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-rw-r--r--src/control/CarCtrl.cpp6
-rw-r--r--src/core/Fire.cpp6
-rw-r--r--src/peds/PedAI.cpp8
3 files changed, 16 insertions, 4 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index 8f6330b3..e63da83a 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -2858,9 +2858,11 @@ void CCarCtrl::SteerAICarWithPhysicsFollowPath(CVehicle* pVehicle, float* pSwerv
case DRIVINGSTYLE_STOP_FOR_CARS_IGNORE_LIGHTS:
speedStyleMultiplier = FindMaximumSpeedForThisCarInTraffic(pVehicle);
#ifdef FIX_BUGS
- if (pVehicle->AutoPilot.m_nCruiseSpeed != 0)
+ if (pVehicle->AutoPilot.GetCruiseSpeed() != 0)
+ speedStyleMultiplier /= pVehicle->AutoPilot.GetCruiseSpeed();
+#else
+ speedStyleMultiplier /= pVehicle->AutoPilot.m_nCruiseSpeed;
#endif
- speedStyleMultiplier /= pVehicle->AutoPilot.m_nCruiseSpeed;
break;
default:
speedStyleMultiplier = 1.0f;
diff --git a/src/core/Fire.cpp b/src/core/Fire.cpp
index a47ca3cf..e73ffea1 100644
--- a/src/core/Fire.cpp
+++ b/src/core/Fire.cpp
@@ -107,7 +107,11 @@ CFire::ProcessFire(void)
}
}
}
- if (!FindPlayerVehicle() && !FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
+ if (!FindPlayerVehicle() &&
+#ifdef FIX_BUGS
+ FindPlayerPed() &&
+#endif
+ !FindPlayerPed()->m_pFire && !(FindPlayerPed()->bFireProof)
&& ((FindPlayerPed()->GetPosition() - m_vecPos).MagnitudeSqr() < 2.0f)) {
FindPlayerPed()->DoStuffToGoOnFire();
gFireManager.StartFire(FindPlayerPed(), m_pSource, 0.8f, 1);
diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp
index 23119a59..ecd11098 100644
--- a/src/peds/PedAI.cpp
+++ b/src/peds/PedAI.cpp
@@ -3293,9 +3293,15 @@ CPed::PedAnimStepOutCarCB(CAnimBlendAssociation* animAssoc, void* arg)
}
if (ped->bFleeAfterExitingCar || ped->bGonnaKillTheCarJacker) {
- // POTENTIAL BUG? Why DOOR_FRONT_LEFT instead of door variable? or vice versa?
+#ifdef FIX_BUGS
+ if (!veh->IsDoorMissing(door))
+ ((CAutomobile*)veh)->Damage.SetDoorStatus(door, DOOR_STATUS_SWINGING);
+ PedSetOutCarCB(nil, ped);
+ return;
+#else
if (!veh->IsDoorMissing(door))
((CAutomobile*)veh)->Damage.SetDoorStatus(DOOR_FRONT_LEFT, DOOR_STATUS_SWINGING);
+#endif
} else {
switch (door) {
case DOOR_FRONT_LEFT: