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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:
commit
d0f5464200
30 changed files with 140 additions and 60 deletions
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@ -9143,7 +9143,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command)
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CEntity* apEntities[16];
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CWorld::FindObjectsOfTypeInRange(mi, pos, range, true, &total, 16, apEntities, true, false, false, true, true);
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if (total == 0)
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CWorld::FindObjectsOfTypeInRangeSectorList(mi, CWorld::GetBigBuildingList(LEVEL_NONE), pos, range, true, &total, 16, apEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(mi, CWorld::GetBigBuildingList(LEVEL_GENERIC), pos, range, true, &total, 16, apEntities);
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if (total == 0)
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CWorld::FindObjectsOfTypeInRangeSectorList(mi, CWorld::GetBigBuildingList(CTheZones::GetLevelFromPosition(&pos)), pos, range, true, &total, 16, apEntities);
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CEntity* pClosestEntity = nil;
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@ -9933,7 +9933,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command)
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CEntity* apEntities[16];
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CWorld::FindObjectsOfTypeInRange(mi1, pos, radius, true, &total, 16, apEntities, true, false, false, false, false);
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if (total == 0)
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CWorld::FindObjectsOfTypeInRangeSectorList(mi1, CWorld::GetBigBuildingList(LEVEL_NONE), pos, radius, true, &total, 16, apEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(mi1, CWorld::GetBigBuildingList(LEVEL_GENERIC), pos, radius, true, &total, 16, apEntities);
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if (total == 0)
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CWorld::FindObjectsOfTypeInRangeSectorList(mi1, CWorld::GetBigBuildingList(CTheZones::GetLevelFromPosition(&pos)), pos, radius, true, &total, 16, apEntities);
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CEntity* pClosestEntity = nil;
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@ -10593,11 +10593,15 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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CollectParameters(&m_nIp, 1);
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CTimer::Stop();
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CGame::currLevel = (eLevelName)ScriptParams[0];
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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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#endif
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CCollision::SortOutCollisionAfterLoad();
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#ifndef NO_ISLAND_LOADING
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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#endif
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CTimer::Update();
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return 0;
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}
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@ -10626,7 +10630,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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if (ScriptParams[1])
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pVehicle->m_nZoneLevel = CTheZones::GetLevelFromPosition(&pVehicle->GetPosition());
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else
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pVehicle->m_nZoneLevel = LEVEL_NONE;
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pVehicle->m_nZoneLevel = LEVEL_GENERIC;
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return 0;
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}
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case COMMAND_SET_CHAR_STAYS_IN_CURRENT_LEVEL:
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@ -10637,7 +10641,7 @@ int8 CRunningScript::ProcessCommands1000To1099(int32 command)
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if (ScriptParams[1])
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pPed->m_nZoneLevel = CTheZones::GetLevelFromPosition(&pPed->GetPosition());
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else
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pPed->m_nZoneLevel = LEVEL_NONE;
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pPed->m_nZoneLevel = LEVEL_GENERIC;
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return 0;
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}
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*/
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@ -11275,18 +11279,24 @@ int8 CRunningScript::ProcessCommands1100To1199(int32 command)
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CTimer::Stop();
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CGame::currLevel = (eLevelName)ScriptParams[0];
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if (CGame::currLevel != CCollision::ms_collisionInMemory) {
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#ifndef NO_ISLAND_LOADING
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DMAudio.SetEffectsFadeVol(0);
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CPad::StopPadsShaking();
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CCollision::LoadCollisionScreen(CGame::currLevel);
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DMAudio.Service();
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#endif
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CPopulation::DealWithZoneChange(CCollision::ms_collisionInMemory, CGame::currLevel, false);
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#ifndef NO_ISLAND_LOADING
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CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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#endif
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CCollision::SortOutCollisionAfterLoad();
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#ifndef NO_ISLAND_LOADING
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CStreaming::RequestIslands(CGame::currLevel);
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CStreaming::RequestBigBuildings(CGame::currLevel);
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CStreaming::LoadAllRequestedModels(true);
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DMAudio.SetEffectsFadeVol(127);
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#endif
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}
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CTimer::Update();
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return 0;
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