diff options
Diffstat (limited to 'src/control/CarCtrl.cpp')
-rw-r--r-- | src/control/CarCtrl.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
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; |