mirror of
https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
commit
800d706935
@ -10655,7 +10655,7 @@ int8 CRunningScript::ProcessCommands1200To1299(int32 command)
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CVector pos = *(CVector*)&ScriptParams[0];
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if (pos.z <= MAP_Z_LOW_LIMIT)
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pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
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CCoronas::RegisterCorona((uint32)this + m_nIp, ScriptParams[6], ScriptParams[7], ScriptParams[8], 255, pos, *(float*)&ScriptParams[3],
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CCoronas::RegisterCorona((uintptr)this + m_nIp, ScriptParams[6], ScriptParams[7], ScriptParams[8], 255, pos, *(float*)&ScriptParams[3],
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150.0f, ScriptParams[4], ScriptParams[5], 1, 0, 0, 0.0f, false, 0.2f);
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return 0;
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}
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@ -1449,7 +1449,8 @@ CStreaming::StreamVehiclesAndPeds(void)
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timeBeforeNextLoad--;
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else if(ms_numVehiclesLoaded <= desiredNumVehiclesLoaded){
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CZoneInfo zone;
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CTheZones::GetZoneInfoForTimeOfDay(&FindPlayerCoors(), &zone);
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CVector coors = FindPlayerCoors();
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CTheZones::GetZoneInfoForTimeOfDay(&coors, &zone);
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int32 maxReq = -1;
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int32 mostRequestedRating = 0;
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for(i = 0; i < CCarCtrl::TOTAL_CUSTOM_CLASSES; i++){
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@ -725,17 +725,17 @@ CTheZones::LoadAllZones(uint8 *buffer, uint32 size)
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for(i = 0; i < ARRAY_SIZE(NavigationZoneArray); i++){
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NavigationZoneArray[i] = ReadSaveBuf<CZone>(buffer);
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NavigationZoneArray[i].child = GetPointerForZoneIndex((int32)NavigationZoneArray[i].child);
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NavigationZoneArray[i].parent = GetPointerForZoneIndex((int32)NavigationZoneArray[i].parent);
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NavigationZoneArray[i].next = GetPointerForZoneIndex((int32)NavigationZoneArray[i].next);
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NavigationZoneArray[i].child = GetPointerForZoneIndex((uintptr)NavigationZoneArray[i].child);
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NavigationZoneArray[i].parent = GetPointerForZoneIndex((uintptr)NavigationZoneArray[i].parent);
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NavigationZoneArray[i].next = GetPointerForZoneIndex((uintptr)NavigationZoneArray[i].next);
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}
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for(i = 0; i < ARRAY_SIZE(InfoZoneArray); i++){
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InfoZoneArray[i] = ReadSaveBuf<CZone>(buffer);
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InfoZoneArray[i].child = GetPointerForZoneIndex((int32)InfoZoneArray[i].child);
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InfoZoneArray[i].parent = GetPointerForZoneIndex((int32)InfoZoneArray[i].parent);
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InfoZoneArray[i].next = GetPointerForZoneIndex((int32)InfoZoneArray[i].next);
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InfoZoneArray[i].child = GetPointerForZoneIndex((uintptr)InfoZoneArray[i].child);
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InfoZoneArray[i].parent = GetPointerForZoneIndex((uintptr)InfoZoneArray[i].parent);
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InfoZoneArray[i].next = GetPointerForZoneIndex((uintptr)InfoZoneArray[i].next);
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}
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for(i = 0; i < ARRAY_SIZE(ZoneInfoArray); i++)
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@ -257,7 +257,7 @@ CCopPed::ArrestPlayer(void)
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CAnimManager::BlendAnimation(GetClump(), ASSOCGRP_STD, ANIM_ARREST_GUN, 4.0f);
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CVector suspMidPos;
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suspect->m_pedIK.GetComponentPosition((RwV3d)suspMidPos, PED_MID);
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suspect->m_pedIK.GetComponentPosition(*(RwV3d *)&suspMidPos, PED_MID);
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(suspMidPos.x, suspMidPos.y,
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GetPosition().x, GetPosition().y);
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@ -231,8 +231,8 @@ CEmergencyPed::MedicAI(void)
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if (nearestAccident) {
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m_pRevivedPed = nearestAccident->m_pVictim;
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m_pRevivedPed->RegisterReference((CEntity**)&m_pRevivedPed);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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SetSeek((headPos + midPos) * 0.5f, 1.0f);
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SetObjective(OBJECTIVE_NONE);
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bIsRunning = true;
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@ -271,8 +271,8 @@ CEmergencyPed::MedicAI(void)
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m_nEmergencyPedState = EMERGENCY_PED_STOP;
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break;
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}
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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SetSeek((headPos + midPos) * 0.5f, nearestAccident->m_nMedicsPerformingCPR * 0.5f + 1.0f);
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SetObjective(OBJECTIVE_NONE);
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bIsRunning = true;
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@ -326,8 +326,8 @@ CEmergencyPed::MedicAI(void)
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if (!m_pRevivedPed || m_pRevivedPed->m_fHealth > 0.0f)
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m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
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else {
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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midPos = (headPos + midPos) * 0.5f;
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
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midPos.x, midPos.y,
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@ -348,8 +348,8 @@ CEmergencyPed::MedicAI(void)
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m_nEmergencyPedState = EMERGENCY_PED_DETERMINE_NEXT_STATE;
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break;
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}
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition((RwV3d)headPos, PED_HEAD);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&midPos, PED_MID);
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m_pRevivedPed->m_pedIK.GetComponentPosition(*(RwV3d *)&headPos, PED_HEAD);
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midPos = (headPos + midPos) * 0.5f;
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m_fRotationDest = CGeneral::GetRadianAngleBetweenPoints(
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midPos.x, midPos.y,
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@ -9714,7 +9714,7 @@ CPed::MoveHeadToLook(void)
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}
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if (m_pLookTarget->IsPed()) {
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((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition((RwV3d)lookPos, PED_MID);
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((CPed*)m_pLookTarget)->m_pedIK.GetComponentPosition(*(RwV3d *)&lookPos, PED_MID);
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} else {
