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slightly better variable name
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ec1e8b6c86
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@ -4032,9 +4032,9 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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car->AutoPilot.m_nCruiseSpeed = *(float*)&ScriptParams[1];
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if (missionRetryScriptIndex == 40 && car->GetModelIndex() == MI_CHEETAH) // Turismo
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car->AutoPilot.m_nCruiseSpeed = 8 * car->AutoPilot.m_nCruiseSpeed / 10;
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car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fUnkMaxVelocity);
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car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
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#else
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car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fUnkMaxVelocity);
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car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
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#endif
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return 0;
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}
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@ -924,10 +924,10 @@ CPed::ProcessObjective(void)
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
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if (m_nPedType == PEDTYPE_COP) {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
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m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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} else {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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}
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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@ -1921,7 +1921,7 @@ CPed::ProcessObjective(void)
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ClearObjective();
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CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity;
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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} else {
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SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle);
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@ -2269,7 +2269,7 @@ CPed::ReactToAttack(CEntity *attacker)
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CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle);
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity;
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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}
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@ -5458,7 +5458,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
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if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType && nearVehDriver->CharCreatedBy == RANDOM_CHAR) {
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if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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nearVeh->SetStatus(STATUS_PHYSICS);
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nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
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@ -3985,7 +3985,7 @@ CPed::DriveVehicle(void)
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}
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if (neededAngForWheelie >= 0.15f) {
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if (bike->m_fBrakePedal <= 0.5f || velocityFwdDotProd <= 0.01f) {
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if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fUnkMaxVelocity > velocityFwdDotProd) {
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if (bike->m_fGasPedal > 0.5f && targetUDLean <= 0.0f && 0.3f * bike->pHandling->Transmission.fMaxCruiseVelocity > velocityFwdDotProd) {
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targetUDLean = Min(0.1f, targetUDLean);
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}
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} else {
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@ -380,14 +380,14 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
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}
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if(handling->nIdentifier == HANDLING_RCBANDIT){
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handling->Transmission.fUnkMaxVelocity = handling->Transmission.fMaxVelocity;
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handling->Transmission.fMaxCruiseVelocity = handling->Transmission.fMaxVelocity;
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handling->Transmission.fMaxReverseVelocity = -handling->Transmission.fMaxVelocity;
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}else if(handling->nIdentifier >= HANDLING_BIKE && handling->nIdentifier <= HANDLING_FREEWAY){
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handling->Transmission.fUnkMaxVelocity = velocity;
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handling->Transmission.fMaxCruiseVelocity = velocity;
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handling->Transmission.fMaxVelocity = velocity * 1.2f;
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handling->Transmission.fMaxReverseVelocity = -0.05f;
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}else{
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handling->Transmission.fUnkMaxVelocity = velocity;
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handling->Transmission.fMaxCruiseVelocity = velocity;
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handling->Transmission.fMaxVelocity = velocity * 1.2f;
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handling->Transmission.fMaxReverseVelocity = -0.2f;
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}
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@ -18,7 +18,7 @@ public:
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uint8 Flags;
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float fEngineAcceleration;
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float fMaxVelocity;
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float fUnkMaxVelocity;
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float fMaxCruiseVelocity;
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float fMaxReverseVelocity;
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float fCurVelocity;
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@ -1232,7 +1232,7 @@ CVehicle::InflictDamage(CEntity *damagedBy, eWeaponType weaponType, float damage
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if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fMaxCruiseVelocity;
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SetStatus(STATUS_PHYSICS);
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}
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}
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