diff options
Diffstat (limited to 'src/peds/PedAI.cpp')
-rw-r--r-- | src/peds/PedAI.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp index 364e18d8..16e6c8e2 100644 --- a/src/peds/PedAI.cpp +++ b/src/peds/PedAI.cpp @@ -924,10 +924,10 @@ CPed::ProcessObjective(void) m_pMyVehicle->SetStatus(STATUS_PHYSICS); m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; if (m_nPedType == PEDTYPE_COP) { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity); + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity); m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel(); } else { - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f; m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; } m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; @@ -1921,7 +1921,7 @@ CPed::ProcessObjective(void) ClearObjective(); CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity; m_pMyVehicle->SetStatus(STATUS_PHYSICS); } else { SetObjective(OBJECTIVE_LEAVE_CAR, m_pMyVehicle); @@ -2147,10 +2147,10 @@ CPed::SelectGunIfArmed(void) if (GetWeapon(i).m_nAmmoTotal > 0) { eWeaponType weaponType = GetWeapon(i).m_eWeaponType; - if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN || + if (weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_MP5 || weaponType == WEAPONTYPE_M4 || + weaponType == WEAPONTYPE_COLT45 || weaponType == WEAPONTYPE_PYTHON || weaponType == WEAPONTYPE_SHOTGUN || weaponType == WEAPONTYPE_SPAS12_SHOTGUN || weaponType == WEAPONTYPE_STUBBY_SHOTGUN || - weaponType == WEAPONTYPE_UZI || weaponType == WEAPONTYPE_M4 || weaponType == WEAPONTYPE_MP5 || - weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_FLAMETHROWER || weaponType == WEAPONTYPE_SNIPERRIFLE) { + weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_FLAMETHROWER) { SetCurrentWeapon(i); return true; } @@ -2269,7 +2269,7 @@ CPed::ReactToAttack(CEntity *attacker) CCarCtrl::SwitchVehicleToRealPhysics(m_pMyVehicle); m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; - m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity; + m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity; m_pMyVehicle->SetStatus(STATUS_PHYSICS); } @@ -5458,7 +5458,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker) if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType && nearVehDriver->CharCreatedBy == RANDOM_CHAR) { if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) { - nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f; + nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f; nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY; nearVeh->SetStatus(STATUS_PHYSICS); nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; |