PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes

This commit is contained in:
Sergeanur 2020-12-18 02:57:54 +02:00
parent cc5af26417
commit e9a5670348
28 changed files with 470 additions and 476 deletions

View file

@ -1361,102 +1361,6 @@ CWorld::FindMissionEntitiesIntersectingCubeSectorList(CPtrList &list, const CVec
}
}
CPlayerPed *
FindPlayerPed(void)
{
return CWorld::Players[CWorld::PlayerInFocus].m_pPed;
}
CVehicle *
FindPlayerVehicle(void)
{
CPlayerPed *ped = FindPlayerPed();
if(ped && ped->InVehicle()) return ped->m_pMyVehicle;
return nil;
}
CVehicle *
FindPlayerTrain(void)
{
if(FindPlayerVehicle() && FindPlayerVehicle()->IsTrain())
return FindPlayerVehicle();
else
return nil;
}
CEntity *
FindPlayerEntity(void)
{
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle;
else
return ped;
}
CVector
FindPlayerCoors(void)
{
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack())
return TheCamera.GetPosition();
#endif
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle->GetPosition();
else
return ped->GetPosition();
}
CVector &
FindPlayerSpeed(void)
{
#ifdef FIX_BUGS
static CVector vecTmpVector(0.0f, 0.0f, 0.0f);
if (CReplay::IsPlayingBack())
return vecTmpVector;
#endif
CPlayerPed *ped = FindPlayerPed();
if(ped->InVehicle())
return ped->m_pMyVehicle->m_vecMoveSpeed;
else
return ped->m_vecMoveSpeed;
}
const CVector &
FindPlayerCentreOfWorld(int32 player)
{
#ifdef FIX_BUGS
if(CReplay::IsPlayingBack()) return TheCamera.GetPosition();
#endif
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
if(CWorld::Players[player].m_pRemoteVehicle) return CWorld::Players[player].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return CWorld::Players[player].m_pPed->GetPosition();
}
const CVector &
FindPlayerCentreOfWorld_NoSniperShift(void)
{
#ifdef FIX_BUGS
if (CReplay::IsPlayingBack()) return TheCamera.GetPosition();
#endif
if(CCarCtrl::bCarsGeneratedAroundCamera) return TheCamera.GetPosition();
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetPosition();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetPosition();
return FindPlayerPed()->GetPosition();
}
float
FindPlayerHeading(void)
{
if(CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle)
return CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->GetForward().Heading();
if(FindPlayerVehicle()) return FindPlayerVehicle()->GetForward().Heading();
return FindPlayerPed()->GetForward().Heading();
}
void
CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, float z2)
{