slightly better variable name

This commit is contained in:
aap 2021-01-02 20:30:12 +01:00
parent 78fed0dfe7
commit 0d05be4e31
5 changed files with 9 additions and 9 deletions

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@ -3582,9 +3582,9 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
car->AutoPilot.m_nCruiseSpeed = *(float*)&ScriptParams[1]; car->AutoPilot.m_nCruiseSpeed = *(float*)&ScriptParams[1];
if (missionRetryScriptIndex == 40 && car->GetModelIndex() == MI_CHEETAH) // Turismo if (missionRetryScriptIndex == 40 && car->GetModelIndex() == MI_CHEETAH) // Turismo
car->AutoPilot.m_nCruiseSpeed = 8 * car->AutoPilot.m_nCruiseSpeed / 10; car->AutoPilot.m_nCruiseSpeed = 8 * car->AutoPilot.m_nCruiseSpeed / 10;
car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fUnkMaxVelocity); car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
#else #else
car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fUnkMaxVelocity); car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
#endif #endif
return 0; return 0;
} }

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@ -832,10 +832,10 @@ CPed::ProcessObjective(void)
m_pMyVehicle->SetStatus(STATUS_PHYSICS); m_pMyVehicle->SetStatus(STATUS_PHYSICS);
m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0; m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
if (m_nPedType == PEDTYPE_COP) { 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(); m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
} else { } 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_nCarMission = MISSION_RAMPLAYER_FARAWAY;
} }
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
@ -4775,7 +4775,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) { if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) { 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->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
nearVeh->SetStatus(STATUS_PHYSICS); nearVeh->SetStatus(STATUS_PHYSICS);
nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE; nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;

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@ -220,9 +220,9 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
} }
if(handling->nIdentifier == HANDLING_RCBANDIT){ if(handling->nIdentifier == HANDLING_RCBANDIT){
handling->Transmission.fUnkMaxVelocity = handling->Transmission.fMaxVelocity; handling->Transmission.fMaxCruiseVelocity = handling->Transmission.fMaxVelocity;
}else{ }else{
handling->Transmission.fUnkMaxVelocity = velocity; handling->Transmission.fMaxCruiseVelocity = velocity;
handling->Transmission.fMaxVelocity = velocity * 1.2f; handling->Transmission.fMaxVelocity = velocity * 1.2f;
} }
handling->Transmission.fMaxReverseVelocity = -0.2f; handling->Transmission.fMaxReverseVelocity = -0.2f;

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@ -18,7 +18,7 @@ public:
uint8 Flags; uint8 Flags;
float fEngineAcceleration; float fEngineAcceleration;
float fMaxVelocity; float fMaxVelocity;
float fUnkMaxVelocity; float fMaxCruiseVelocity;
float fMaxReverseVelocity; float fMaxReverseVelocity;
float fCurVelocity; float fCurVelocity;

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@ -659,7 +659,7 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) { if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
CCarCtrl::SwitchVehicleToRealPhysics(this); CCarCtrl::SwitchVehicleToRealPhysics(this);
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS; AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity; AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fMaxCruiseVelocity;
SetStatus(STATUS_PHYSICS); SetStatus(STATUS_PHYSICS);
} }
} }