diff options
author | Nikolay Korolev <nickvnuk@gmail.com> | 2020-04-30 20:41:20 +0200 |
---|---|---|
committer | Nikolay Korolev <nickvnuk@gmail.com> | 2020-04-30 20:41:20 +0200 |
commit | dc12718fc20b2e70fa27653b19dd57f7d141d606 (patch) | |
tree | 80667ad887360af7a6ed8d9500e2952d57c61bc0 /src/control | |
parent | Merge remote-tracking branch 'upstream/master' (diff) | |
parent | Rename m_phy_flagA80 to bSkipLineCol (diff) | |
download | re3-dc12718fc20b2e70fa27653b19dd57f7d141d606.tar re3-dc12718fc20b2e70fa27653b19dd57f7d141d606.tar.gz re3-dc12718fc20b2e70fa27653b19dd57f7d141d606.tar.bz2 re3-dc12718fc20b2e70fa27653b19dd57f7d141d606.tar.lz re3-dc12718fc20b2e70fa27653b19dd57f7d141d606.tar.xz re3-dc12718fc20b2e70fa27653b19dd57f7d141d606.tar.zst re3-dc12718fc20b2e70fa27653b19dd57f7d141d606.zip |
Diffstat (limited to 'src/control')
-rw-r--r-- | src/control/CarAI.cpp | 16 | ||||
-rw-r--r-- | src/control/CarCtrl.cpp | 26 | ||||
-rw-r--r-- | src/control/GameLogic.cpp | 12 | ||||
-rw-r--r-- | src/control/Garages.cpp | 8 | ||||
-rw-r--r-- | src/control/Record.cpp | 6 | ||||
-rw-r--r-- | src/control/Remote.cpp | 4 | ||||
-rw-r--r-- | src/control/Replay.cpp | 4 | ||||
-rw-r--r-- | src/control/RoadBlocks.cpp | 2 | ||||
-rw-r--r-- | src/control/SceneEdit.cpp | 8 | ||||
-rw-r--r-- | src/control/Script.cpp | 40 | ||||
-rw-r--r-- | src/control/TrafficLights.cpp | 2 |
11 files changed, 64 insertions, 64 deletions
diff --git a/src/control/CarAI.cpp b/src/control/CarAI.cpp index a8e77fc2..f0df1ed2 100644 --- a/src/control/CarAI.cpp +++ b/src/control/CarAI.cpp @@ -41,7 +41,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle) pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE) pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle); } - switch (pVehicle->m_status){ + switch (pVehicle->GetStatus()){ case STATUS_PLAYER: case STATUS_PLAYER_PLAYBACKFROMBUFFER: case STATUS_TRAIN_MOVING: @@ -330,12 +330,12 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle) if (ABS(FindPlayerCoors().x - pVehicle->GetPosition().x) > 10.0f || ABS(FindPlayerCoors().y - pVehicle->GetPosition().y) > 10.0f){ pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle); - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); pVehicle->AutoPilot.m_nCarMission = FindPoliceCarMissionForWantedLevel(); pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; }else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){ - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); TellOccupantsToLeaveCar(pVehicle); pVehicle->AutoPilot.m_nCruiseSpeed = 0; pVehicle->AutoPilot.m_nCarMission = MISSION_NONE; @@ -357,7 +357,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle) pVehicle->AutoPilot.m_nTimeToStartMission = CTimer::GetTimeInMilliseconds(); pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); } - if (pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nTempAction == TEMPACT_NONE){ + 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 && pVehicle->AutoPilot.m_nCruiseSpeed != 0 && @@ -386,7 +386,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle) CTimer::GetPreviousTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission <= 30000 && pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE && !CTrafficLights::ShouldCarStopForBridge(pVehicle)){ - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); CCarCtrl::SwitchVehicleToRealPhysics(pVehicle); pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; pVehicle->AutoPilot.m_nTempAction = TEMPACT_REVERSE; @@ -446,7 +446,7 @@ float CCarAI::GetCarToGoToCoors(CVehicle* pVehicle, CVector* pTarget) pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE; pVehicle->AutoPilot.m_nCruiseSpeed = 20; pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); pVehicle->AutoPilot.m_nCarMission = (CCarCtrl::JoinCarWithRoadSystemGotoCoors(pVehicle, *pTarget, false)) ? MISSION_GOTOCOORDS_STRAIGHT : MISSION_GOTOCOORDS; }else if (Abs(pTarget->x - pVehicle->AutoPilot.m_vecDestinationCoors.x) > 2.0f || @@ -603,7 +603,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle) continue; if (vehicle->m_vehType != VEHICLE_TYPE_CAR && vehicle->m_vehType != VEHICLE_TYPE_BIKE) continue; - if (vehicle->m_status != STATUS_SIMPLE && vehicle->m_status != STATUS_PHYSICS) + if (vehicle->GetStatus() != STATUS_SIMPLE && vehicle->GetStatus() != STATUS_PHYSICS) continue; if (vehicle->VehicleCreatedBy != RANDOM_VEHICLE) continue; @@ -627,7 +627,7 @@ void CCarAI::MakeWayForCarWithSiren(CVehicle *pVehicle) TEMPACT_SWERVELEFT : TEMPACT_SWERVERIGHT; vehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 2000; } - vehicle->m_status = STATUS_PHYSICS; + vehicle->SetStatus(STATUS_PHYSICS); }else{ if (DotProduct2D(vehicle->GetMoveSpeed(), distance) < 0.0f && vehicle->AutoPilot.m_nTempAction != TEMPACT_WAIT){ vehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT; diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index f347b2c9..bb70be8c 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -482,10 +482,10 @@ CCarCtrl::GenerateOneRandomCar() case NINES: case GANG8: case GANG9: - pCar->m_status = STATUS_SIMPLE; + pCar->SetStatus(STATUS_SIMPLE); break; case COPS: - pCar->m_status = (pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS; + pCar->SetStatus((pCar->AutoPilot.m_nCarMission == MISSION_CRUISE) ? STATUS_SIMPLE : STATUS_PHYSICS); pCar->ChangeLawEnforcerState(1); break; default: @@ -532,7 +532,7 @@ CCarCtrl::GenerateOneRandomCar() else pCar->SetUpDriver(); if ((CGeneral::GetRandomNumber() & 0x3F) == 0){ /* 1/64 probability */ - pCar->m_status = STATUS_PHYSICS; + pCar->SetStatus(STATUS_PHYSICS); pCar->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; pCar->AutoPilot.m_nCruiseSpeed += 10; } @@ -702,7 +702,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) return; } } - if ((pVehicle->m_status == STATUS_SIMPLE || pVehicle->m_status == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) && + if ((pVehicle->GetStatus() == STATUS_SIMPLE || pVehicle->GetStatus() == STATUS_PHYSICS && pVehicle->AutoPilot.m_nDrivingStyle == DRIVINGSTYLE_STOP_FOR_CARS) && CTimer::GetTimeInMilliseconds() - pVehicle->AutoPilot.m_nTimeToStartMission > 5000 && !pVehicle->GetIsOnScreen() && (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D() > 25.0f && @@ -716,7 +716,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) delete pVehicle; return; } - if (pVehicle->m_status != