mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-22 17:19:15 +01:00
Merge remote-tracking branch 'origin' into wiiu
This commit is contained in:
commit
0eb5dbdbb1
@ -144,13 +144,13 @@ CWorld::ClearExcitingStuffFromArea(const CVector &pos, float radius, bool bRemov
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}
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}
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CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
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CWorld::Remove(pVehicle);
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Remove(pVehicle);
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delete pVehicle;
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}
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}
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CObject::DeleteAllTempObjectsInArea(pos, radius);
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gFireManager.ExtinguishPoint(pos, radius);
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CWorld::ExtinguishAllCarFiresInArea(pos, radius);
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ExtinguishAllCarFiresInArea(pos, radius);
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CExplosion::RemoveAllExplosionsInArea(pos, radius);
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if(bRemoveProjectilesAndTidyUpShadows) {
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CProjectileInfo::RemoveAllProjectiles();
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@ -781,7 +781,7 @@ CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float
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int16 *nEntitiesFound, int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings,
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bool bVehicles, bool bPeds, bool bObjects, bool bDummies)
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{
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CWorld::AdvanceCurrentScanCode();
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AdvanceCurrentScanCode();
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*nEntitiesFound = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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@ -791,44 +791,44 @@ CWorld::FindObjectsOfTypeInRange(uint32 modelId, const CVector &position, float
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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if(bBuildings) {
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly,
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nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius,
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bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if(bVehicles) {
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly,
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nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius,
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bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if(bPeds) {
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_PEDS], position, radius, bCheck2DOnly,
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nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly,
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nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if(bObjects) {
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly,
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nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius,
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bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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if(bDummies) {
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly,
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nEntitiesFound, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsOfTypeInRangeSectorList(
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FindObjectsOfTypeInRangeSectorList(
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modelId, pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius,
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bCheck2DOnly, nEntitiesFound, maxEntitiesToFind, aEntities);
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}
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@ -1052,7 +1052,7 @@ CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bC
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int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings, bool bVehicles,
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bool bPeds, bool bObjects, bool bDummies)
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{
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CWorld::AdvanceCurrentScanCode();
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AdvanceCurrentScanCode();
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*nCollidingEntities = 0;
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const CVector2D vecSectorStartPos(position.x - radius, position.y - radius);
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const CVector2D vecSectorEndPos(position.x + radius, position.y + radius);
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@ -1062,44 +1062,44 @@ CWorld::FindObjectsKindaColliding(const CVector &position, float radius, bool bC
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecSectorEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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if(bBuildings) {
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_BUILDINGS], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if(bVehicles) {
