slightly better variable name
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@ -3582,9 +3582,9 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
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car->AutoPilot.m_nCruiseSpeed = *(float*)&ScriptParams[1];
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if (missionRetryScriptIndex == 40 && car->GetModelIndex() == MI_CHEETAH) // Turismo
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car->AutoPilot.m_nCruiseSpeed = 8 * car->AutoPilot.m_nCruiseSpeed / 10;
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car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fUnkMaxVelocity);
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car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
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#else
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car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fUnkMaxVelocity);
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car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
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#endif
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return 0;
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}
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@ -832,10 +832,10 @@ CPed::ProcessObjective(void)
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m_pMyVehicle->SetStatus(STATUS_PHYSICS);
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m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
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if (m_nPedType == PEDTYPE_COP) {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
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m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
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} else {
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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}
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m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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@ -4775,7 +4775,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
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if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
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if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
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nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
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nearVeh->SetStatus(STATUS_PHYSICS);
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nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
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@ -220,9 +220,9 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
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}
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if(handling->nIdentifier == HANDLING_RCBANDIT){
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handling->Transmission.fUnkMaxVelocity = handling->Transmission.fMaxVelocity;
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handling->Transmission.fMaxCruiseVelocity = handling->Transmission.fMaxVelocity;
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}else{
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handling->Transmission.fUnkMaxVelocity = velocity;
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handling->Transmission.fMaxCruiseVelocity = velocity;
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handling->Transmission.fMaxVelocity = velocity * 1.2f;
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}
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handling->Transmission.fMaxReverseVelocity = -0.2f;
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@ -18,7 +18,7 @@ public:
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uint8 Flags;
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float fEngineAcceleration;
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float fMaxVelocity;
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float fUnkMaxVelocity;
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float fMaxCruiseVelocity;
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float fMaxReverseVelocity;
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float fCurVelocity;
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@ -659,7 +659,7 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage
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if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
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CCarCtrl::SwitchVehicleToRealPhysics(this);
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AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
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AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fMaxCruiseVelocity;
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SetStatus(STATUS_PHYSICS);
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}
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}
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