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0) + if (pVehicle->GetStatus() != STATUS_WRECKED || pVehicle->m_nTimeOfDeath == 0) return; if (CTimer::GetTimeInMilliseconds() > pVehicle->m_nTimeOfDeath + 60000 && (!pVehicle->GetIsOnScreen() || !CRenderer::IsEntityCullZoneVisible(pVehicle))){ @@ -759,7 +759,7 @@ CCarCtrl::UpdateCarOnRails(CVehicle* pVehicle) SlowCarOnRailsDownForTrafficAndLights(pVehicle); if (pVehicle->AutoPilot.m_nTimeEnteredCurve + pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve <= CTimer::GetTimeInMilliseconds()) PickNextNodeAccordingStrategy(pVehicle); - if (pVehicle->m_status == STATUS_PHYSICS) + if (pVehicle->GetStatus() == STATUS_PHYSICS) return; CCarPathLink* pCurrentLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nCurrentPathNodeInfo]; CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[pVehicle->AutoPilot.m_nNextPathNodeInfo]; @@ -917,7 +917,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f if (sideLength + 0.5f < sidewaysDistance) /* If car is far enough taking side into account, don't care */ continue; - if (pPed->m_type == ENTITY_TYPE_PED){ /* ...how can it not be? */ + if (pPed->IsPed()){ /* ...how can it not be? */ if (pPed->GetPedState() != PED_STEP_AWAY && pPed->GetPedState() != PED_DIVE_AWAY){ if (distanceUntilHit < movementTowardsPedPerSecond){ /* Very close. Time to evade. */ @@ -937,7 +937,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f } }else{ /* Relatively safe but annoying. */ - if (pVehicle->m_status == STATUS_PLAYER && + if (pVehicle->GetStatus() == STATUS_PLAYER && pPed->GetPedState() != PED_FLEE_ENTITY && pPed->CharCreatedBy == RANDOM_CHAR){ float angleCarToPed = CGeneral::GetRadianAngleBetweenPoints( @@ -1042,8 +1042,8 @@ void CCarCtrl::SlowCarDownForOtherCar(CEntity* pOtherEntity, CVehicle* pVehicle, DotProduct2D(pVehicle->GetForward(), pOtherVehicle->GetForward()) < 0.5f && pVehicle < pOtherVehicle){ /* that comparasion though... */ *pSpeed = Max(curSpeed / 5, *pSpeed); - if (pVehicle->m_status == STATUS_SIMPLE){ - pVehicle->m_status = STATUS_PHYSICS; + if (pVehicle->GetStatus() == STATUS_SIMPLE){ + pVehicle->SetStatus(STATUS_PHYSICS); SwitchVehicleToRealPhysics(pVehicle); } pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; @@ -1535,7 +1535,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]]; if (prevNode == pVehicle->AutoPilot.m_nNextRouteNode){ /* We can no longer shift vehicle without physics if we have to turn it around. */ - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); SwitchVehicleToRealPhysics(pVehicle); } pVehicle->AutoPilot.m_nTimeEnteredCurve += pVehicle->AutoPilot.m_nTimeToSpendOnCurrentCurve; @@ -1640,7 +1640,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t float distanceToTargetNode; #ifndef REMOVE_TREADABLE_PATHFIND if (pTarget && pTarget->m_pCurGroundEntity && - pTarget->m_pCurGroundEntity->m_type == ENTITY_TYPE_BUILDING && + pTarget->m_pCurGroundEntity->IsBuilding() && ((CBuilding*)pTarget->m_pCurGroundEntity)->GetIsATreadable() && ((CTreadable*)pTarget->m_pCurGroundEntity)->m_nodeIndices[0][0] >= 0){ CTreadable* pCurrentMapObject = (CTreadable*)pTarget->m_pCurGroundEntity; @@ -2674,7 +2674,7 @@ bool CCarCtrl::GenerateOneEmergencyServicesCar(uint32 mi, CVector vecPos) spawnPos.z = groundZ + pVehicle->GetDistanceFromCentreOfMassToBaseOfModel(); pVehicle->GetPosition() = spawnPos; pVehicle->SetMoveSpeed(CVector(0.0f, 0.0f, 0.0f)); - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); switch (mi){ case MI_FIRETRUCK: pVehicle->bIsFireTruckOnDuty = true; diff --git a/src/control/GameLogic.cpp b/src/control/GameLogic.cpp index f8c8fa69..abb5c5f3 100644 --- a/src/control/GameLogic.cpp +++ b/src/control/GameLogic.cpp @@ -102,8 +102,8 @@ CGameLogic::Update() if (pVehicle != nil) { if (pVehicle->pDriver == pPlayerInfo.m_pPed) { pVehicle->pDriver = nil; - if (pVehicle->m_status != STATUS_WRECKED) - pVehicle->m_status = STATUS_ABANDONED; + if (pVehicle->GetStatus() != STATUS_WRECKED) + pVehicle->SetStatus(STATUS_ABANDONED); } else pVehicle->RemovePassenger(pPlayerInfo.m_pPed); } @@ -172,8 +172,8 @@ CGameLogic::Update() if (pVehicle != nil) { if (pVehicle->pDriver == pPlayerInfo.m_pPed) { pVehicle->pDriver = nil; - if (pVehicle->m_status != STATUS_WRECKED) - pVehicle->m_status = STATUS_ABANDONED; + if (pVehicle->GetStatus() != STATUS_WRECKED) + pVehicle->SetStatus(STATUS_ABANDONED); } else pVehicle->RemovePassenger(pPlayerInfo.m_pPed); @@ -214,8 +214,8 @@ CGameLogic::Update() if (pVehicle != nil) { if (pVehicle->pDriver == pPlayerInfo.m_pPed) { pVehicle->pDriver = nil; - if (pVehicle->m_status != STATUS_WRECKED) - pVehicle->m_status = STATUS_ABANDONED; + if (pVehicle->GetStatus() != STATUS_WRECKED) + pVehicle->SetStatus(STATUS_ABANDONED); } else pVehicle->RemovePassenger(pPlayerInfo.m_pPed); } diff --git a/src/control/Garages.cpp b/src/control/Garages.cpp index 0367e9bc..fd18f4cf 100644 --- a/src/control/Garages.cpp +++ b/src/control/Garages.cpp @@ -749,7 +749,7 @@ void CGarage::Update() if (((CAutomobile*)(m_pTarget))->Damage.GetEngineStatus() <= ENGINE_STATUS_ON_FIRE && ((CAutomobile*)(m_pTarget))->m_fFireBlowUpTimer == 0.0f) { #endif - if (m_pTarget->m_status != STATUS_WRECKED) { + if (m_pTarget->GetStatus() != STATUS_WRECKED) { CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_GARAGE); FindPlayerPed()->m_pWanted->m_bIgnoredByCops = true; m_eGarageState = GS_CLOSING; @@ -1855,7 +1855,7 @@ CVehicle* CStoredCar::RestoreCar() CVehicle* pVehicle = new CAutomobile(m_nModelIndex, RANDOM_VEHICLE); #endif pVehicle->GetPosition() = m_vecPos; - pVehicle->m_status = STATUS_ABANDONED; + pVehicle->SetStatus(STATUS_ABANDONED); pVehicle->GetForward() = m_vecAngle; pVehicle->GetRight() = CVector(m_vecAngle.y, -m_vecAngle.x, 0.0f); pVehicle->GetUp() = CVector(0.0f, 0.0f, 1.0f); @@ -1975,7 +1975,7 @@ void CGarage::TidyUpGarage() if (pVehicle->GetPosition().x > m_fX1 && pVehicle->GetPosition().x < m_fX2 && pVehicle->GetPosition().y > m_fY1 && pVehicle->GetPosition().y < m_fY2 && pVehicle->GetPosition().z > m_fZ1 && pVehicle->GetPosition().z < m_fZ2) { - if (pVehicle->m_status == STATUS_WRECKED || pVehicle->GetUp().z < 0.5f) { + if (pVehicle->GetStatus() == STATUS_WRECKED || pVehicle->GetUp().z < 0.5f) { CWorld::Remove(pVehicle); delete pVehicle; } @@ -1990,7 +1990,7 @@ void CGarage::TidyUpGarageClose() CVehicle* pVehicle = CPools::GetVehiclePool()->GetSlot(i); if (!pVehicle || !pVehicle->IsCar()) continue; - if (!pVehicle->IsCar() || pVehicle->m_status != STATUS_WRECKED || !IsEntityTouching3D(pVehicle)) + if (!pVehicle->IsCar() || pVehicle->GetStatus() != STATUS_WRECKED || !IsEntityTouching3D(pVehicle)) continue; bool bRemove = false; if (m_eGarageState != GS_FULLYCLOSED) { diff --git a/src/control/Record.cpp b/src/control/Record.cpp index b9e8f8da..bba9a45d 100644 --- a/src/control/Record.cpp +++ b/src/control/Record.cpp @@ -286,7 +286,7 @@ void CRecordDataForChase::SaveOrRetrieveCarPositions(void) } if (Status == STATE_PLAYBACK_BEFORE_RECORDING) { Status = STATE_RECORD; - pChaseCars[CurrentCar]->m_status = STATUS_PLAYER; + pChaseCars[CurrentCar]->SetStatus(STATUS_PLAYER); } } break; @@ -408,7 +408,7 @@ void CRecordDataForChase::GiveUsACar(int32 