,7 @@ CVehicle::MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&pl
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int time = 1800;
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for(i = 0; i < numPeds3; i++){
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peds3[i]->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + time;
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peds3[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, this);
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peds3[i]->SetObjective(OBJECTIVE_LEAVE_CAR, this);
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time += CGeneral::GetRandomNumberInRange(300.0f, 600.0f);
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}
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