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author | Nikolay Korolev <nickvnuk@gmail.com> | 2019-10-09 00:00:51 +0200 |
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committer | Nikolay Korolev <nickvnuk@gmail.com> | 2019-10-09 00:00:51 +0200 |
commit | 80a74d2e77b5ea0af4f81217e0b41800e2dabb52 (patch) | |
tree | 0dd73fbe54673f0245a934b15e21607a384f2e99 | |
parent | Merge remote-tracking branch 'upstream/master' into carctrl_dev (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/control/CarCtrl.cpp | 16 |
1 files changed, 7 insertions, 9 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 4775d595..e2cb5f86 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -629,7 +629,7 @@ CCarCtrl::ChoosePoliceCarModel(void) if (FindPlayerPed()->m_pWanted->AreArmyRequired() && CStreaming::HasModelLoaded(MI_RHINO) && CStreaming::HasModelLoaded(MI_BARRACKS) && - CStreaming::HasModelLoaded(MI_RHINO)) + CStreaming::HasModelLoaded(MI_ARMY)) return CGeneral::GetRandomTrueFalse() ? MI_BARRACKS : MI_RHINO; return MI_POLICE; } @@ -1516,7 +1516,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) if (pVehicle->AutoPilot.m_nNextRouteNode != prevNode) { pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) && - (!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) && + (!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel) && !goingAgainstOneWayRoad) break; } @@ -1536,7 +1536,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) if (!goingAgainstOneWayRoad) { pNextPathNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nNextRouteNode]; if ((!pNextPathNode->bDisabled || pPrevPathNode->bDisabled) && - (!pNextPathNode->bBetweenLevels || pNextPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel)) + (!pNextPathNode->bBetweenLevels || pPrevPathNode->bBetweenLevels || !pVehicle->AutoPilot.m_bStayInCurrentLevel)) /* Nice way to exit loop but this will fail because this is used for indexing! */ nextLink = 1000; } @@ -1559,7 +1559,7 @@ void CCarCtrl::PickNextNodeRandomly(CVehicle* pVehicle) pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection; pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane; pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurPathNode->firstLink]; - uint8 lanesOnNextNode; + int8 lanesOnNextNode; if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode){ pVehicle->AutoPilot.m_nNextDirection = 1; lanesOnNextNode = pNextLink->numLeftLanes; @@ -1729,7 +1729,7 @@ void CCarCtrl::PickNextNodeToChaseCar(CVehicle* pVehicle, float targetX, float t pVehicle->AutoPilot.m_nCurrentDirection = pVehicle->AutoPilot.m_nNextDirection; pVehicle->AutoPilot.m_nCurrentLane = pVehicle->AutoPilot.m_nNextLane; pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]; - uint8 lanesOnNextNode; + int8 lanesOnNextNode; if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) { pVehicle->AutoPilot.m_nNextDirection = 1; lanesOnNextNode = pNextLink->numLeftLanes; @@ -1818,7 +1818,7 @@ bool CCarCtrl::PickNextNodeToFollowPath(CVehicle* pVehicle) ; CCarPathLink* pNextLink = &ThePaths.m_carPathLinks[ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]]; pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]; - uint8 lanesOnNextNode; + int8 lanesOnNextNode; if (curNode >= pVehicle->AutoPilot.m_nNextRouteNode) { pVehicle->AutoPilot.m_nNextDirection = 1; lanesOnNextNode = pNextLink->numLeftLanes; @@ -2103,10 +2103,8 @@ void CCarCtrl::SteerAICarWithPhysics_OnlyMission(CVehicle* pVehicle, float* pSwe case MISSION_GOTOCOORDS_ACCURATE: case MISSION_RAMCAR_FARAWAY: case MISSION_BLOCKCAR_FARAWAY: - { SteerAICarWithPhysicsFollowPath(pVehicle, pSwerve, pAccel, pBrake, pHandbrake); return; - } case MISSION_RAMPLAYER_CLOSE: { CVector2D targetPos = FindPlayerCoors(); @@ -2565,7 +2563,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle) int nextLink; CPathNode* pCurNode = &ThePaths.m_pathNodes[pVehicle->AutoPilot.m_nCurrentRouteNode]; for (nextLink = 0; nextLink < 12; nextLink++) - if (ThePaths.m_connections[nextLink + pCurNode->firstLink] != pVehicle->AutoPilot.m_nNextRouteNode) + if (ThePaths.m_connections[nextLink + pCurNode->firstLink] == pVehicle->AutoPilot.m_nNextRouteNode) break; pVehicle->AutoPilot.m_nNextPathNodeInfo = ThePaths.m_carPathConnections[nextLink + pCurNode->firstLink]; pVehicle->AutoPilot.m_nNextDirection = (pVehicle->AutoPilot.m_nCurrentRouteNode >= pVehicle->AutoPilot.m_nNextRouteNode) ? 1 : -1; |