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_VEHICLES], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if(bPeds) {
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CWorld::FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position,
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FindObjectsKindaCollidingSectorList(pSector->m_lists[ENTITYLIST_PEDS], position,
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radius, bCheck2DOnly, nCollidingEntities,
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maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if(bObjects) {
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_OBJECTS], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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if(bDummies) {
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CWorld::FindObjectsKindaCollidingSectorList(
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FindObjectsKindaCollidingSectorList(
|
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pSector->m_lists[ENTITYLIST_DUMMIES], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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CWorld::FindObjectsKindaCollidingSectorList(
|
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FindObjectsKindaCollidingSectorList(
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pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], position, radius, bCheck2DOnly,
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nCollidingEntities, maxEntitiesToFind, aEntities);
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}
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@ -1133,7 +1133,7 @@ CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &v
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int16 maxEntitiesToFind, CEntity **aEntities, bool bBuildings, bool bVehicles,
|
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bool bPeds, bool bObjects, bool bDummies)
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{
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CWorld::AdvanceCurrentScanCode();
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AdvanceCurrentScanCode();
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*nIntersecting = 0;
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const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
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const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
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@ -1141,44 +1141,44 @@ CWorld::FindObjectsIntersectingCube(const CVector &vecStartPos, const CVector &v
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const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
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for(int32 y = nStartY; y <= nEndY; y++) {
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for(int32 x = nStartX; x <= nEndX; x++) {
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CSector *pSector = CWorld::GetSector(x, y);
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CSector *pSector = GetSector(x, y);
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if(bBuildings) {
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CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS],
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FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_BUILDINGS],
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vecStartPos, vecEndPos, nIntersecting,
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maxEntitiesToFind, aEntities);
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CWorld::FindObjectsIntersectingCubeSectorList(
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FindObjectsIntersectingCubeSectorList(
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pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], vecStartPos, vecEndPos,
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nIntersecting, maxEntitiesToFind, aEntities);
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}
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if(bVehicles) {
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CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES],
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FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_VEHICLES],
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vecStartPos, vecEndPos, nIntersecting,
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maxEntitiesToFind, aEntities);
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CWorld::FindObjectsIntersectingCubeSectorList(
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FindObjectsIntersectingCubeSectorList(
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pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos,
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nIntersecting, maxEntitiesToFind, aEntities);
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}
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if(bPeds) {
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CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS],
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FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS],
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vecStartPos, vecEndPos, nIntersecting,
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maxEntitiesToFind, aEntities);
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CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP],
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FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP],
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vecStartPos, vecEndPos, nIntersecting,
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maxEntitiesToFind, aEntities);
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}
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if(bObjects) {
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CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS],
|
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FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_OBJECTS],
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vecStartPos, vecEndPos, nIntersecting,
|
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maxEntitiesToFind, aEntities);
|
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CWorld::FindObjectsIntersectingCubeSectorList(
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FindObjectsIntersectingCubeSectorList(
|
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pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities);
|
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}
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if(bDummies) {
|
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CWorld::FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES],
|
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FindObjectsIntersectingCubeSectorList(pSector->m_lists[ENTITYLIST_DUMMIES],
|
||||
vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingCubeSectorList(
|
||||
FindObjectsIntersectingCubeSectorList(
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities);
|
||||
}
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||||
@ -1214,7 +1214,7 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &boundingBox, co
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CEntity **aEntities, bool bBuildings, bool bVehicles, bool bPeds,
|
||||
bool bObjects, bool bDummies)
|
||||
{
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
AdvanceCurrentScanCode();
|
||||
*nEntitiesFound = 0;
|
||||
const int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
|
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const int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
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||||
@ -1222,44 +1222,44 @@ CWorld::FindObjectsIntersectingAngledCollisionBox(const CColBox &boundingBox, co
|
||||
const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
|
||||
for(int32 y = nStartY; y <= nEndY; y++) {
|
||||
for(int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector *pSector = CWorld::GetSector(x, y);
|
||||
CSector *pSector = GetSector(x, y);
|
||||
if(bBuildings) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS], boundingBox, matrix, position,
|
||||
nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], boundingBox, matrix, position,
|
||||
nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if(bVehicles) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_VEHICLES], boundingBox, matrix, position,
|
||||
nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], boundingBox, matrix, position,
|
||||
nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if(bPeds) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_PEDS], boundingBox, matrix, position, nEntitiesFound,
|
||||
maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], boundingBox, matrix, position,
|
||||
nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if(bObjects) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_OBJECTS], boundingBox, matrix, position, nEntitiesFound,
|
||||
maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], boundingBox, matrix, position,
|
||||
nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
if(bDummies) {
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES], boundingBox, matrix, position, nEntitiesFound,
|
||||
maxEntitiesToFind, aEntities);
|
||||
CWorld::FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
FindObjectsIntersectingAngledCollisionBoxSectorList(
|
||||
pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP], boundingBox, matrix, position,
|
||||
nEntitiesFound, maxEntitiesToFind, aEntities);
|
||||
}
|
||||
@ -1294,7 +1294,7 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CV
|
||||
int16 maxEntitiesToFind, CEntity **aEntities, bool bVehicles, bool bPeds,
|
||||
bool bObjects)
|
||||
{
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
AdvanceCurrentScanCode();
|
||||
*nIntersecting = 0;
|
||||
const int32 nStartX = Max(CWorld::GetSectorIndexX(vecStartPos.x), 0);
|
||||
const int32 nStartY = Max(CWorld::GetSectorIndexY(vecStartPos.y), 0);
|
||||
@ -1302,28 +1302,28 @@ CWorld::FindMissionEntitiesIntersectingCube(const CVector &vecStartPos, const CV
|
||||
const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
|
||||
for(int32 y = nStartY; y <= nEndY; y++) {
|
||||
for(int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector *pSector = CWorld::GetSector(x, y);
|
||||
CSector *pSector = GetSector(x, y);
|
||||
if(bVehicles) {
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(
|
||||
FindMissionEntitiesIntersectingCubeSectorList(
|
||||
pSector->m_lists[ENTITYLIST_VEHICLES], vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities, true, false);
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(
|
||||
FindMissionEntitiesIntersectingCubeSectorList(
|
||||
pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], vecStartPos, vecEndPos,
|
||||
nIntersecting, maxEntitiesToFind, aEntities, true, false);
|
||||
}
|
||||
if(bPeds) {
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(
|
||||
FindMissionEntitiesIntersectingCubeSectorList(
|
||||
pSector->m_lists[ENTITYLIST_PEDS], vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities, false, true);
