49 lines
1.3 KiB
C++
49 lines
1.3 KiB
C++
// File header
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#include "Cutscene\CutSceneEntityFactory.h"
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//Rage header
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//game header
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#include "Objects/object.h"
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#include "CutsceneObject.h"
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#include "Modelinfo\BaseModelInfo.h "
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#include "Modelinfo\ModelInfo.h"
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#include "Cutscene/cutscene_channel.h"
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namespace CutsceneCreatureFactory
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{
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CCutSceneObject* Create(u32 ModelIndex, const Vector3 &vPos)
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{
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CCutSceneObject* pCutsceneCreature = NULL;
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CBaseModelInfo *pModelInfo = (CBaseModelInfo*)CModelInfo::GetBaseModelInfo(fwModelId(ModelIndex));
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if (pModelInfo)
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{
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cutsceneDebugf1("Creating cutscene object: %s", pModelInfo->GetModelName());
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#if __DEV
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CObject::bInObjectCreate = true; //used in dev to make sure that the objects get created through the correct channels.
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#endif
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if (pModelInfo->GetModelType() == MI_TYPE_PED)
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{
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Assertf(0,"cannot create ped type object");
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}
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else if (pModelInfo->GetModelType() == MI_TYPE_VEHICLE)
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{
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pCutsceneCreature = rage_new CCutSceneVehicle( ENTITY_OWNEDBY_CUTSCENE, ModelIndex,vPos);
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}
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else //(pModelInfo->GetIsTypeObject())
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{
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pCutsceneCreature = rage_new CCutSceneProp( ENTITY_OWNEDBY_CUTSCENE, ModelIndex, vPos);
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}
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#if __DEV
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CObject::bInObjectCreate = false;
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#endif
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return pCutsceneCreature;
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}
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return pCutsceneCreature;
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};
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}
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