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remove ifdefs

This commit is contained in:
Nikolay Korolev 2020-05-05 18:20:10 +03:00
parent cb8ffbac73
commit edeb8736f1
8 changed files with 1 additions and 141 deletions

View file

@ -26,7 +26,6 @@ enum eCarMission : uint8
MISSION_BLOCKCAR_FARAWAY,
MISSION_BLOCKCAR_CLOSE,
MISSION_BLOCKCAR_HANDBRAKESTOP,
#ifdef MIAMI
MISSION_HELI_FLYTOCOORS,
MISSION_ATTACKPLAYER,
MISSION_PLANE_FLYTOCOORS,
@ -34,7 +33,6 @@ enum eCarMission : uint8
MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_1,
MISSION_SLOWLY_DRIVE_TOWARDS_PLAYER_2,
MISSION_BLOCKPLAYER_FORWARDANDBACK
#endif
};
enum eCarTempAction : uint8
@ -84,18 +82,14 @@ public:
uint32 m_nTimeTempAction;
float m_fMaxTrafficSpeed;
uint8 m_nCruiseSpeed;
#ifdef MIAMI
uint8 m_nCruiseSpeedMultiplierType;
float m_fCruiseSpeedMultiplier;
#endif
uint8 m_bSlowedDownBecauseOfCars : 1;
uint8 m_bSlowedDownBecauseOfPeds : 1;
uint8 m_bStayInCurrentLevel : 1;
uint8 m_bStayInFastLane : 1;
uint8 m_bIgnorePathfinding : 1;
#ifdef MIAMI
uint8 m_nSwitchDistance;
#endif
CVector m_vecDestinationCoors;
CPathNode *m_aPathFindNodesInfo[NUM_PATH_NODES_IN_AUTOPILOT];
int16 m_nPathFindNodesCount;
@ -125,10 +119,8 @@ public:
m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
m_nAntiReverseTimer = m_nTimeToStartMission;
m_bStayInFastLane = false;
#ifdef MIAMI
m_nCruiseSpeedMultiplierType = 0;
m_fCruiseSpeedMultiplier = 1.0f;
#endif
}
void ModifySpeed(float);

