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-rw-r--r--src/entities/Physical.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index 49060fe7..a08e68f8 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -341,7 +341,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
AddCollisionRecord(ent);
if(!ent->IsBuilding()) // Can't this catch dummies too?
((CPhysical*)ent)->AddCollisionRecord(this);
- if(ent->IsBuilding() || ent->IsStatic())
+ if(ent->IsBuilding() || ent->GetIsStatic())
this->bHasHitWall = true;
}
return numSpheres;
@@ -377,7 +377,7 @@ CPhysical::ProcessControl(void)
m_nStaticFrames++;
if(m_nStaticFrames > 10){
m_nStaticFrames = 10;
- bIsStatic = true;
+ SetIsStatic(true);
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = m_vecMoveSpeed;
@@ -556,7 +556,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
massFactorB = B->bIsHeavy ? 2.0f : 1.0f;
float speedA, speedB;
- if(B->IsStatic()){
+ if(B->GetIsStatic()){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
@@ -567,7 +567,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
else if(!B->bInfiniteMass)
- B->bIsStatic = false;
+ B->SetIsStatic(false);
}else{
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToSoftCollision(B, impulseA);
@@ -576,7 +576,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
return true;
}
}else if(!B->bInfiniteMass)
- B->bIsStatic = false;
+ B->SetIsStatic(false);
if(B->bInfiniteMass){
impulseA = -speedA * A->m_fMass;
@@ -614,7 +614,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
else
- B->bIsStatic = false;
+ B->SetIsStatic(false);
int16 model = B->GetModelIndex();
if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
@@ -635,11 +635,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
return true;
}
}else if(!B->bInfiniteMass)
- B->bIsStatic = false;
+ B->SetIsStatic(false);
}
}
- if(B->IsStatic())
+ if(B->GetIsStatic())
return false;
if(!B->bInfiniteMass)
B->AddToMovingList();
@@ -1074,7 +1074,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
canshift = true;
else
canshift = A->IsPed() &&
- B->IsObject() && B->bIsStatic && !Bobj->bHasBeenDamaged;
+ B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged;
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
!B->bUsesCollision ||
@@ -1098,7 +1098,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
- Aobj->IsStatic()){
+ Aobj->GetIsStatic()){
if(Aobj->m_pCollidingEntity == B)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
@@ -1115,7 +1115,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
- Bobj->IsStatic()){
+ Bobj->GetIsStatic()){
if(Bobj->m_pCollidingEntity == A)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
@@ -1433,7 +1433,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
Aobj->bHasBeenDamaged ||
- !Aobj->IsStatic()){
+ !Aobj->GetIsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
else{
@@ -1452,7 +1452,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
Bobj->bHasBeenDamaged ||
- !Bobj->IsStatic()){
+ !Bobj->GetIsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
else{