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Merge pull request #947 from withmorten/miami
fix CPed struct, GetWantedLevel
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commit
afcb794d59
@ -41,6 +41,7 @@ public:
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int32 NumOfHelisRequired();
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void SetWantedLevel(int32);
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void SetWantedLevelNoDrop(int32 level);
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int32 GetWantedLevel() { return m_nWantedLevel; }
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void CheatWantedLevel(int32 level);
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void RegisterCrime(eCrimeType type, const CVector &coors, uint32 id, bool policeDoesntCare);
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void RegisterCrime_Immediately(eCrimeType type, const CVector &coors, uint32 id, bool policeDoesntCare);
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@ -492,10 +492,15 @@ public:
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uint32 bDonePositionOutOfCollision : 1;
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uint32 bCanAttackPlayerWithCops : 1;
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#ifdef KANGAROO_CHEAT
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// our own flags
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uint32 m_ped_flagI80 : 1; // KANGAROO_CHEAT define makes use of this as cheat toggle
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#endif
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uint8 m_gangFlags;
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uint8 m_unused15D; // these 3 can't be padding but had to actually have been members ...
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uint8 m_unused15E;
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uint8 m_unused15F;
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uint8 CharCreatedBy;
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eObjective m_objective;
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eObjective m_prevObjective;
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@ -536,7 +541,7 @@ public:
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uint32 m_pathNodeTimer;
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CPathNode m_pathNodeObjPool[8];
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CPathNode* m_pCurPathNode;
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char m_nPathDir;
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int8 m_nPathDir;
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CPathNode* m_pLastPathNode;
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CPathNode* m_pNextPathNode;
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CVector m_followPathDestPos;
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@ -288,7 +288,7 @@ CAutomobile::ProcessControl(void)
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// Improve grip of vehicles in certain cases
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bool strongGrip1 = false;
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bool strongGrip2 = false;
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if(FindPlayerVehicle() && this != FindPlayerVehicle() && FindPlayerPed()->m_pWanted->m_nWantedLevel > 3 &&
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if(FindPlayerVehicle() && this != FindPlayerVehicle() && FindPlayerPed()->m_pWanted->GetWantedLevel() > 3 &&
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(AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE ||
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AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_FARAWAY || AutoPilot.m_nCarMission == MISSION_BLOCKPLAYER_CLOSE) &&
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FindPlayerSpeed().Magnitude() > 0.3f){
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