View file

@ -24,11 +24,7 @@
//--MIAMI: done
float CCarAI::FindSwitchDistanceClose(CVehicle* pVehicle)
{
#ifndef MIAMI
return 30.0f;
#else
return pVehicle->AutoPilot.m_nSwitchDistance;
#endif
}
//--MIAMI: done
@ -45,7 +41,6 @@ float CCarAI::FindSwitchDistanceFar(CVehicle* pVehicle)
return FindSwitchDistanceFarNormalVehicle(pVehicle);
}
#ifdef MIAMI
//--MIAMI: done
void CCarAI::BackToCruisingIfNoWantedLevel(CVehicle* pVehicle)
{
@ -59,7 +54,6 @@ void CCarAI::BackToCruisingIfNoWantedLevel(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
}
#endif
//--MIAMI: done
void CCarAI::UpdateCarAI(CVehicle* pVehicle)
@ -148,24 +142,9 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->m_bSirenOrAlarm = false;
pVehicle->m_nCarHornTimer = 0;
}
#ifdef MIAMI
if (pVehicle->bIsLawEnforcer)
MellowOutChaseSpeed(pVehicle);
BackToCruisingIfNoWantedLevel(pVehicle);
#else
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())){
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
else if (pVehicle->bIsLawEnforcer)
MellowOutChaseSpeed(pVehicle);
#endif
break;
case MISSION_BLOCKPLAYER_FARAWAY:
if (FindSwitchDistanceClose(pVehicle) > (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
@ -174,19 +153,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
if (pVehicle->UsesSiren(pVehicle->GetModelIndex()))
pVehicle->m_bSirenOrAlarm = true;
}
#ifndef MIAMI
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
#else
BackToCruisingIfNoWantedLevel(pVehicle);
#endif
break;
case MISSION_BLOCKPLAYER_CLOSE:
if (FindSwitchDistanceFar(pVehicle) >= (FindPlayerCoors() - pVehicle->GetPosition()).Magnitude2D() ||
@ -216,30 +183,12 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->m_bSirenOrAlarm = false;
pVehicle->m_nCarHornTimer = 0;
}
#ifdef MIAMI
if (pVehicle->bIsLawEnforcer)
MellowOutChaseSpeed(pVehicle);
BackToCruisingIfNoWantedLevel(pVehicle);
#else
if (FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice())) {
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
if (pVehicle->bIsLawEnforcer)
MellowOutChaseSpeed(pVehicle);
#endif
break;
case MISSION_GOTOCOORDS:
#ifdef MIAMI
if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < FindSwitchDistanceClose(pVehicle) ||
#else
if ((pVehicle->AutoPilot.m_vecDestinationCoors - pVehicle->GetPosition()).Magnitude2D() < DISTANCE_TO_SWITCH_DISTANCE_GOTO ||
#endif
pVehicle->AutoPilot.m_bIgnorePathfinding)
pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT;
break;
@ -251,12 +200,10 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
if (distance < 5.0f){
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
#ifdef MIAMI
if (pVehicle->bParking) {
TellOccupantsToLeaveCar(pVehicle);
pVehicle->bParking = false;
}
#endif
}
else if (distance > FindSwitchDistanceFarNormalVehicle(pVehicle) && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
@ -313,12 +260,10 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
if (distance < 1.0f) {
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
#ifdef MIAMI
if (pVehicle->bParking) {
TellOccupantsToLeaveCar(pVehicle);
pVehicle->bParking = false;
}
#endif
}
else if (distance > FindSwitchDistanceFarNormalVehicle(pVehicle) && !pVehicle->AutoPilot.m_bIgnorePathfinding && (CTimer::GetFrameCounter() & 7) == 0) {
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
@ -338,30 +283,10 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
break;
case MISSION_RAMCAR_CLOSE:
if (pVehicle->AutoPilot.m_pTargetCar){
#ifndef MIAMI
if
#ifdef FIX_BUGS
(FindPlayerVehicle() == pVehicle->AutoPilot.m_pTargetCar &&
