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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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3b9b0646b8
@ -3239,9 +3239,7 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
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{
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CollectParameters(&m_nIp, 1);
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CPed* pPed = CWorld::Players[ScriptParams[0]].m_pPed;
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float angle = pPed->bInVehicle ?
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Atan2(-pPed->m_pMyVehicle->GetForward().x, pPed->m_pMyVehicle->GetForward().y) :
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Atan2(-pPed->GetForward().x, pPed->GetForward().y);
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float angle = pPed->bInVehicle ? pPed->m_pMyVehicle->GetForward().Heading() : pPed->GetForward().Heading();
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*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
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StoreParameters(&m_nIp, 1);
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return 0;
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@ -3263,9 +3261,7 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
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CollectParameters(&m_nIp, 1);
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CPed* pPed = CPools::GetPedPool()->GetAt(ScriptParams[0]);
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assert(pPed);
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float angle = pPed->bInVehicle ?
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Atan2(-pPed->m_pMyVehicle->GetForward().x, pPed->m_pMyVehicle->GetForward().y) :
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Atan2(-pPed->GetForward().x, pPed->GetForward().y);
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float angle = pPed->bInVehicle ? pPed->m_pMyVehicle->GetForward().Heading() : pPed->GetForward().Heading();
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*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
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StoreParameters(&m_nIp, 1);
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return 0;
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@ -3288,7 +3284,7 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
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CollectParameters(&m_nIp, 1);
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CVehicle* pVehicle = CPools::GetVehiclePool()->GetAt(ScriptParams[0]);
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assert(pVehicle);
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float angle = Atan2(-pVehicle->GetForward().x, pVehicle->GetForward().y);
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float angle = pVehicle->GetForward().Heading();
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*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
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StoreParameters(&m_nIp, 1);
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return 0;
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@ -3306,7 +3302,7 @@ int8 CRunningScript::ProcessCommandsFrom300To399(int32 command)
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CollectParameters(&m_nIp, 1);
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CObject* pObject = CPools::GetObjectPool()->GetAt(ScriptParams[0]);
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assert(pObject);
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float angle = Atan2(-pObject->GetForward().x, pObject->GetForward().y);
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float angle = pObject->GetForward().Heading();
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*(float*)&ScriptParams[0] = CGeneral::LimitAngle(RADTODEG(angle));
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StoreParameters(&m_nIp, 1);
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return 0;
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@ -144,7 +144,7 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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if(veh && veh->IsTrain()){
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if(((CTrain*)veh)->m_nDoorState != TRAIN_DOOR_OPEN)
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return;
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}else if(playerCoors.z < 4.0f && !CCullZones::DoINeedToLoadCollision())
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}else if(playerCoors.z < -4.0f && !CCullZones::DoINeedToLoadCollision())
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return;
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// Figure out whose level's collisions we're most likely to be interested in
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