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lookPos = m_pLookTarget->GetPosition();
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}
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@ -12805,7 +12805,7 @@ CPed::PedSetOutCarCB(CAnimBlendAssociation *animAssoc, void *arg)
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}
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// --MIAMI: Done, but enumarate weapon slots
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inline void
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void
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CPed::ReplaceWeaponWhenExitingVehicle(void)
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{
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eWeaponType weaponType = GetWeapon()->m_eWeaponType;
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@ -12822,7 +12822,7 @@ CPed::ReplaceWeaponWhenExitingVehicle(void)
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}
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// --MIAMI: Done
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inline void
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void
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CPed::RemoveWeaponWhenEnteringVehicle(void)
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{
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if (IsPlayer() && HasWeaponSlot(5) && GetWeapon(5).m_nAmmoTotal > 0 && ((CPlayerPed*)this)->GetPlayerInfoForThisPlayerPed()->m_bDriveByAllowed) {
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@ -13677,7 +13677,7 @@ CPed::ProcessObjective(void)
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CVector target;
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CVector ourHead = GetMatrix() * CVector(0.5f, 0.0f, 0.6f);
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if (m_pedInObjective->IsPed())
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m_pedInObjective->m_pedIK.GetComponentPosition((RwV3d)target, PED_MID);
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m_pedInObjective->m_pedIK.GetComponentPosition(*(RwV3d *)&target, PED_MID);
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else
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target = m_pedInObjective->GetPosition();
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@ -108,7 +108,7 @@ const C2dEffect* CPedAttractorManager::GetEffectForIceCreamVan(CVehicle* pVehicl
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CVehicle* CPedAttractorManager::GetIceCreamVanForEffect(C2dEffect* pEffect)
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{
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if (vVehicleToEffect.empty())
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return false;
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return nil;
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for (std::vector<CVehicleToEffect>::const_iterator assoc = vVehicleToEffect.cbegin(); assoc != vVehicleToEffect.cend(); ++assoc) {
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if (assoc->HasThisEffect(pEffect))
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return assoc->GetVehicle();
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@ -625,7 +625,7 @@ CPedAttractor* CPedAttractorManager::RegisterPed(CPed* pPed, C2dEffect* pEffect,
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ComputeEffectPos(pAttractor->GetEffect(), matrix, vEffectPos);
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if (pAttractor->GetEffect() == pEffect && vEffectPos == pAttractor->GetEffectPos()) {
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if (!IsApproachable(pEffect, matrix, pAttractor->ComputeFreeSlot(), pPed))
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return false;
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return nil;
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pRegisteredAttractor = pAttractor;
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break;
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}
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@ -1252,7 +1252,7 @@ CPlayerPed::ProcessPlayerWeapon(CPad *padUsed)
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#else
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CVector markPos;
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if (m_pPointGunAt->IsPed()) {
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((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d)markPos, PED_MID);
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((CPed*)m_pPointGunAt)->m_pedIK.GetComponentPosition(*(RwV3d *)&markPos, PED_MID);
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} else {
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markPos = m_pPointGunAt->GetPosition();
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}
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@ -175,7 +175,7 @@ CTimeCycle::Initialise(void)
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bi++;
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bi++;
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}
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while(work_buff[bi] != '\n')
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while(work_buff[bi] != '\n' || work_buff[bi] != '\0')
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line[li++] = work_buff[bi++];
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line[li] = '\0';
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bi++;
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@ -1,5 +1,6 @@
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#pragma once
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#include "Game.h"
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#include "PCSave.h"
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#define SLOT_COUNT (8)
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@ -817,7 +817,7 @@ CWeapon::FireInstantHit(CEntity *shooter, CVector *fireSource)
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CPed *threatAttack = (CPed*)shooterPed->m_pPointGunAt;
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if ( threatAttack->IsPed() )
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{
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threatAttack->m_pedIK.GetComponentPosition((RwV3d)target, PED_MID);
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threatAttack->m_pedIK.GetComponentPosition(*(RwV3d *)&target, PED_MID);
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threatAttack->ReactToPointGun(shooter);
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}
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else
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@ -1483,7 +1483,7 @@ CWeapon::FireShotgun(CEntity *shooter, CVector *fireSource)
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{
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CVector pos;
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if (shooterPed->m_pPointGunAt->IsPed()) {
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((CPed*)shooterPed->m_pPointGunAt)->m_pedIK.GetComponentPosition((RwV3d)pos, PED_MID);
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((CPed*)shooterPed->m_pPointGunAt)->m_pedIK.GetComponentPosition(*(RwV3d *)&pos, PED_MID);
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} else {
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pos = ((CPed*)shooterPed->m_pPointGunAt)->GetPosition();
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}
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@ -59,7 +59,8 @@ static char ms_aWeaponNames[][32] = {
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};
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CWeaponInfo*
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CWeaponInfo::GetWeaponInfo(eWeaponType weaponType) {
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CWeaponInfo::GetWeaponInfo(eWeaponType weaponType)
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{
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return &CWeaponInfo::ms_apWeaponInfos[weaponType];
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}
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@ -1,5 +1,6 @@
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#pragma once
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#include "AnimManager.h"
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#include "AnimationId.h"
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#include "WeaponType.h"
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