mirror of https://github.com/Nofated095/re-GTA.git
Merge remote-tracking branch 'upstream/master' into carctrl_dev
This commit is contained in:
commit
3e71c15b33
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@ -331,7 +331,7 @@ CWorld::ProcessVerticalLine(const CVector &point1, float z2, CColPoint &point, C
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{
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AdvanceCurrentScanCode();
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CVector point2(point1.x, point1.y, z2);
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return CWorld::ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexX(point1.y)),
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return ProcessVerticalLineSector(*GetSector(GetSectorIndexX(point1.x), GetSectorIndexX(point1.y)),
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CColLine(point1, point2), point, entity,
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checkBuildings, checkVehicles, checkPeds, checkObjects, checkDummies, ignoreSeeThrough, poly);
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}
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@ -605,8 +605,8 @@ CWorld::FindObjectsInRangeSectorList(CPtrList &list, CVector ¢re, float dist
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for (CPtrNode *node = list.first; node; node = node->next) {
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CEntity *object = (CEntity*)node->item;
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if (object->m_scanCode != CWorld::GetCurrentScanCode()) {
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object->m_scanCode = CWorld::GetCurrentScanCode();
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if (object->m_scanCode != GetCurrentScanCode()) {
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object->m_scanCode = GetCurrentScanCode();
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CVector diff = centre - object->GetPosition();
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if (ignoreZ)
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@ -941,11 +941,11 @@ CWorld::RemoveEntityInsteadOfProcessingIt(CEntity* ent)
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{
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if (ent->IsPed()) {
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if (FindPlayerPed() == ent)
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CWorld::Remove(ent);
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Remove(ent);
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else
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CPopulation::RemovePed(ent);
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} else {
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CWorld::Remove(ent);
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Remove(ent);
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delete ent;
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}
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}
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@ -987,7 +987,7 @@ CWorld::RemoveFallenCars(void)
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veh->Teleport(newPos);
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veh->m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
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} else if (veh->VehicleCreatedBy == RANDOM_VEHICLE || veh->VehicleCreatedBy == PARKED_VEHICLE) {
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CWorld::Remove(veh);
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Remove(veh);
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delete veh;
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}
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}
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@ -1001,7 +1001,7 @@ CWorld::Process(void)
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if (!(CTimer::GetFrameCounter() & 63))
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CReferences::PruneAllReferencesInWorld();
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if (CWorld::bProcessCutsceneOnly) {
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if (bProcessCutsceneOnly) {
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for (int i = 0; i < NUMCUTSCENEOBJECTS; i++) {
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CCutsceneObject *csObj = CCutsceneMgr::GetCutsceneObject(i);
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if (csObj && csObj->m_entryInfoList.first) {
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@ -1036,7 +1036,7 @@ CWorld::Process(void)
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}
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}
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}
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CWorld::bForceProcessControl = 1;
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bForceProcessControl = true;
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for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CPhysical* movingEnt = (CPhysical*)node->item;
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if (movingEnt->bWasPostponed) {
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@ -1050,7 +1050,7 @@ CWorld::Process(void)
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}
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}
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}
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CWorld::bForceProcessControl = 0;
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bForceProcessControl = false;
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if (CReplay::IsPlayingBack()) {
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for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CEntity* movingEnt = (CEntity*)node->item;
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@ -1059,7 +1059,7 @@ CWorld::Process(void)
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movingEnt->UpdateRwFrame();
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}
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} else {
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CWorld::bNoMoreCollisionTorque = 0;
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bNoMoreCollisionTorque = false;
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for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CEntity* movingEnt = (CEntity*)node->item;
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if (!movingEnt->bIsInSafePosition) {
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@ -1068,7 +1068,7 @@ CWorld::Process(void)
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movingEnt->UpdateRwFrame();
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}
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}
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CWorld::bNoMoreCollisionTorque = 1;
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bNoMoreCollisionTorque = true;
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for (int i = 0; i < 4; i++) {
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for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CEntity* movingEnt = (CEntity*)node->item;
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@ -1091,7 +1091,7 @@ CWorld::Process(void)
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}
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}
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}
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CWorld::bSecondShift = 0;
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bSecondShift = false;
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for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CEntity* movingEnt = (CEntity*)node->item;
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if (!movingEnt->bIsInSafePosition) {
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@ -1103,7 +1103,7 @@ CWorld::Process(void)
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}
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}
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}
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CWorld::bSecondShift = 1;
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bSecondShift = true;
