From 6537dfe7f103161676a8850801383b0d63efd40e Mon Sep 17 00:00:00 2001 From: Sergeanur Date: Mon, 10 May 2021 02:34:21 +0300 Subject: Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix --- src/objects/Object.cpp | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/objects/Object.cpp') diff --git a/src/objects/Object.cpp b/src/objects/Object.cpp index 411e245a..85936bb8 100644 --- a/src/objects/Object.cpp +++ b/src/objects/Object.cpp @@ -63,7 +63,7 @@ CObject::CObject(CDummyObject *dummy) if (dummy->m_rwObject) AttachToRwObject(dummy->m_rwObject); else - GetMatrix() = dummy->GetMatrix(); + SetMatrix(dummy->GetMatrix()); m_objectMatrix = dummy->GetMatrix(); dummy->DetachFromRwObject(); @@ -112,8 +112,8 @@ void CObject::Teleport(CVector vecPos) { CWorld::Remove(this); - m_matrix.GetPosition() = vecPos; - m_matrix.UpdateRW(); + GetMatrix().GetPosition() = vecPos; + GetMatrix().UpdateRW(); UpdateRwFrame(); CWorld::Add(this); } @@ -170,7 +170,7 @@ CObject::ObjectDamage(float amount) amount = 0.0f; } if ((amount * m_fCollisionDamageMultiplier > 150.0f || bBodyCastDamageEffect) && m_nCollisionDamageEffect) { - const CVector& vecPos = m_matrix.GetPosition(); + const CVector& vecPos = GetMatrix().GetPosition(); const float fDirectionZ = 0.0002f * amount; switch (m_nCollisionDamageEffect) { @@ -329,7 +329,7 @@ CObject::Init(void) m_pCollidingEntity = nil; CColPoint point; CEntity* outEntity = nil; - const CVector& vecPos = m_matrix.GetPosition(); + const CVector& vecPos = GetMatrix().GetPosition(); if (CWorld::ProcessVerticalLine(vecPos, vecPos.z - 10.0f, point, outEntity, true, false, false, false, false, false, nil)) m_pCurSurface = outEntity; else -- cgit v1.2.3