#endif
(FindPlayerPed()->m_pWanted->m_bIgnoredByEveryone || pVehicle->bIsLawEnforcer &&
(FindPlayerPed()->m_pWanted->m_nWantedLevel == 0 || FindPlayerPed()->m_pWanted->m_bIgnoredByCops || CCullZones::NoPolice()))
#ifdef FIX_BUGS
)
#endif
{
CCarCtrl::JoinCarWithRoadSystem(pVehicle);
pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_STOP_FOR_CARS;
pVehicle->m_bSirenOrAlarm = false;
if (CCullZones::NoPolice())
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
#else
#ifdef FIX_BUGS // btw fixed in SA
if (FindPlayerVehicle() == pVehicle->AutoPilot.m_pTargetCar)
#endif
BackToCruisingIfNoWantedLevel(pVehicle);
#endif
if ((pVehicle->AutoPilot.m_pTargetCar->GetPosition() - pVehicle->GetPosition()).Magnitude2D() <= FindSwitchDistanceFar(pVehicle) ||
pVehicle->AutoPilot.m_bIgnorePathfinding){
if (pVehicle->GetHasCollidedWith(pVehicle->AutoPilot.m_pTargetCar)){
@ -403,7 +328,6 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
break;
#ifdef MIAMI
case MISSION_ATTACKPLAYER:
if (pVehicle->bIsLawEnforcer)
MellowOutChaseSpeedBoat(pVehicle);
@ -438,7 +362,6 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_CLOSE;
BackToCruisingIfNoWantedLevel(pVehicle);
}
#endif
default:
if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0 && !CCullZones::NoPolice()){
if (ABS(FindPlayerCoors().x - pVehicle->GetPosition().x) > 10.0f ||
@ -446,10 +369,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
pVehicle->SetStatus(STATUS_PHYSICS);
pVehicle->AutoPilot.m_nCarMission =
#ifdef MIAMI
pVehicle->GetVehicleAppearance() == VEHICLE_BOAT ? FindPoliceBoatMissionForWantedLevel() :
#endif
FindPoliceCarMissionForWantedLevel();
pVehicle->GetVehicleAppearance() == VEHICLE_BOAT ? FindPoliceBoatMissionForWantedLevel() : FindPoliceCarMissionForWantedLevel();
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
@ -470,13 +390,11 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
break;
}
#ifdef MIAMI
if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel >= 1 && CCullZones::PoliceAbandonCars()) {
TellOccupantsToLeaveCar(pVehicle);
pVehicle->AutoPilot.m_nCruiseSpeed = 0;
pVehicle->AutoPilot.m_nCarMission = MISSION_NONE;
}
#endif
float flatSpeed = pVehicle->GetMoveSpeed().MagnitudeSqr2D();
if (flatSpeed > SQR(0.018f)){
pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds();
@ -485,16 +403,12 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
if (pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){
if (pVehicle->AutoPilot.m_nCarMission != MISSION_NONE){
if (pVehicle->AutoPilot.m_nCarMission != MISSION_STOP_FOREVER &&
#ifdef MIAMI
pVehicle->AutoPilot.m_nCarMission != MISSION_BLOCKPLAYER_HANDBRAKESTOP &&
#endif
pVehicle->AutoPilot.m_nCruiseSpeed != 0 &&
(pVehicle->VehicleCreatedBy != RANDOM_VEHICLE || pVehicle->AutoPilot.m_nCarMission != MISSION_CRUISE)){
if (pVehicle->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_STOP_FOR_CARS
#ifdef MIAMI
&& pVehicle->AutoPilot.m_nDrivingStyle != DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS ||
pVehicle->VehicleCreatedBy == MISSION_VEHICLE
#endif
) {
if (CTimer::GetTimeInMilliseconds() - pVehicle->m_nLastTimeCollided > 500)
pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds();
@ -526,7 +440,6 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 400;
}
}
#ifdef MIAMI
if (pVehicle->bIsLawEnforcer) {
if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE) {
@ -534,7 +447,6 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FARAWAY;
}
}
#endif
if (pVehicle->GetUp().z < 0.7f){
pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
@ -574,7 +486,6 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
if ((uint8)(pVehicle->m_randomSeed ^ CGeneral::GetRandomNumber()) == 0xAD)
pVehicle->m_nCarHornTimer = 45;
}
#ifdef MIAMI
float target = 1.0f;
if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE)
target = CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(pVehicle->AutoPilot.m_nCruiseSpeedMultiplierType);
@ -603,7 +514,6 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
}
}
}
#endif
}
//--MIAMI: done
@ -630,7 +540,6 @@ float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget)
return (pVehicle->GetPosition() - *pTarget).Magnitude2D();
}
#ifdef MIAMI
//--MIAMI: done
float CCarAI::GetCarToParkAtCoors(CVehicle* pVehicle, CVector* pTarget)
{
@ -639,7 +548,6 @@ float CCarAI::GetCarToParkAtCoors(CVehicle* pVehicle, CVector* pTarget)
pVehicle->AutoPilot.m_nCruiseSpeed = 10;
return (pVehicle->GetPosition() - *pTarget).Magnitude2D();
}
#endif
//--MIAMI: TODO: MI_VICECHEE
void CCarAI::AddPoliceCarOccupants(CVehicle* pVehicle)
@ -661,7 +569,6 @@ void CCarAI::AddPoliceCarOccupants(CVehicle* pVehicle)
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 1)
pVehicle->SetupPassenger(0);
return;
#ifdef MIAMI
case MI_PREDATOR:
pVehicle->SetUpDriver();
return;
@ -677,7 +584,6 @@ void CCarAI::AddPoliceCarOccupants(CVehicle* pVehicle)
return;
}
*/
#endif
default:
return;
}
@ -708,18 +614,13 @@ void CCarAI::TellOccupantsToLeaveCar(CVehicle* pVehicle)
int timer = 100;
for (int i = 0; i < pVehicle->m_nNumMaxPassengers; i++){
if (pVehicle->pPassengers[i]) {
#ifdef MIAMI
pVehicle->pPassengers[i]->m_leaveCarTimer = timer;
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
timer += CGeneral::GetRandomNumberInRange(200, 400);
#else
pVehicle->pPassengers[i]->SetObjective(OBJECTIVE_LEAVE_VEHICLE, pVehicle);
#endif
}
}
}
#ifdef MIAMI
//--MIAMI: done
void CCarAI::TellOccupantsToFleeCar(CVehicle* pVehicle)
{
@ -737,7 +638,6 @@ void CCarAI::TellOccupantsToFleeCar(CVehicle* pVehicle)
}
}
}
#endif
//--MIAMI: done
void CCarAI::TellCarToRamOtherCar(CVehicle* pVehicle, CVehicle* pTarget)
@ -774,7 +674,6 @@ eCarMission CCarAI::FindPoliceCarMissionForWantedLevel()
}
}
#ifdef MIAMI
//--MIAMI: done
eCarMission CCarAI::FindPoliceBoatMissionForWantedLevel()
{
@ -789,7 +688,6 @@ eCarMission CCarAI::FindPoliceBoatMissionForWantedLevel()
default: return MISSION_BLOCKPLAYER_FARAWAY;
}
}
#endif
//--MIAMI: done
int32 CCarAI::FindPoliceCarSpeedForWantedLevel(CVehicle* pVehicle)
@ -845,15 +743,12 @@ void CCarAI::MellowOutChaseSpeed(CVehicle* pVehicle)
pVehicle->AutoPilot.m_nCruiseSpeed = 34;
}
}
#ifdef MIAMI
if (!FindPlayerVehicle() && FindPlayerPed()->GetMoveSpeed().Magnitude() < 0.07f) {
if ((FindPlayerCoors() - pVehicle->GetPosition()).Magnitude() < 30.0f)
pVehicle->AutoPilot.m_nCruiseSpeed = Min(10, pVehicle->AutoPilot.m_nCruiseSpeed);
}
#endif
}
#ifdef MIAMI
//--MIAMI: done
void CCarAI::MellowOutChaseSpeedBoat(CVehicle* pVehicle)
{
@ -867,7 +762,6 @@ void CCarAI::MellowOutChaseSpeedBoat(CVehicle* pVehicle)
case 6: pVehicle->AutoPilot.m_nCruiseSpeed = 40; break;
}
}
#endif
//--MIAMI: done
void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
@ -892,10 +786,8 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle)
continue;
if (vehicle == pVehicle)
continue;
#ifdef MIAMI
if (vehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_AVOID_CARS)
return;
#endif
if (Abs(pVehicle->GetPosition().z - vehicle->GetPosition().z) >= 5.0f)
continue;
CVector2D distance = vehicle->GetPosition() - pVehicle->GetPosition();

