Merge branch 'master' into miami

# Conflicts:
#	src/control/CarAI.cpp
#	src/control/Phones.cpp
#	src/control/Phones.h
#	src/control/Record.cpp
#	src/control/Restart.cpp
#	src/control/Script.cpp
#	src/core/Collision.cpp
#	src/core/Frontend.cpp
#	src/core/Frontend.h
#	src/core/Game.h
#	src/core/Streaming.cpp
#	src/core/TempColModels.cpp
#	src/core/Wanted.cpp
#	src/core/Zones.cpp
#	src/core/config.h
#	src/core/main.cpp
#	src/core/re3.cpp
#	src/entities/Entity.cpp
#	src/entities/Physical.cpp
#	src/extras/frontendoption.cpp
#	src/modelinfo/ModelInfo.cpp
#	src/modelinfo/PedModelInfo.cpp
#	src/peds/CivilianPed.cpp
#	src/peds/CopPed.cpp
#	src/peds/EmergencyPed.cpp
#	src/peds/Ped.cpp
#	src/peds/Ped.h
#	src/peds/Population.cpp
#	src/render/Renderer.cpp
#	src/save/GenericGameStorage.cpp
#	src/skel/win/win.cpp
#	src/vehicles/Automobile.cpp
#	src/vehicles/Boat.cpp
#	src/vehicles/Boat.h
#	src/vehicles/Vehicle.cpp
This commit is contained in:
Sergeanur 2020-07-13 18:10:17 +03:00
commit d0f5464200
30 changed files with 140 additions and 60 deletions

View file

@ -9143,7 +9143,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
CEntity* apEntities[16];
CWorld::FindObjectsOfTypeInRange(mi, pos, range, true, &total, 16, apEntities, true, false, false, true, true);
if (total == 0)
CWorld::FindObjectsOfTypeInRangeSectorList(mi, CWorld::GetBigBuildingList(LEVEL_NONE), pos, range, true, &total, 16, apEntities);
CWorld::FindObjectsOfTypeInRangeSectorList(mi, CWorld::GetBigBuildingList(LEVEL_GENERIC), pos, range, true, &total, 16, apEntities);
if (total == 0)
CWorld::FindObjectsOfTypeInRangeSectorList(mi, CWorld::GetBigBuildingList(CTheZones::GetLevelFromPosition(&pos)), pos, range, true, &total, 16, apEntities);
CEntity* pClosestEntity = nil;
@ -9933,7 +9933,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
CEntity* apEntities[16];
CWorld::FindObjectsOfTypeInRange(mi1, pos, radius, true, &total, 16, apEntities, true, false, false, false, false);
if (total == 0)
CWorld::FindObjectsOfTypeInRangeSectorList(mi1, CWorld::GetBigBuildingList(LEVEL_NONE), pos, radius, true, &total, 16, apEntities);
CWorld::FindObjectsOfTypeInRangeSectorList(mi1, CWorld::GetBigBuildingList(LEVEL_GENERIC), pos, radius, true, &total, 16, apEntities);
if (total == 0)
CWorld::FindObjectsOfTypeInRangeSectorList(mi1, CWorld::GetBigBuildingList(CTheZones::GetLevelFromPosition(&pos)), pos, radius, true, &total, 16, apEntities);
CEntity* pClosestEntity = nil;
@ -10593,11 +10593,15 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
CollectParameters(&m_nIp, 1);
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
#ifndef NO_ISLAND_LOADING
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
#endif
CCollision::SortOutCollisionAfterLoad();
#ifndef NO_ISLAND_LOADING
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
#endif
CTimer::Update();
return 0;
}
@ -10626,7 +10630,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
if (ScriptParams[1])
pVehicle->m_nZoneLevel = CTheZones::GetLevelFromPosition(&pVehicle->GetPosition());
else
pVehicle->m_nZoneLevel = LEVEL_NONE;
pVehicle->m_nZoneLevel = LEVEL_GENERIC;
return 0;
}
case COMMAND_SET_CHAR_STAYS_IN_CURRENT_LEVEL:
@ -10637,7 +10641,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
if (ScriptParams[1])
pPed->m_nZoneLevel = CTheZones::GetLevelFromPosition(&pPed->GetPosition());
else
pPed->m_nZoneLevel = LEVEL_NONE;
pPed->m_nZoneLevel = LEVEL_GENERIC;
return 0;
}
*/
@ -11275,18 +11279,24 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
CTimer::Stop();
CGame::currLevel = (eLevelName)ScriptParams[0];
if (CGame::currLevel != CCollision::ms_collisionInMemory) {
#ifndef NO_ISLAND_LOADING
DMAudio.SetEffectsFadeVol(0);
CPad::StopPadsShaking();
CCollision::LoadCollisionScreen(CGame::currLevel);
DMAudio.Service();
#endif
CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
#ifndef NO_ISLAND_LOADING
CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
CStreaming::RemoveUnusedBuildings(CGame::currLevel);
#endif
CCollision::SortOutCollisionAfterLoad();
#ifndef NO_ISLAND_LOADING
CStreaming::RequestIslands(CGame::currLevel);
CStreaming::RequestBigBuildings(CGame::currLevel);
CStreaming::LoadAllRequestedModels(true);
DMAudio.SetEffectsFadeVol(127);
#endif
}
CTimer::Update();
return 0;