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authoraap <aap@papnet.eu>2019-07-27 13:02:49 +0200
committeraap <aap@papnet.eu>2019-07-27 13:02:49 +0200
commit8de701dd70c823e5151559b2b793670fe0f9b6cf (patch)
tree28348dcc87f5c3a2a8be965f6c81dcc420f77927 /src
parentCAutomobile::Render; moved some math code into .cpp (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/vehicles/Automobile.cpp14
-rw-r--r--src/vehicles/Vehicle.cpp2
-rw-r--r--src/vehicles/Vehicle.h2
3 files changed, 9 insertions, 9 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index b49bc5e0..50010d3c 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -207,7 +207,7 @@ CAutomobile::ProcessControl(void)
int i;
CColModel *colModel;
- if(bUseSpecialColModel)
+ if(bUsingSpecialColModel)
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
else
colModel = GetColModel();
@@ -1423,7 +1423,7 @@ CAutomobile::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
if(m_status != STATUS_SIMPLE)
bVehicleColProcessed = true;
- if(bUseSpecialColModel)
+ if(bUsingSpecialColModel)
colModel = &CWorld::Players[CWorld::PlayerInFocus].m_ColModel;
else
colModel = GetColModel();
@@ -1805,7 +1805,7 @@ CAutomobile::HydraulicControl(void)
if(m_status != STATUS_PLAYER){
// reset hydraulics for non-player cars
- if(!bUseSpecialColModel)
+ if(!bUsingSpecialColModel)
return;
if(specialColModel != nil) // this is always true
for(i = 0; i < 4; i++)
@@ -1825,7 +1825,7 @@ CAutomobile::HydraulicControl(void)
if(playerInfo->m_pVehicleEx == this)
playerInfo->m_pVehicleEx = nil;
- bUseSpecialColModel = false;
+ bUsingSpecialColModel = false;
m_hydraulicState = 0;
return;
}
@@ -1839,14 +1839,14 @@ CAutomobile::HydraulicControl(void)
float extendedLowerLimit = normalLowerLimit - 0.2f;
float extendedSpringLength = extendedUpperLimit - extendedLowerLimit;
- if(!bUseSpecialColModel){
+ if(!bUsingSpecialColModel){
// Init special col model
if(playerInfo->m_pVehicleEx && playerInfo->m_pVehicleEx == this)
- playerInfo->m_pVehicleEx->bUseSpecialColModel = false;
+ playerInfo->m_pVehicleEx->bUsingSpecialColModel = false;
playerInfo->m_pVehicleEx = this;
playerInfo->m_ColModel = *normalColModel;
- bUseSpecialColModel = true;
+ bUsingSpecialColModel = true;
specialColModel = &playerInfo->m_ColModel;
if(m_fVelocityChangeForAudio > 0.1f)
diff --git a/src/vehicles/Vehicle.cpp b/src/vehicles/Vehicle.cpp
index d8ea6211..f7df645d 100644
--- a/src/vehicles/Vehicle.cpp
+++ b/src/vehicles/Vehicle.cpp
@@ -70,7 +70,7 @@ CVehicle::CVehicle(uint8 CreatedBy)
bHasBeenOwnedByPlayer = false;
m_veh_flagC20 = false;
bCanBeDamaged = true;
- bUseSpecialColModel = false;
+ bUsingSpecialColModel = false;
m_veh_flagD1 = false;
m_veh_flagD2 = false;
m_nGunFiringTime = 0;
diff --git a/src/vehicles/Vehicle.h b/src/vehicles/Vehicle.h
index d9b9b973..0592292c 100644
--- a/src/vehicles/Vehicle.h
+++ b/src/vehicles/Vehicle.h
@@ -191,7 +191,7 @@ public:
uint8 m_veh_flagC10 : 1;
uint8 m_veh_flagC20 : 1;
uint8 bCanBeDamaged : 1; // Set to FALSE during cut scenes to avoid explosions
- uint8 bUseSpecialColModel : 1;
+ uint8 bUsingSpecialColModel : 1;// Is player vehicle using special collision model, stored in player strucure
uint8 m_veh_flagD1 : 1;
uint8 m_veh_flagD2 : 1;