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for (CPtrNode* node = ms_listMovingEntityPtrs.first; node; node = node->next) {
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CPhysical* movingEnt = (CPhysical*)node->item;
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if (!movingEnt->bIsInSafePosition) {
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@ -1114,7 +1114,7 @@ CWorld::Process(void)
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movingEnt->bIsStuck = true;
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if (movingEnt->m_status == STATUS_PLAYER) {
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printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->m_modelIndex);
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movingEnt->m_vecMoveSpeed *= 3.0f;
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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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}
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@ -1167,9 +1167,9 @@ CWorld::Process(void)
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Players[PlayerInFocus].Process();
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CRecordDataForChase::SaveOrRetrieveCarPositions();
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if ((CTimer::GetFrameCounter() & 7) == 1) {
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CWorld::RemoveFallenPeds();
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RemoveFallenPeds();
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} else if ((CTimer::GetFrameCounter() & 7) == 5) {
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CWorld::RemoveFallenCars();
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RemoveFallenCars();
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}
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}
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}
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@ -500,7 +500,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagG4 = false;
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bStartWanderPathOnFoot = false;
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m_ped_flagG10 = false;
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m_ped_flagG20 = false;
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bBusJacked = false;
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m_ped_flagG40 = false;
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bFadeOut = false;
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@ -509,7 +509,7 @@ CPed::CPed(uint32 pedType) : m_pedIK(this)
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m_ped_flagH4 = false;
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bClearObjective = false;
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m_ped_flagH10 = false;
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m_ped_flagH20 = false;
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bCollidedWithMyVehicle = false;
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m_ped_flagH40 = false;
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m_ped_flagH80 = false;
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@ -8872,7 +8872,7 @@ CPed::ProcessControl(void)
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if (m_fHealth <= 1.0f && m_nPedState <= PED_STATES_NO_AI && !bIsInTheAir && !bIsLanding)
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SetDie(ANIM_KO_SHOT_FRONT1, 4.0f, 0.0f);
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m_ped_flagH20 = false;
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bCollidedWithMyVehicle = false;
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CEntity *collidingEnt = m_pDamageEntity;
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if (!bUsesCollision || m_fDamageImpulse <= 0.0f || m_nPedState == PED_DIE || !collidingEnt) {
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@ -9100,7 +9100,7 @@ CPed::ProcessControl(void)
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float collidingVehSpeedSqr = collidingVeh->m_vecMoveSpeed.MagnitudeSqr();
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if (collidingVeh == m_pMyVehicle)
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m_ped_flagH20 = true;
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bCollidedWithMyVehicle = true;
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if (collidingVehSpeedSqr <= 1.0f / 400.0f) {
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if (!IsPedInControl()
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@ -10219,7 +10219,7 @@ CPed::PedAnimGetInCB(CAnimBlendAssociation *animAssoc, void *arg)
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veh->bIsHandbrakeOn = true;
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veh->m_status = STATUS_PLAYER_DISABLED;
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}
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driver->m_ped_flagG20 = true;
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driver->bBusJacked = true;
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veh->m_veh_flagC10 = false;
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PedSetInCarCB(nil, ped);
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if (ped->m_nPedType == PEDTYPE_COP
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@ -10456,6 +10456,7 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
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}
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if (ped->m_ped_flagE80 || ped->m_ped_flagG40) {
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// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
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if (!veh->IsDoorMissing(door))
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((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
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} else {
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@ -304,7 +304,7 @@ public:
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uint8 bIsDucking : 1;
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uint8 bGetUpAnimStarted : 1;
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uint8 bDoBloodyFootprints : 1;
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uint8 m_ped_flagE80 : 1;
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uint8 m_ped_flagE80 : 1; // bDontDragMeOutCar? bStayInCarOnJack?
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uint8 bWanderPathAfterExitingCar : 1;
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uint8 m_ped_flagF2 : 1;
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@ -320,8 +320,8 @@ public:
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uint8 m_ped_flagG4 : 1;
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uint8 bStartWanderPathOnFoot : 1; // exits the car if he's in it, reset after path found
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uint8 m_ped_flagG10 : 1;
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uint8 m_ped_flagG20 : 1;
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uint8 m_ped_flagG40 : 1;
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uint8 bBusJacked : 1;
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uint8 m_ped_flagG40 : 1; // had to exit car due to someone jacked it from RF door
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uint8 bFadeOut : 1;
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uint8 m_ped_flagH1 : 1;
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@ -329,7 +329,7 @@ public:
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uint8 m_ped_flagH4 : 1;
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uint8 bClearObjective : 1;
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uint8 m_ped_flagH10 : 1;
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uint8 m_ped_flagH20 : 1; // set if our own vehicle damaged us. I don't know how is that possible
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uint8 bCollidedWithMyVehicle : 1;
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uint8 m_ped_flagH40 : 1;
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uint8 m_ped_flagH80 : 1;
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