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-rw-r--r--src/core/Cam.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp
index b760ae28..e33e6bb0 100644
--- a/src/core/Cam.cpp
+++ b/src/core/Cam.cpp
@@ -4639,7 +4639,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
uint8 camSetArrPos = 0;
// We may need those later
- bool isPlane = car->m_modelIndex == MI_DODO;
+ bool isPlane = car->GetModelIndex() == MI_DODO;
bool isHeli = false;
bool isBike = false;
bool isCar = car->IsCar() && !isPlane && !isHeli && !isBike;
@@ -4650,9 +4650,9 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
uint8 nextDirectionIsForward = !(pad->GetLookBehindForCar() || pad->GetLookBehindForPed() || pad->GetLookLeft() || pad->GetLookRight()) &&
DirectionWasLooking == LOOKING_FORWARD;
- if (car->m_modelIndex == MI_FIRETRUCK) {
+ if (car->GetModelIndex() == MI_FIRETRUCK) {
camSetArrPos = 7;
- } else if (car->m_modelIndex == MI_RCBANDIT) {
+ } else if (car->GetModelIndex() == MI_RCBANDIT) {
camSetArrPos = 5;
} else if (car->IsBoat()) {
camSetArrPos = 4;
@@ -4851,7 +4851,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// This is also original LCS and SA bug, or some attempt to fix lag. We'll never know
// if (car->m_vecMoveSpeed.MagnitudeSqr() < sq(0.2f))
- if (car->m_modelIndex != MI_FIRETRUCK) {
+ if (car->GetModelIndex() != MI_FIRETRUCK) {
// if (!isBike || GetMysteriousWheelRelatedThingBike(car) > 3)
// if (!isHeli && (!isPlane || car->GetWheelsOnGround())) {
@@ -4907,7 +4907,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
bool correctAlpha = true;
// if (SA checks if we aren't in work car, why?) {
- if (!isCar || car->m_modelIndex != MI_YARDIE) {
+ if (!isCar || car->GetModelIndex() != MI_YARDIE) {
correctAlpha = false;
}
else {
@@ -5186,13 +5186,13 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
// gTargetCoordsForLookingBehind = TargetCoors;
// SA code from CAutomobile::TankControl/FireTruckControl.
- if (car->m_modelIndex == MI_RHINO || car->m_modelIndex == MI_FIRETRUCK) {
+ if (car->GetModelIndex() == MI_RHINO || car->GetModelIndex() == MI_FIRETRUCK) {
float &carGunLR = ((CAutomobile*)car)->m_fCarGunLR;
CVector hi = Multiply3x3(Front, car->GetMatrix());
// III/VC's firetruck turret angle is reversed
- float angleToFace = (car->m_modelIndex == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
+ float angleToFace = (car->GetModelIndex() == MI_FIRETRUCK ? -hi.Heading() : hi.Heading());
if (angleToFace <= carGunLR + PI) {
if (angleToFace < carGunLR - PI)
@@ -5202,7 +5202,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
}
float neededTurn = angleToFace - carGunLR;
- float turnPerFrame = CTimer::GetTimeStep() * (car->m_modelIndex == MI_FIRETRUCK ? 0.05f : 0.015f);
+ float turnPerFrame = CTimer::GetTimeStep() * (car->GetModelIndex() == MI_FIRETRUCK ? 0.05f : 0.015f);
if (neededTurn <= turnPerFrame) {
if (neededTurn < -turnPerFrame)
angleToFace = carGunLR - turnPerFrame;
@@ -5210,7 +5210,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
angleToFace = turnPerFrame + carGunLR;
}
- if (car->m_modelIndex == MI_RHINO && carGunLR != angleToFace) {
+ if (car->GetModelIndex() == MI_RHINO && carGunLR != angleToFace) {
DMAudio.PlayOneShot(car->m_audioEntityId, SOUND_CAR_TANK_TURRET_ROTATE, Abs(angleToFace - carGunLR));
}
carGunLR = angleToFace;
@@ -5222,7 +5222,7 @@ CCam::Process_FollowCar_SA(const CVector& CameraTarget, float TargetOrientation,
}
// Because firetruk turret also has Y movement
- if (car->m_modelIndex == MI_FIRETRUCK) {
+ if (car->GetModelIndex() == MI_FIRETRUCK) {
float &carGunUD = ((CAutomobile*)car)->m_fCarGunUD;
float alphaToFace = Atan2(hi.z, hi.Magnitude2D()) + DEGTORAD(15.0f);