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fixed replay bugs

This commit is contained in:
Nikolay Korolev 2020-12-12 23:17:16 +03:00
parent bfe382c315
commit 6d61f9d2e1
2 changed files with 12 additions and 2 deletions

View file

@ -107,7 +107,11 @@ CFire::ProcessFire(void)
}
}
}
if (!FindPlayerVehicle() && !FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
if (!FindPlayerVehicle() &&
#ifdef FIX_BUGS
FindPlayerPed() &&
#endif
!FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
&& ((FindPlayerPed()->GetPosition() - m_vecPos).MagnitudeSqr() < 2.0f)) {
FindPlayerPed()->DoStuffToGoOnFire();
gFireManager.StartFire(FindPlayerPed(), m_pSource, 0.8f, 1);

View file

@ -3293,9 +3293,15 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
}
if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
// POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
#ifdef FIX_BUGS
if (!veh->IsDoorMissing(door))
((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
PedSetOutCarCB(nil, ped);
return;
#else
if (!veh->IsDoorMissing(door))
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
#endif
} else {
switch (door) {
case DOOR_FRONT_LEFT: