Sanitizer fixes 2

This commit is contained in:
erorcun 2021-07-03 01:32:47 +03:00
parent 43631ba203
commit 1c0878f65b
3 changed files with 15 additions and 14 deletions

View File

@ -28,7 +28,7 @@ class CCrimeBeingQd
{ {
public: public:
eCrimeType m_nType; eCrimeType m_nType;
uint32 m_nId; int32 m_nId;
uint32 m_nTime; uint32 m_nTime;
CVector m_vecPosn; CVector m_vecPosn;
bool m_bReported; bool m_bReported;

View File

@ -2887,7 +2887,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel(); CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
if (!bUsesCollision && !bJustCheckCollision) if (!bUsesCollision && !bJustCheckCollision)
return false; return 0;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat()) if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
collidedWithBoat = true; collidedWithBoat = true;
@ -6775,7 +6775,7 @@ CPed::FollowPath(void)
} }
void void
CPed::SetEvasiveStep(CEntity *reason, uint8 animType) CPed::SetEvasiveStep(CPhysical *reason, uint8 animType)
{ {
AnimationId stepAnim; AnimationId stepAnim;
@ -6793,22 +6793,23 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
if (neededTurn > PI) if (neededTurn > PI)
neededTurn = TWOPI - neededTurn; neededTurn = TWOPI - neededTurn;
if (reason->IsVehicle() && ((CVehicle*)reason)->IsCar()) {
CVehicle *veh = (CVehicle*)reason; CVehicle *veh = (CVehicle*)reason;
if (reason->IsVehicle() && veh->IsCar()) {
if (veh->m_nCarHornTimer != 0) { if (veh->m_nCarHornTimer != 0) {
vehPressedHorn = true; vehPressedHorn = true;
if (!IsPlayer()) if (!IsPlayer())
animType = 1; animType = 1;
} }
} }
if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(veh, true); if (neededTurn <= DEGTORAD(90.0f) || reason->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) { SetLookFlag(reason, true);
if ((CGeneral::GetRandomNumber() & 1) && reason->GetModelIndex() != MI_RCBANDIT && animType == 0) {
stepAnim = ANIM_STD_HAILTAXI; stepAnim = ANIM_STD_HAILTAXI;
} else { } else {
float vehDirection = CGeneral::GetRadianAngleBetweenPoints( float dangerDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y, reason->m_vecMoveSpeed.x, reason->m_vecMoveSpeed.y,
0.0f, 0.0f); 0.0f, 0.0f);
// Let's turn our back to the "reason" // Let's turn our back to the "reason"
@ -6818,14 +6819,14 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
angleToFace -= TWOPI; angleToFace -= TWOPI;
// We don't want to run towards car's direction // We don't want to run towards car's direction
float dangerZone = angleToFace - vehDirection; float dangerZone = angleToFace - dangerDirection;
dangerZone = CGeneral::LimitRadianAngle(dangerZone); dangerZone = CGeneral::LimitRadianAngle(dangerZone);
// So, add or subtract 90deg (jump to left/right) according to that // So, add or subtract 90deg (jump to left/right) according to that
if (dangerZone > 0.0f) if (dangerZone > 0.0f)
angleToFace = vehDirection - HALFPI; angleToFace = dangerDirection - HALFPI;
else else
angleToFace = vehDirection + HALFPI; angleToFace = dangerDirection + HALFPI;
stepAnim = ANIM_STD_NUM; stepAnim = ANIM_STD_NUM;
if (animType == 0 || animType == 1) if (animType == 0 || animType == 1)

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@ -762,7 +762,7 @@ public:
void SetAimFlag(CEntity* to); void SetAimFlag(CEntity* to);
void SetAimFlag(float angle); void SetAimFlag(float angle);
void SetAmmo(eWeaponType weaponType, uint32 ammo); void SetAmmo(eWeaponType weaponType, uint32 ammo);
void SetEvasiveStep(CEntity*, uint8); void SetEvasiveStep(CPhysical*, uint8);
void GrantAmmo(eWeaponType, uint32); void GrantAmmo(eWeaponType, uint32);
void SetEvasiveDive(CPhysical*, uint8); void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*); void SetAttack(CEntity*);