mi, CVector pos, float angle, CAutomo return; CAutomobile* pCar = new CAutomobile(mi, MISSION_VEHICLE); pCar->GetPosition() = pos; - pCar->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER; + pCar->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER); pCar->GetMatrix().SetRotateZOnly(DEGTORAD(angle)); pCar->pDriver = nil; pCar->m_currentColour1 = colour1; @@ -517,7 +517,7 @@ CVehicle* CRecordDataForChase::TurnChaseCarIntoScriptCar(int32 i) { CVehicle* pVehicle = pChaseCars[i]; pChaseCars[i] = nil; - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); return pVehicle; } diff --git a/src/control/Remote.cpp b/src/control/Remote.cpp index 9c749bd9..ee729d7e 100644 --- a/src/control/Remote.cpp +++ b/src/control/Remote.cpp @@ -19,7 +19,7 @@ CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uin car->GetMatrix().SetRotateZOnly(rot); car->GetPosition() = CVector(x, y, z); - car->m_status = STATUS_PLAYER_REMOTE; + car->SetStatus(STATUS_PLAYER_REMOTE); car->bIsLocked = true; CCarCtrl::JoinCarWithRoadSystem(car); @@ -31,7 +31,7 @@ CRemote::GivePlayerRemoteControlledCar(float x, float y, float z, float rot, uin car->bEngineOn = true; CWorld::Add(car); if (FindPlayerVehicle() != nil) - FindPlayerVehicle()->m_status = STATUS_PLAYER_DISABLED; + FindPlayerVehicle()->SetStatus(STATUS_PLAYER_DISABLED); CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle = car; CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle->RegisterReference((CEntity**)&CWorld::Players[CWorld::PlayerInFocus].m_pRemoteVehicle); diff --git a/src/control/Replay.cpp b/src/control/Replay.cpp index da350660..f9e894b6 100644 --- a/src/control/Replay.cpp +++ b/src/control/Replay.cpp @@ -850,7 +850,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo else{ new_v = new(vp->index << 8) CAutomobile(mi, 2); } - new_v->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER; + new_v->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER); vp->matrix.DecompressIntoFullMatrix(new_v->GetMatrix()); new_v->m_currentColour1 = vp->primary_color; new_v->m_currentColour2 = vp->secondary_color; @@ -870,7 +870,7 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo } else { CPed* new_p = new(ph->index << 8) CCivilianPed((ePedType)ph->pedtype, ph->mi); - new_p->m_status = STATUS_PLAYER_PLAYBACKFROMBUFFER; + new_p->SetStatus(STATUS_PLAYER_PLAYBACKFROMBUFFER); new_p->GetMatrix().SetUnity(); CWorld::Add(new_p); } diff --git a/src/control/RoadBlocks.cpp b/src/control/RoadBlocks.cpp index 7fb0c211..65625d8c 100644 --- a/src/control/RoadBlocks.cpp +++ b/src/control/RoadBlocks.cpp @@ -156,7 +156,7 @@ CRoadBlocks::GenerateRoadBlocks(void) CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false); if (!colliding) { CAutomobile *pVehicle = new CAutomobile(vehicleId, RANDOM_VEHICLE); - pVehicle->m_status = STATUS_ABANDONED; + pVehicle->SetStatus(STATUS_ABANDONED); // pVehicle->GetHeightAboveRoad(); // called but return value is ignored? vehicleMatrix.GetPosition().z += fModelRadius - 0.6f; pVehicle->m_matrix = vehicleMatrix; diff --git a/src/control/SceneEdit.cpp b/src/control/SceneEdit.cpp index 7f914a76..8e9fc754 100644 --- a/src/control/SceneEdit.cpp +++ b/src/control/SceneEdit.cpp @@ -450,7 +450,7 @@ void CSceneEdit::ProcessCommand(void) break; } CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE); - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); pVehicle->GetPosition() = m_vecCurrentPosition; pVehicle->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(pVehicle); @@ -567,7 +567,7 @@ void CSceneEdit::ProcessCommand(void) pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT; else pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS; - pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS; + pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS); pActors[m_nActor]->m_pMyVehicle->bEngineOn = true; pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed); pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); @@ -810,7 +810,7 @@ void CSceneEdit::PlayBack(void) break; } CVehicle* pVehicle = new CAutomobile(m_nVehiclemodelId, MISSION_VEHICLE); - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); pVehicle->GetPosition() = m_vecCurrentPosition; pVehicle->SetOrientation(0.0f, 0.0f, 0.0f); CWorld::Add(pVehicle); @@ -845,7 +845,7 @@ void CSceneEdit::PlayBack(void) pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT; else pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS; - pActors[m_nActor]->m_pMyVehicle->m_status = STATUS_PHYSICS; + pActors[m_nActor]->m_pMyVehicle->SetStatus(STATUS_PHYSICS); pActors[m_nActor]->m_pMyVehicle->bEngineOn = true; pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = Max(16, pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nCruiseSpeed); pActors[m_nActor]->m_pMyVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); diff --git a/src/control/Script.cpp b/src/control/Script.cpp index 1f65ce6e..4b3ed3bd 100644 --- a/src/control/Script.cpp +++ b/src/control/Script.cpp @@ -1737,7 +1737,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command) if (ped->InVehicle()) { if (ped->m_pMyVehicle->pDriver == ped) { ped->m_pMyVehicle->RemoveDriver(); - ped->m_pMyVehicle->m_status = STATUS_ABANDONED; + ped->m_pMyVehicle->SetStatus(STATUS_ABANDONED); if (ped->m_pMyVehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) ped->m_pMyVehicle->m_nDoorLock = CARLOCK_UNLOCKED; if (ped->m_nPedType == PEDTYPE_COP && ped->m_pMyVehicle->IsLawEnforcementVehicle()) @@ -1933,7 +1933,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command) pos.z += boat->GetDistanceFromCentreOfMassToBaseOfModel(); boat->GetPosition() = pos; CTheScripts::ClearSpaceForMissionEntity(pos, boat); - boat->m_status = STATUS_ABANDONED; + boat->SetStatus(STATUS_ABANDONED); boat->bIsLocked = true; boat->AutoPilot.m_nCarMission = MISSION_NONE; boat->AutoPilot.m_nTempAction = TEMPACT_NONE; /* Animation ID? */ @@ -1951,7 +1951,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command) pos.z += car->GetDistanceFromCentreOfMassToBaseOfModel(); car->GetPosition() = pos; CTheScripts::ClearSpaceForMissionEntity(pos, car); - car->m_status = STATUS_ABANDONED; + car->SetStatus(STATUS_ABANDONED); car->bIsLocked = true; CCarCtrl::JoinCarWithRoadSystem(car); car->AutoPilot.m_nCarMission = MISSION_NONE; @@ -1997,7 +1997,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command) car->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_STRAIGHT; else car->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS; - car->m_status = STATUS_PHYSICS; + car->SetStatus(STATUS_PHYSICS); car->bEngineOn = true; car->AutoPilot.m_nCruiseSpeed = Max(car->AutoPilot.m_nCruiseSpeed, 6); car->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); @@ -2087,7 +2087,7 @@ int8 