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dont hardcode first vehicle ID; little fix for roadblocks

This commit is contained in:
aap 2020-05-07 09:38:07 +02:00
parent 3895853fe7
commit 876e402d1e
3 changed files with 8 additions and 7 deletions

View file

@ -7989,7 +7989,7 @@ cAudioManager::ProcessVehicle(CVehicle *veh)
if (handling) if (handling)
params.m_pTransmission = &handling->Transmission; params.m_pTransmission = &handling->Transmission;
params.m_nIndex = veh->GetModelIndex() - 90; params.m_nIndex = veh->GetModelIndex() - MI_FIRST_VEHICLE;
if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE) if (params.m_pVehicle->GetStatus() == STATUS_SIMPLE)
velChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f; velChange = params.m_pVehicle->AutoPilot.m_fMaxTrafficSpeed * 0.02f;
else else

View file

@ -79,8 +79,8 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
if (copType == COP_STREET) if (copType == COP_STREET)
pCopPed->SetCurrentWeapon(WEAPONTYPE_COLT45); pCopPed->SetCurrentWeapon(WEAPONTYPE_COLT45);
CPedPlacement::FindZCoorForPed(&posForZ); CPedPlacement::FindZCoorForPed(&posForZ);
pCopPed->m_matrix.GetPosition() = posForZ; pCopPed->SetPosition(posForZ);
CVector vecSavedPos = pCopPed->m_matrix.GetPosition(); CVector vecSavedPos = pCopPed->GetPosition();
pCopPed->m_matrix.SetRotate(0.0f, 0.0f, -HALFPI); pCopPed->m_matrix.SetRotate(0.0f, 0.0f, -HALFPI);
pCopPed->m_matrix.GetPosition() += vecSavedPos; pCopPed->m_matrix.GetPosition() += vecSavedPos;
pCopPed->m_bIsDisabledCop = true; pCopPed->m_bIsDisabledCop = true;
@ -133,8 +133,8 @@ CRoadBlocks::GenerateRoadBlocks(void)
float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f; float fModelRadius = 2.0f * pVehicleColModel->boundingSphere.radius + 0.25f;
int16 radius = (int16)(fMapObjectRadius / fModelRadius); int16 radius = (int16)(fMapObjectRadius / fModelRadius);
if (radius > 0 && radius < 6) { if (radius > 0 && radius < 6) {
CVector2D vecDistanceToCamera = TheCamera.GetPosition() - mapObject->m_matrix.GetPosition(); CVector2D vecDistanceToCamera = TheCamera.GetPosition() - mapObject->GetPosition();
float fDotProduct = DotProduct2D(vecDistanceToCamera, mapObject->m_matrix.GetUp()); float fDotProduct = DotProduct2D(vecDistanceToCamera, mapObject->GetForward());
float fOffset = 0.5f * fModelRadius * (float)(radius - 1); float fOffset = 0.5f * fModelRadius * (float)(radius - 1);
for (int16 i = 0; i < radius; i++) { for (int16 i = 0; i < radius; i++) {
uint8 nRoadblockType = fDotProduct < 0.0f; uint8 nRoadblockType = fDotProduct < 0.0f;
@ -174,7 +174,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
pVehicle->bExtendedRange = true; pVehicle->bExtendedRange = true;
if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1) if (pVehicle->UsesSiren(pVehicle->GetModelIndex()) && CGeneral::GetRandomNumber() & 1)
pVehicle->m_bSirenOrAlarm = true; pVehicle->m_bSirenOrAlarm = true;
if (pVehicle->m_matrix.GetForward().z > 0.94f) { if (pVehicle->GetForward().z > 0.94f) {
CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0); CVisibilityPlugins::SetClumpAlpha(pVehicle->GetClump(), 0);
CWorld::Add(pVehicle); CWorld::Add(pVehicle);
pVehicle->bCreateRoadBlockPeds = true; pVehicle->bCreateRoadBlockPeds = true;

View file

@ -255,7 +255,8 @@ enum
MI_BUSKER4, MI_BUSKER4,
// three more peds possible // three more peds possible
MI_LANDSTAL = 90, MI_FIRST_VEHICLE = 90,
MI_LANDSTAL = MI_FIRST_VEHICLE,
MI_IDAHO, MI_IDAHO,
MI_STINGER, MI_STINGER,
MI_LINERUN, MI_LINERUN,