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(
|
||||
FindMissionEntitiesIntersectingCubeSectorList(
|
||||
pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities, false, true);
|
||||
}
|
||||
if(bObjects) {
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(
|
||||
FindMissionEntitiesIntersectingCubeSectorList(
|
||||
pSector->m_lists[ENTITYLIST_OBJECTS], vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities, false, false);
|
||||
CWorld::FindMissionEntitiesIntersectingCubeSectorList(
|
||||
FindMissionEntitiesIntersectingCubeSectorList(
|
||||
pSector->m_lists[ENTITYLIST_OBJECTS_OVERLAP], vecStartPos, vecEndPos, nIntersecting,
|
||||
maxEntitiesToFind, aEntities, false, false);
|
||||
}
|
||||
@ -1383,7 +1383,7 @@ CWorld::ClearCarsFromArea(float x1, float y1, float z1, float x2, float y2, floa
|
||||
}
|
||||
}
|
||||
CCarCtrl::RemoveFromInterestingVehicleList(pVehicle);
|
||||
CWorld::Remove(pVehicle);
|
||||
Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
}
|
||||
}
|
||||
@ -1409,7 +1409,7 @@ CWorld::ClearPedsFromArea(float x1, float y1, float z1, float x2, float y2, floa
|
||||
void
|
||||
CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
|
||||
{
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
AdvanceCurrentScanCode();
|
||||
float fStartX = x1 - 10.0f;
|
||||
float fStartY = y1 - 10.0f;
|
||||
float fEndX = x2 + 10.0f;
|
||||
@ -1420,13 +1420,13 @@ CWorld::CallOffChaseForArea(float x1, float y1, float x2, float y2)
|
||||
const int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y - 1);
|
||||
for(int32 y = nStartY; y <= nEndY; y++) {
|
||||
for(int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector *pSector = CWorld::GetSector(x, y);
|
||||
CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2,
|
||||
CSector *pSector = GetSector(x, y);
|
||||
CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES], x1, y1, x2,
|
||||
y2, fStartX, fStartY, fEndX, fEndY);
|
||||
CWorld::CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1,
|
||||
CallOffChaseForAreaSectorListVehicles(pSector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], x1,
|
||||
y1, x2, y2, fStartX, fStartY, fEndX, fEndY);
|
||||
CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS], x1, y1, x2, y2);
|
||||
CWorld::CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], x1, y1, x2,
|
||||
CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS], x1, y1, x2, y2);
|
||||
CallOffChaseForAreaSectorListPeds(pSector->m_lists[ENTITYLIST_PEDS_OVERLAP], x1, y1, x2,
|
||||
y2);
|
||||
}
|
||||
}
|
||||
@ -1629,27 +1629,27 @@ CWorld::ShutDown(void)
|
||||
CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
#ifndef FIX_BUGS
|
||||
@ -1722,19 +1722,19 @@ CWorld::ClearForRestart(void)
|
||||
CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_PEDS].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for(CPtrNode *pNode = GetBigBuildingList(LEVEL_GENERIC).first; pNode; pNode = pNode->next) {
|
||||
CVehicle *pVehicle = (CVehicle *)pNode->item;
|
||||
if(pVehicle && pVehicle->IsVehicle() && pVehicle->IsPlane()) {
|
||||
CWorld::Remove(pVehicle);
|
||||
Remove(pVehicle);
|
||||
delete pVehicle;
|
||||
}
|
||||
}
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_VEHICLES].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
}
|
||||
@ -1765,7 +1765,7 @@ CWorld::RepositionOneObject(CEntity *pEntity)
|
||||
modelId == MI_PARKTABLE) {
|
||||
CVector &position = pEntity->GetMatrix().GetPosition();
|
||||
float fBoundingBoxMinZ = pEntity->GetColModel()->boundingBox.min.z;
|
||||
position.z = CWorld::FindGroundZFor3DCoord(position.x, position.y,
|
||||
position.z = FindGroundZFor3DCoord(position.x, position.y,
|
||||
position.z + OBJECT_REPOSITION_OFFSET_Z, nil) -
|
||||
fBoundingBoxMinZ;
|
||||
pEntity->m_matrix.UpdateRW();
|
||||
@ -1774,7 +1774,7 @@ CWorld::RepositionOneObject(CEntity *pEntity)
|
||||
float fWaterLevel = 0.0f;
|
||||
bool bFound = true;
|
||||
const CVector &position = pEntity->GetPosition();
|
||||
float fGroundZ = CWorld::FindGroundZFor3DCoord(position.x, position.y,
|
||||
float fGroundZ = FindGroundZFor3DCoord(position.x, position.y,
|
||||
position.z + OBJECT_REPOSITION_OFFSET_Z, &bFound);
|
||||
if(CWaterLevel::GetWaterLevelNoWaves(position.x, position.y, position.z + OBJECT_REPOSITION_OFFSET_Z,
|
||||
&fWaterLevel)) {
|
||||
@ -1822,17 +1822,17 @@ CWorld::RemoveStaticObjects()
|
||||
CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_BUILDINGS].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_OBJECTS].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
for(CPtrNode *pNode = pSector->m_lists[ENTITYLIST_DUMMIES].first; pNode; pNode = pNode->next) {
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
CWorld::Remove(pEntity);
|
||||
Remove(pEntity);
|
||||
delete pEntity;
|
||||
}
|
||||
pSector->m_lists[ENTITYLIST_BUILDINGS].Flush();
|
||||
@ -2026,12 +2026,12 @@ CWorld::TriggerExplosion(const CVector &position, float fRadius, float fPower, C
|
||||
const int32 nEndY = Min(CWorld::GetSectorIndexY(vecEndPos.y), NUMSECTORS_Y - 1);
|
||||
for(int32 y = nStartY; y <= nEndY; y++) {
|
||||
for(int32 x = nStartX; x <= nEndX; x++) {
|
||||
CSector *pSector = CWorld::GetSector(x, y);
|
||||
CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius,
|
||||
CSector *pSector = GetSector(x, y);
|
||||
TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_VEHICLES], position, fRadius,
|
||||
fPower, pCreator, bProcessVehicleBombTimer);
|
||||
CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower,
|
||||
TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_PEDS], position, fRadius, fPower,
|
||||
pCreator, bProcessVehicleBombTimer);
|
||||
