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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
fixed stupid bug
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parent
9e5a5f2ab6
commit
80a74d2e77
@ -629,7 +629,7 @@ CCarCtrl::ChoosePoliceCarModel(void)
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if (FindPlayerPed()->m_pWanted->AreArmyRequired() &&
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CStreaming::HasModelLoaded(MI_RHINO) &&
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CStreaming::HasModelLoaded(MI_BARRACKS) &&
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CStreaming::HasModelLoaded(MI_RHINO))
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CStreaming::HasModelLoaded(MI_ARMY))
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return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO;
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return MI_POLICE;
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}
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@ -1516,7 +1516,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) {
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
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(!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
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(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) &&
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!goingAgainstOneWayRoad)
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break;
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}
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@ -1536,7 +1536,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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if (!goingAgainstOneWayRoad) {
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pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode];
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if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) &&
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(!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
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(!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel))
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/* Nice way to exit loop but this will fail because this is used for indexing! */
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nextLink = 1000;
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}
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@ -1559,7 +1559,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle)
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pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
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pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
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pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink];
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uint8 lanesOnNextNode;
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int8 lanesOnNextNode;
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if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){
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pVehicle->AutoPilot.m_nNextDirection = 1;
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lanesOnNextNode = pNextLink->numLeftLanes;
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@ -1729,7 +1729,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t
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pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection;
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pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane;
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pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
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uint8 lanesOnNextNode;
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int8 lanesOnNextNode;
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if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
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pVehicle->AutoPilot.m_nNextDirection = 1;
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lanesOnNextNode = pNextLink->numLeftLanes;
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@ -1818,7 +1818,7 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle)
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;
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CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]];
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pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
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uint8 lanesOnNextNode;
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int8 lanesOnNextNode;
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if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) {
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pVehicle->AutoPilot.m_nNextDirection = 1;
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lanesOnNextNode = pNextLink->numLeftLanes;
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@ -2103,10 +2103,8 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe
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case MISSION_GOTOCOORDS_ACCURATE:
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case MISSION_RAMCAR_FARAWAY:
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case MISSION_BLOCKCAR_FARAWAY:
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{
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SteerAICarWithPhysicsFollowPath(pVehicle, pSwerve, pAccel, pBrake, pHandbrake);
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return;
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}
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case MISSION_RAMPLAYER_CLOSE:
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{
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CVector2D targetPos = FindPlayerCoors();
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@ -2565,7 +2563,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
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int nextLink;
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CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode];
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for (nextLink = 0; nextLink < 12; nextLink++)
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if (ThePaths.m_connections[nextLink + pCurNode->firstLink] != pVehicle->AutoPilot.m_nNextRouteNode)
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if (ThePaths.m_connections[nextLink + pCurNode->firstLink] == pVehicle->AutoPilot.m_nNextRouteNode)
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break;
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pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink];
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pVehicle->AutoPilot.m_nNextDirection = (pVehicle->AutoPilot.m_nCurrentRouteNode >= pVehicle->AutoPilot.m_nNextRouteNode) ? 1 : -1;
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