mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 09:39:16 +01:00
renamed flag to R* name
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parent
0aaaab3622
commit
8de701dd70
@ -207,7 +207,7 @@ CAutomobile::ProcessControl(void)
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int i;
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int i;
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CColModel *colModel;
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CColModel *colModel;
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if(bUseSpecialColModel)
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if(bUsingSpecialColModel)
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colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
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colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
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else
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else
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colModel = GetColModel();
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colModel = GetColModel();
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@ -1423,7 +1423,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
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if(m_status != STATUS_SIMPLE)
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if(m_status != STATUS_SIMPLE)
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bVehicleColProcessed = true;
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bVehicleColProcessed = true;
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if(bUseSpecialColModel)
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if(bUsingSpecialColModel)
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colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
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colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
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else
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else
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colModel = GetColModel();
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colModel = GetColModel();
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@ -1805,7 +1805,7 @@ CAutomobile::HydraulicControl(void)
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if(m_status != STATUS_PLAYER){
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if(m_status != STATUS_PLAYER){
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// reset hydraulics for non-player cars
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// reset hydraulics for non-player cars
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if(!bUseSpecialColModel)
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if(!bUsingSpecialColModel)
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return;
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return;
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if(specialColModel != nil) // this is always true
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if(specialColModel != nil) // this is always true
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for(i = 0; i < 4; i++)
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for(i = 0; i < 4; i++)
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@ -1825,7 +1825,7 @@ CAutomobile::HydraulicControl(void)
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if(playerInfo->m_pVehicleEx == this)
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if(playerInfo->m_pVehicleEx == this)
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playerInfo->m_pVehicleEx = nil;
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playerInfo->m_pVehicleEx = nil;
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bUseSpecialColModel = false;
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bUsingSpecialColModel = false;
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m_hydraulicState = 0;
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m_hydraulicState = 0;
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return;
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return;
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}
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}
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@ -1839,14 +1839,14 @@ CAutomobile::HydraulicControl(void)
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float extendedLowerLimit = normalLowerLimit - 0.2f;
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float extendedLowerLimit = normalLowerLimit - 0.2f;
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float extendedSpringLength = extendedUpperLimit - extendedLowerLimit;
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float extendedSpringLength = extendedUpperLimit - extendedLowerLimit;
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if(!bUseSpecialColModel){
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if(!bUsingSpecialColModel){
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// Init special col model
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// Init special col model
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if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this)
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if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this)
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playerInfo->m_pVehicleEx->bUseSpecialColModel = false;
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playerInfo->m_pVehicleEx->bUsingSpecialColModel = false;
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playerInfo->m_pVehicleEx = this;
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playerInfo->m_pVehicleEx = this;
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playerInfo->m_ColModel = *normalColModel;
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playerInfo->m_ColModel = *normalColModel;
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bUseSpecialColModel = true;
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bUsingSpecialColModel = true;
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specialColModel = &playerInfo->m_ColModel;
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specialColModel = &playerInfo->m_ColModel;
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if(m_fVelocityChangeForAudio > 0.1f)
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if(m_fVelocityChangeForAudio > 0.1f)
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@ -70,7 +70,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
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bHasBeenOwnedByPlayer = false;
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bHasBeenOwnedByPlayer = false;
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m_veh_flagC20 = false;
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m_veh_flagC20 = false;
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bCanBeDamaged = true;
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bCanBeDamaged = true;
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bUseSpecialColModel = false;
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bUsingSpecialColModel = false;
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m_veh_flagD1 = false;
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m_veh_flagD1 = false;
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m_veh_flagD2 = false;
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m_veh_flagD2 = false;
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m_nGunFiringTime = 0;
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m_nGunFiringTime = 0;
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@ -191,7 +191,7 @@ public:
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uint8 m_veh_flagC10 : 1;
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uint8 m_veh_flagC10 : 1;
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uint8 m_veh_flagC20 : 1;
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uint8 m_veh_flagC20 : 1;
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uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
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uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
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uint8 bUseSpecialColModel : 1;
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uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
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uint8 m_veh_flagD1 : 1;
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uint8 m_veh_flagD1 : 1;
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uint8 m_veh_flagD2 : 1;
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uint8 m_veh_flagD2 : 1;
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