CWorld::TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius,
|
||||
TriggerExplosionSectorList(pSector->m_lists[ENTITYLIST_OBJECTS], position, fRadius,
|
||||
fPower, pCreator, bProcessVehicleBombTimer);
|
||||
}
|
||||
}
|
||||
@ -2089,7 +2089,7 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
|
||||
if(!pEntity->GetIsStatic()) {
|
||||
float fDamageMultiplier = Min((fRadius - fMagnitude) * 2.0f / fRadius, 1.0f);
|
||||
CVector vecForceDir =
|
||||
vecDistance * (fPower * pEntity->m_fMass * 0.00071429f * fDamageMultiplier /
|
||||
vecDistance * (fPower * pEntity->m_fMass / 1400.0f * fDamageMultiplier /
|
||||
Max(fMagnitude, 0.01f));
|
||||
vecForceDir.z = Max(vecForceDir.z, 0.0f);
|
||||
if(pEntity == FindPlayerPed()) vecForceDir.z = Min(vecForceDir.z, 1.0f);
|
||||
|
@ -139,7 +139,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
||||
void
|
||||
CreateVehiclePipe(void)
|
||||
{
|
||||
if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
|
||||
if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
|
||||
printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
|
||||
else{
|
||||
char *fp = (char*)work_buff;
|
||||
@ -254,7 +254,7 @@ worldRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
||||
void
|
||||
CreateWorldPipe(void)
|
||||
{
|
||||
if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
|
||||
if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
|
||||
printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
|
||||
else
|
||||
ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
|
||||
@ -500,7 +500,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header)
|
||||
void
|
||||
CreateRimLightPipes(void)
|
||||
{
|
||||
if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
|
||||
if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
|
||||
printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
|
||||
else{
|
||||
char *fp = (char*)work_buff;
|
||||
|
@ -147,7 +147,7 @@ CreateVehiclePipe(void)
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
|
||||
if(CFileMgr::LoadFile("neo/carTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
|
||||
printf("Error: couldn't open 'neo/carTweakingTable.dat'\n");
|
||||
else{
|
||||
char *fp = (char*)work_buff;
|
||||
@ -264,7 +264,7 @@ CreateWorldPipe(void)
|
||||
using namespace rw;
|
||||
using namespace rw::gl3;
|
||||
|
||||
if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
|
||||
if(CFileMgr::LoadFile("neo/worldTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
|
||||
printf("Error: couldn't open 'neo/worldTweakingTable.dat'\n");
|
||||
else
|
||||
ReadTweakValueTable((char*)work_buff, WorldLightmapBlend);
|
||||
@ -533,7 +533,7 @@ CreateRimLightPipes(void)
|
||||
{
|
||||
using namespace rw::gl3;
|
||||
|
||||
if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") == 0)
|
||||
if(CFileMgr::LoadFile("neo/rimTweakingTable.dat", work_buff, sizeof(work_buff), "r") <= 0)
|
||||
printf("Error: couldn't open 'neo/rimTweakingTable.dat'\n");
|
||||
else{
|
||||
char *fp = (char*)work_buff;
|
||||
|
@ -1091,21 +1091,25 @@ CMoneyMessages::Render()
|
||||
void
|
||||
CMoneyMessages::RegisterOne(CVector vecPos, const char *pText, uint8 bRed, uint8 bGreen, uint8 bBlue, float fSize, float fOpacity)
|
||||
{
|
||||
uint32 nIndex = 0;
|
||||
while (aMoneyMessages[nIndex].m_nTimeRegistered != 0) {
|
||||
if (++nIndex >= NUMMONEYMESSAGES) return;
|
||||
uint32 i;
|
||||
#ifdef FIX_BUGS
|
||||
for(i = 0; i < NUMMONEYMESSAGES && aMoneyMessages[i].m_nTimeRegistered != 0; i++);
|
||||
#else
|
||||
for(i = 0; aMoneyMessages[i].m_nTimeRegistered != 0 && i < NUMMONEYMESSAGES; i++);
|
||||
#endif
|
||||
|
||||
if(i < NUMMONEYMESSAGES) {
|
||||
// Add data of this money message to the array
|
||||
AsciiToUnicode(pText, aMoneyMessages[i].m_aText);
|
||||
|
||||
aMoneyMessages[i].m_nTimeRegistered = CTimer::GetTimeInMilliseconds();
|
||||
aMoneyMessages[i].m_vecPosition = vecPos;
|
||||
aMoneyMessages[i].m_Colour.red = bRed;
|
||||
aMoneyMessages[i].m_Colour.green = bGreen;
|
||||
aMoneyMessages[i].m_Colour.blue = bBlue;
|
||||
aMoneyMessages[i].m_fSize = fSize;
|
||||
aMoneyMessages[i].m_fOpacity = fOpacity;
|
||||
}
|
||||
|
||||
// Add data of this money message to the array
|
||||
AsciiToUnicode(pText, aMoneyMessages[nIndex].m_aText);
|
||||
|
||||
aMoneyMessages[nIndex].m_nTimeRegistered = CTimer::GetTimeInMilliseconds();
|
||||
aMoneyMessages[nIndex].m_vecPosition = vecPos;
|
||||
aMoneyMessages[nIndex].m_Colour.red = bRed;
|
||||
aMoneyMessages[nIndex].m_Colour.green = bGreen;
|
||||
aMoneyMessages[nIndex].m_Colour.blue = bBlue;
|
||||
aMoneyMessages[nIndex].m_fSize = fSize;
|
||||
aMoneyMessages[nIndex].m_fOpacity = fOpacity;
|
||||
}
|
||||
|
||||
CRGBA FoamColour(255, 255, 255, 255);
|
||||
|
@ -104,7 +104,12 @@ CExplosion::AddExplosion(CEntity *explodingEntity, CEntity *culprit, eExplosionT
|
||||
#endif
|
||||
|
||||
int n = 0;
|
||||
#ifdef FIX_BUGS
|
||||
while (n < ARRAY_SIZE(gaExplosion) && gaExplosion[n].m_nIteration != 0)
|
||||
#else
|
||||
// array overrun is UB
|
||||
while (gaExplosion[n].m_nIteration != 0 && n < ARRAY_SIZE(gaExplosion))
|
||||
#endif
|
||||
n++;
|
||||
if (n == ARRAY_SIZE(gaExplosion))
|
||||
return false;
|
||||
|
@ -128,8 +128,12 @@ CProjectileInfo::AddProjectile(CEntity *entity, eWeaponType weapon, CVector pos,
|
||||
}
|
||||
|
||||
int i = 0;
|
||||
#ifdef FIX_BUGS
|
||||
while (i < ARRAY_SIZE(gaProjectileInfo) && gaProjectileInfo[i].m_bInUse) i++;
|
||||
#else
|
||||
// array overrun is UB
|
||||
while (gaProjectileInfo[i].m_bInUse && i < ARRAY_SIZE(gaProjectileInfo)) i++;
|
||||
|
||||
#endif
|
||||
if (i == ARRAY_SIZE(gaProjectileInfo))
|
||||
return false;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user