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author | aap <aap@papnet.eu> | 2019-07-27 13:02:49 +0200 |
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committer | aap <aap@papnet.eu> | 2019-07-27 13:02:49 +0200 |
commit | 8de701dd70c823e5151559b2b793670fe0f9b6cf (patch) | |
tree | 28348dcc87f5c3a2a8be965f6c81dcc420f77927 | |
parent | CAutomobile::Render; moved some math code into .cpp (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/vehicles/Automobile.cpp | 14 | ||||
-rw-r--r-- | src/vehicles/Vehicle.cpp | 2 | ||||
-rw-r--r-- | src/vehicles/Vehicle.h | 2 |
3 files changed, 9 insertions, 9 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp index b49bc5e0..50010d3c 100644 --- a/src/vehicles/Automobile.cpp +++ b/src/vehicles/Automobile.cpp @@ -207,7 +207,7 @@ CAutomobile::ProcessControl(void) int i; CColModel *colModel; - if(bUseSpecialColModel) + if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); @@ -1423,7 +1423,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints) if(m_status != STATUS_SIMPLE) bVehicleColProcessed = true; - if(bUseSpecialColModel) + if(bUsingSpecialColModel) colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel; else colModel = GetColModel(); @@ -1805,7 +1805,7 @@ CAutomobile::HydraulicControl(void) if(m_status != STATUS_PLAYER){ // reset hydraulics for non-player cars - if(!bUseSpecialColModel) + if(!bUsingSpecialColModel) return; if(specialColModel != nil) // this is always true for(i = 0; i < 4; i++) @@ -1825,7 +1825,7 @@ CAutomobile::HydraulicControl(void) if(playerInfo->m_pVehicleEx == this) playerInfo->m_pVehicleEx = nil; - bUseSpecialColModel = false; + bUsingSpecialColModel = false; m_hydraulicState = 0; return; } @@ -1839,14 +1839,14 @@ CAutomobile::HydraulicControl(void) float extendedLowerLimit = normalLowerLimit - 0.2f; float extendedSpringLength = extendedUpperLimit - extendedLowerLimit; - if(!bUseSpecialColModel){ + if(!bUsingSpecialColModel){ // Init special col model if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this) - playerInfo->m_pVehicleEx->bUseSpecialColModel = false; + playerInfo->m_pVehicleEx->bUsingSpecialColModel = false; playerInfo->m_pVehicleEx = this; playerInfo->m_ColModel = *normalColModel; - bUseSpecialColModel = true; + bUsingSpecialColModel = true; specialColModel = &playerInfo->m_ColModel; if(m_fVelocityChangeForAudio > 0.1f) diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp index d8ea6211..f7df645d 100644 --- a/src/vehicles/Vehicle.cpp +++ b/src/vehicles/Vehicle.cpp @@ -70,7 +70,7 @@ CVehicle::CVehicle(uint8 CreatedBy) bHasBeenOwnedByPlayer = false; m_veh_flagC20 = false; bCanBeDamaged = true; - bUseSpecialColModel = false; + bUsingSpecialColModel = false; m_veh_flagD1 = false; m_veh_flagD2 = false; m_nGunFiringTime = 0; diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h index d9b9b973..0592292c 100644 --- a/src/vehicles/Vehicle.h +++ b/src/vehicles/Vehicle.h @@ -191,7 +191,7 @@ public: uint8 m_veh_flagC10 : 1; uint8 m_veh_flagC20 : 1; uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions - uint8 bUseSpecialColModel : 1; + uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure uint8 m_veh_flagD1 : 1; uint8 m_veh_flagD2 : 1; |