CRunningScript::ProcessCommands100To199(int32 command) { CollectParameters(&m_nIp, 1); CVehicle* car = CPools::GetVehiclePool()->GetAt(ScriptParams[0]); - UpdateCompareFlag(car && car->m_status != STATUS_WRECKED && (car->IsBoat() || !car->bIsInWater)); + UpdateCompareFlag(car && car->GetStatus() != STATUS_WRECKED && (car->IsBoat() || !car->bIsInWater)); return 0; } case COMMAND_SET_CAR_CRUISE_SPEED: @@ -2626,7 +2626,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command) { CollectParameters(&m_nIp, 1); CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]); - UpdateCompareFlag(!pVehicle || pVehicle->m_status == STATUS_WRECKED || !pVehicle->IsBoat() && pVehicle->bIsInWater); + UpdateCompareFlag(!pVehicle || pVehicle->GetStatus() == STATUS_WRECKED || !pVehicle->IsBoat() && pVehicle->bIsInWater); return 0; } case COMMAND_SET_CHAR_THREAT_SEARCH: @@ -2753,7 +2753,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command) pPed->m_pMyVehicle = pVehicle; pPed->m_pMyVehicle->RegisterReference((CEntity**)&pPed->m_pMyVehicle); pPed->bInVehicle = true; - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); if (!pVehicle->IsBoat()) pVehicle->AutoPilot.m_nCarMission = MISSION_CRUISE; pVehicle->bEngineOn = true; @@ -2786,7 +2786,7 @@ int8 CRunningScript::ProcessCommands200To299(int32 command) pPlayer->m_pPed->bRenderPedInCar = true; if (pPlayer->m_pPed->m_pMyVehicle->pDriver == pPlayer->m_pPed){ pPlayer->m_pPed->m_pMyVehicle->RemoveDriver(); - pPlayer->m_pPed->m_pMyVehicle->m_status = STATUS_ABANDONED; + pPlayer->m_pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED); pPlayer->m_pPed->m_pMyVehicle->bEngineOn = false; pPlayer->m_pPed->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; }else{ @@ -2878,7 +2878,7 @@ int8 CRunningScript::ProcessCommands300To399(int32 command) float y1 = *(float*)&ScriptParams[2]; float x2 = *(float*)&ScriptParams[3]; float y2 = *(float*)&ScriptParams[4]; - UpdateCompareFlag(pVehicle->m_status == STATUS_WRECKED && + UpdateCompareFlag(pVehicle->GetStatus() == STATUS_WRECKED && pVehicle->IsWithinArea(x1, y1, x2, y2)); if (!ScriptParams[5]) return 0; @@ -2898,7 +2898,7 @@ int8 CRunningScript::ProcessCommands300To399(int32 command) float x2 = *(float*)&ScriptParams[4]; float y2 = *(float*)&ScriptParams[5]; float z2 = *(float*)&ScriptParams[6]; - UpdateCompareFlag(pVehicle->m_status == STATUS_WRECKED && + UpdateCompareFlag(pVehicle->GetStatus() == STATUS_WRECKED && pVehicle->IsWithinArea(x1, y1, z1, x2, y2, z2)); if (!ScriptParams[7]) return 0; @@ -3947,7 +3947,7 @@ int8 CRunningScript::ProcessCommands400To499(int32 command) pPed->m_pMyVehicle->RegisterReference((CEntity**)&pPed->m_pMyVehicle); pPed->bInVehicle = true; pPed->SetPedState(PED_DRIVING); - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); pPed->bUsesCollision = false; #ifdef FIX_BUGS AnimationId anim = pVehicle->GetDriverAnim(); @@ -5583,7 +5583,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command) pVehicle->AutoPilot.m_nCarMission = MISSION_GOTO_COORDS_STRAIGHT_ACCURATE; else pVehicle->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_ACCURATE; - pVehicle->m_status = STATUS_PHYSICS; + pVehicle->SetStatus(STATUS_PHYSICS); pVehicle->bEngineOn = true; pVehicle->AutoPilot.m_nCruiseSpeed = Max(6, pVehicle->AutoPilot.m_nCruiseSpeed); pVehicle->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); @@ -5699,7 +5699,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command) CWaterLevel::GetWaterLevel(pos.x, pos.y, pos.z, &pos.z, false); pBoat->AutoPilot.m_nCarMission = MISSION_GOTOCOORDS_ASTHECROWSWIMS; pBoat->AutoPilot.m_vecDestinationCoors = pos; - pBoat->m_status = STATUS_PHYSICS; + pBoat->SetStatus(STATUS_PHYSICS); pBoat->AutoPilot.m_nCruiseSpeed = Max(6, pBoat->AutoPilot.m_nCruiseSpeed); pBoat->AutoPilot.m_nAntiReverseTimer = CTimer::GetTimeInMilliseconds(); return 0; @@ -5712,7 +5712,7 @@ int8 CRunningScript::ProcessCommands700To799(int32 command) assert(pVehicle->m_vehType == VEHICLE_TYPE_BOAT); CBoat* pBoat = (CBoat*)pVehicle; pBoat->AutoPilot.m_nCarMission = MISSION_NONE; - pBoat->m_status = STATUS_PHYSICS; + pBoat->SetStatus(STATUS_PHYSICS); pBoat->bEngineOn = false; pBoat->AutoPilot.m_nCruiseSpeed = 0; return 0; @@ -6911,7 +6911,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command) if (pPed->m_pMyVehicle){ if (pPed == pPed->m_pMyVehicle->pDriver){ pPed->m_pMyVehicle->RemoveDriver(); - pPed->m_pMyVehicle->m_status = STATUS_ABANDONED; + pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED); if (pPed->m_pMyVehicle->m_nDoorLock == CARLOCK_LOCKED_INITIALLY) pPed->m_pMyVehicle->m_nDoorLock = CARLOCK_UNLOCKED; if (pPed->m_nPedType == PEDTYPE_COP && pPed->m_pMyVehicle->IsLawEnforcementVehicle()) @@ -7108,7 +7108,7 @@ int8 CRunningScript::ProcessCommands800To899(int32 command) pPed->bRenderPedInCar = true; if (pPed->m_pMyVehicle->pDriver == pPed){ pPed->m_pMyVehicle->RemoveDriver(); - pPed->m_pMyVehicle->m_status = STATUS_ABANDONED; + pPed->m_pMyVehicle->SetStatus(STATUS_ABANDONED); pPed->m_pMyVehicle->bEngineOn = false; pPed->m_pMyVehicle->AutoPilot.m_nCruiseSpeed = 0; }else{ @@ -7779,7 +7779,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command) CollectParameters(&m_nIp, 2); CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]); assert(pVehicle); - pVehicle->m_status = ScriptParams[1]; + pVehicle->SetStatus((eEntityStatus)ScriptParams[1]); return 0; } case COMMAND_IS_CHAR_MALE: @@ -8156,7 +8156,7 @@ int8 CRunningScript::ProcessCommands900To999(int32 command) car->GetPosition() = pos; car->SetHeading(DEGTORAD(*(float*)&ScriptParams[3])); CTheScripts::ClearSpaceForMissionEntity(pos, car); - car->m_status = STATUS_ABANDONED; + car->SetStatus(STATUS_ABANDONED); car->bIsLocked = true; car->bIsCarParkVehicle = true; CCarCtrl::JoinCarWithRoadSystem(car); @@ -11229,7 +11229,7 @@ INITSAVEBUF type = 0; handle = 0; } else { - switch (pEntity->m_type) { + switch (pEntity->GetType()) { case ENTITY_TYPE_BUILDING: if (((CBuilding*)pEntity)->GetIsATreadable()) { type = 1; @@ -11371,7 +11371,7 @@ void CTheScripts::ClearSpaceForMissionEntity(const CVector& pos, CEntity* pEntit } if (cols <= 0) continue; - switch (pFound->m_type) { + switch (pFound->GetType()) { case ENTITY_TYPE_VEHICLE: { printf("Will try to delete a vehicle where a mission entity should be\n"); diff --git a/src/control/TrafficLights.cpp b/src/control/TrafficLights.cpp index c8d3f79f..44e14bdc 100644 --- a/src/control/TrafficLights.cpp +++ b/src/control/TrafficLights.cpp @@ -245,7 +245,7 @@ CTrafficLights::ShouldCarStopForLight(CVehicle *vehicle, bool alwaysStop) } } - if(vehicle->m_status == STATUS_PHYSICS){ + if(vehicle->GetStatus() == STATUS_PHYSICS){ node = vehicle->AutoPilot.m_nPreviousPathNodeInfo; type = ThePaths.m_carPathLinks[node].trafficLightType; if(type){ |