View file

@ -10,32 +10,22 @@ public:
static float FindSwitchDistanceClose(CVehicle*);
static float FindSwitchDistanceFarNormalVehicle(CVehicle*);
static float FindSwitchDistanceFar(CVehicle*);
#ifdef MIAMI
static void BackToCruisingIfNoWantedLevel(CVehicle*);
#endif
static void UpdateCarAI(CVehicle*);
static void CarHasReasonToStop(CVehicle*);
static float GetCarToGoToCoors(CVehicle*, CVector*);
#ifdef MIAMI
static float GetCarToParkAtCoors(CVehicle*, CVector*);
#endif
static void AddPoliceCarOccupants(CVehicle*);
static void AddAmbulanceOccupants(CVehicle*);
static void AddFiretruckOccupants(CVehicle*);
static void TellOccupantsToLeaveCar(CVehicle*);
#ifdef MIAMI
static void TellOccupantsToFleeCar(CVehicle*);
#endif
static void TellCarToRamOtherCar(CVehicle*, CVehicle*);
static void TellCarToBlockOtherCar(CVehicle*, CVehicle*);
static eCarMission FindPoliceCarMissionForWantedLevel();
#ifdef MIAMI
static eCarMission FindPoliceBoatMissionForWantedLevel();
#endif
static int32 FindPoliceCarSpeedForWantedLevel(CVehicle*);
static void MellowOutChaseSpeed(CVehicle*);
#ifdef MIAMI
static void MellowOutChaseSpeedBoat(CVehicle*);
#endif
static void MakeWayForCarWithSiren(CVehicle *veh);
};

View file

@ -2752,7 +2752,6 @@ bool CCarCtrl::MapCouldMoveInThisArea(float x, float y)
#endif
}
#ifdef MIAMI
float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
{
switch (type)
@ -2762,4 +2761,3 @@ float CCarCtrl::FindSpeedMultiplierWithSpeedFromNodes(int8 type)
}
return 1.0f;
}
#endif

View file

@ -104,9 +104,7 @@ public:
static void ClearInterestingVehicleList();
static void FindLinksToGoWithTheseNodes(CVehicle*);
static bool GenerateOneEmergencyServicesCar(uint32, CVector);
#ifdef MIAMI
static float FindSpeedMultiplierWithSpeedFromNodes(int8);
#endif
static float GetPositionAlongCurrentCurve(CVehicle* pVehicle)
{

View file

@ -123,8 +123,6 @@ public:
static void CompressIndicesArray() {};// todo
#ifdef MIAMI
//--MIAMI: TODO
static bool PoliceAbandonCars(void) { return false; }
#endif
};

View file

@ -1354,7 +1354,6 @@ CVehicle::Load(uint8*& buf)
}
#endif
#ifdef MIAMI
eVehicleAppearance
//--MIAMI: TODO, implement VC version, appearance != type
// This would work for cars, boats and bikes but not for planes and helis
@ -1372,4 +1371,3 @@ CVehicle::GetVehicleAppearance(void)
return VEHICLE_HELI;
return VEHICLE_NONE;
}
#endif

View file

@ -109,7 +109,6 @@ enum eFlightModel
FLIGHT_MODEL_SEAPLANE
};
#ifdef MIAMI
enum eVehicleAppearance
{
VEHICLE_NONE,
@ -119,7 +118,6 @@ enum eVehicleAppearance
VEHICLE_BOAT,
VEHICLE_PLANE,
};
#endif
// Or Weapon.h?
void FireOneInstantHitRound(CVector *shotSource, CVector *shotTarget, int32 damage);
@ -184,9 +182,7 @@ public:
uint8 bIsCarParkVehicle : 1; // Car has been created using the special CAR_PARK script command
uint8 bHasAlreadyBeenRecorded : 1; // Used for replays
#ifdef MIAMI
uint8 bParking : 1;
#endif;
int8 m_numPedsUseItAsCover;
uint8 m_nAmmoInClip; // Used to make the guns on boat do a reload (20 by default)
@ -252,9 +248,7 @@ public:
virtual void Load(uint8*& buf);
#endif
#ifdef MIAMI
eVehicleAppearance GetVehicleAppearance(void);
#endif
bool IsCar(void) { return m_vehType == VEHICLE_TYPE_CAR; }
bool IsBoat(void) { return m_vehType == VEHICLE_TYPE_BOAT; }
bool IsTrain(void) { return m_vehType == VEHICLE_TYPE_TRAIN; }