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-rw-r--r--src/vehicles/Vehicle.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index 360b843b..378a4c0a 100644
--- a/src/vehicles/Vehicle.cpp
+++ b/src/vehicles/Vehicle.cpp
@@ -232,7 +232,7 @@ CVehicle::SetupLighting(void)
}else{
CVector coors = GetPosition();
float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
- if(!bHasBlip && lighting != 1.0f){
+ if(lighting != 1.0f){
SetAmbientAndDirectionalColours(lighting);
return true;
}
@@ -1512,7 +1512,7 @@ CVehicle::MakeNonDraggedPedsLeaveVehicle(CPed *ped1, CPed *ped2, CPlayerPed *&pl
for(i = 0; i < numPeds2; i++)
if(peds2[i]->IsFemale() || CGeneral::GetRandomTrueFalse()){
peds2[i]->m_leaveCarTimer = CTimer::GetTimeInMilliseconds() + 10000;
- peds2[i]->b156_8 = true;
+ peds2[i]->bHeldHostageInCar = true;
peds2[i]->bFleeAfterExitingCar = true;
}
}
@@ -1557,9 +1557,9 @@ CVehicle::IsLawEnforcementVehicle(void)
}
bool
-CVehicle::UsesSiren(uint32 id)
+CVehicle::UsesSiren(void)
{
- switch(id){
+ switch(GetModelIndex()){
case MI_FIRETRUCK:
case MI_AMBULAN:
case MI_FBICAR:
@@ -2239,7 +2239,7 @@ CVehicle::DoSunGlare(void)
int a2 = colmodel->triangles[i+1].a;
int b2 = colmodel->triangles[i+1].b;
int c2 = colmodel->triangles[i+1].c;
- CVector vert1 = colmodel->vertices[a1];
+ CVector vert1 = colmodel->vertices[a1].Get();
CVector vert4;
// Need an upward surface
if(vert1.z <= 0.0f)
@@ -2250,23 +2250,23 @@ CVehicle::DoSunGlare(void)
if(a2 != a1 && a2 != b1 && a2 != c1){
// a2 is not in tri1
numTri2Verts++;
- vert4 = colmodel->vertices[a2];
+ vert4 = colmodel->vertices[a2].Get();
}
if(b2 != a1 && b2 != b1 && b2 != c1){
// b2 is not in tri1
numTri2Verts++;
- vert4 = colmodel->vertices[b2];
+ vert4 = colmodel->vertices[b2].Get();
}
if(c2 != a1 && c2 != b1 && c2 != c1){
// c2 is not in tri1
numTri2Verts++;
- vert4 = colmodel->vertices[c2];
+ vert4 = colmodel->vertices[c2].Get();
}
// Need exactly one vertex from tri2 for a quad with tri1
if(numTri2Verts != 1)
continue;
- CVector mid = (vert1 + colmodel->vertices[b1] + colmodel->vertices[c1] + vert4)/4.0f;
+ CVector mid = (vert1 + colmodel->vertices[b1].Get() + colmodel->vertices[c1].Get() + vert4)/4.0f;
float dy = mid.y - vert1.y;
float dx = mid.x - vert1.x;
float dist = 1.4f * Min(Abs(dx), Abs(dy));