slightly better variable name
This commit is contained in:
parent
78fed0dfe7
commit
0d05be4e31
@ -3582,9 +3582,9 @@ int8 CRunningScript::ProcessCommands100To199(int32 command)
|
|||||||
car->AutoPilot.m_nCruiseSpeed = *(float*)&ScriptParams[1];
|
car->AutoPilot.m_nCruiseSpeed = *(float*)&ScriptParams[1];
|
||||||
if (missionRetryScriptIndex == 40 && car->GetModelIndex() == MI_CHEETAH) // Turismo
|
if (missionRetryScriptIndex == 40 && car->GetModelIndex() == MI_CHEETAH) // Turismo
|
||||||
car->AutoPilot.m_nCruiseSpeed = 8 * car->AutoPilot.m_nCruiseSpeed / 10;
|
car->AutoPilot.m_nCruiseSpeed = 8 * car->AutoPilot.m_nCruiseSpeed / 10;
|
||||||
car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fUnkMaxVelocity);
|
car->AutoPilot.m_nCruiseSpeed = Min(car->AutoPilot.m_nCruiseSpeed, 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
|
||||||
#else
|
#else
|
||||||
car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fUnkMaxVelocity);
|
car->AutoPilot.m_nCruiseSpeed = Min(*(float*)&ScriptParams[1], 60.0f * car->pHandling->Transmission.fMaxCruiseVelocity);
|
||||||
#endif
|
#endif
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -832,10 +832,10 @@ CPed::ProcessObjective(void)
|
|||||||
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
m_pMyVehicle->SetStatus(STATUS_PHYSICS);
|
||||||
m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
m_pMyVehicle->AutoPilot.m_nPrevRouteNode = 0;
|
||||||
if (m_nPedType == PEDTYPE_COP) {
|
if (m_nPedType == PEDTYPE_COP) {
|
||||||
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity);
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = (FindPlayerPed()->m_pWanted->m_nWantedLevel * 0.1f + 0.6f) * (GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity);
|
||||||
m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
|
m_pMyVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
|
||||||
} else {
|
} else {
|
||||||
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
|
m_pMyVehicle->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * m_pMyVehicle->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
|
||||||
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
|
m_pMyVehicle->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
|
||||||
}
|
}
|
||||||
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
m_pMyVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||||
@ -4775,7 +4775,7 @@ CPed::RegisterThreatWithGangPeds(CEntity *attacker)
|
|||||||
if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
|
if (nearVehDriver && nearVehDriver != this && nearVehDriver->m_nPedType == m_nPedType) {
|
||||||
|
|
||||||
if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
|
if (nearVeh->IsVehicleNormal() && nearVeh->IsCar()) {
|
||||||
nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fUnkMaxVelocity * 0.8f;
|
nearVeh->AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * nearVeh->pHandling->Transmission.fMaxCruiseVelocity * 0.8f;
|
||||||
nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
|
nearVeh->AutoPilot.m_nCarMission = MISSION_RAMPLAYER_FARAWAY;
|
||||||
nearVeh->SetStatus(STATUS_PHYSICS);
|
nearVeh->SetStatus(STATUS_PHYSICS);
|
||||||
nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
nearVeh->AutoPilot.m_nTempAction = TEMPACT_NONE;
|
||||||
|
@ -220,9 +220,9 @@ cHandlingDataMgr::ConvertDataToGameUnits(tHandlingData *handling)
|
|||||||
}
|
}
|
||||||
|
|
||||||
if(handling->nIdentifier == HANDLING_RCBANDIT){
|
if(handling->nIdentifier == HANDLING_RCBANDIT){
|
||||||
handling->Transmission.fUnkMaxVelocity = handling->Transmission.fMaxVelocity;
|
handling->Transmission.fMaxCruiseVelocity = handling->Transmission.fMaxVelocity;
|
||||||
}else{
|
}else{
|
||||||
handling->Transmission.fUnkMaxVelocity = velocity;
|
handling->Transmission.fMaxCruiseVelocity = velocity;
|
||||||
handling->Transmission.fMaxVelocity = velocity * 1.2f;
|
handling->Transmission.fMaxVelocity = velocity * 1.2f;
|
||||||
}
|
}
|
||||||
handling->Transmission.fMaxReverseVelocity = -0.2f;
|
handling->Transmission.fMaxReverseVelocity = -0.2f;
|
||||||
|
@ -18,7 +18,7 @@ public:
|
|||||||
uint8 Flags;
|
uint8 Flags;
|
||||||
float fEngineAcceleration;
|
float fEngineAcceleration;
|
||||||
float fMaxVelocity;
|
float fMaxVelocity;
|
||||||
float fUnkMaxVelocity;
|
float fMaxCruiseVelocity;
|
||||||
float fMaxReverseVelocity;
|
float fMaxReverseVelocity;
|
||||||
float fCurVelocity;
|
float fCurVelocity;
|
||||||
|
|
||||||
|
@ -659,7 +659,7 @@ CVehicle::InflictDamage(CEntity* damagedBy, eWeaponType weaponType, float damage
|
|||||||
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
|
if (m_randomSeed < DAMAGE_FLEE_IN_CAR_PROBABILITY_VALUE) {
|
||||||
CCarCtrl::SwitchVehicleToRealPhysics(this);
|
CCarCtrl::SwitchVehicleToRealPhysics(this);
|
||||||
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
|
||||||
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fUnkMaxVelocity;
|
AutoPilot.m_nCruiseSpeed = GAME_SPEED_TO_CARAI_SPEED * pHandling->Transmission.fMaxCruiseVelocity;
|
||||||
SetStatus(STATUS_PHYSICS);
|
SetStatus(STATUS_PHYSICS);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user