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Adding getters and setters for type and status
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parent
cf5a404f6b
commit
7d758f3a9f
41 changed files with 256 additions and 249 deletions
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@ -482,10 +482,10 @@ CCarCtrl::GenerateOneRandomCar()
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case NINES:
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case GANG8:
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case GANG9:
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pCar->m_status = STATUS_SIMPLE;
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pCar->SetStatus(STATUS_SIMPLE);
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break;
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case COPS:
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pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS;
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pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS);
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pCar->ChangeLawEnforcerState(1);
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break;
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default:
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@ -532,7 +532,7 @@ CCarCtrl::GenerateOneRandomCar()
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else
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pCar->SetUpDriver();
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if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */
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pCar->m_status = STATUS_PHYSICS;
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pCar->SetStatus(STATUS_PHYSICS);
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pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pCar->AutoPilot.m_nCruiseSpeed += 10;
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}
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@ -702,7 +702,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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return;
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}
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}
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if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
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if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) &&
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CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 &&
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!pVehicle->GetIsOnScreen() &&
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(pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f &&
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@ -716,7 +716,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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delete pVehicle;
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return;
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}
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if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
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if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0)
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return;
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if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 &&
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(!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){
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@ -759,7 +759,7 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle)
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SlowCarOnRailsDownForTrafficAndLights(pVehicle);
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if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds())
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PickNextNodeAccordingStrategy(pVehicle);
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if (pVehicle->m_status == STATUS_PHYSICS)
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if (pVehicle->GetStatus() == STATUS_PHYSICS)
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return;
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CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo];
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo];
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@ -917,7 +917,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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if (sideLength + 0.5f < sidewaysDistance)
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/* If car is far enough taking side into account, don't care */
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continue;
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if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */
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if (pPed->IsPed()){ /* ...how can it not be? */
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if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){
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if (distanceUntilHit < movementTowardsPedPerSecond){
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/* Very close. Time to evade. */
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@ -937,7 +937,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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}
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}else{
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/* Relatively safe but annoying. */
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if (pVehicle->m_status == STATUS_PLAYER &&
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if (pVehicle->GetStatus() == STATUS_PLAYER &&
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pPed->GetPedState() != PED_FLEE_ENTITY &&
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pPed->CharCreatedBy == RANDOM_CHAR){
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float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints(
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@ -1042,8 +1042,8 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle,
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DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f &&
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pVehicle < pOtherVehicle){ /* that comparasion though... */
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*pSpeed = Max(curSpeed / 5, *pSpeed);
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if (pVehicle->m_status == STATUS_SIMPLE){
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pVehicle->m_status = STATUS_PHYSICS;
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if (pVehicle->GetStatus() == STATUS_SIMPLE){
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pVehicle->SetStatus(STATUS_PHYSICS);
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SwitchVehicleToRealPhysics(pVehicle);
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}
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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@ -1535,7 +1535,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]];
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if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){
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/* We can no longer shift vehicle without physics if we have to turn it around. */
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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SwitchVehicleToRealPhysics(pVehicle);
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}
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pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve;
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@ -1640,7 +1640,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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float distanceToTargetNode;
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#ifndef REMOVE_TREADABLE_PATHFIND
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if (pTarget && pTarget->m_pCurGroundEntity &&
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pTarget->m_pCurGroundEntity->m_type == ENTITY_TYPE_BUILDING &&
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pTarget->m_pCurGroundEntity->IsBuilding() &&
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((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() &&
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((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){
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CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity;
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@ -2674,7 +2674,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos)
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spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel();
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pVehicle->GetPosition() = spawnPos;
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pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f));
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pVehicle->m_status = STATUS_PHYSICS;
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pVehicle->SetStatus(STATUS_PHYSICS);
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switch (mi){
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case MI_FIRETRUCK:
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pVehicle->bIsFireTruckOnDuty = true;
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