fixes
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@ -984,13 +984,15 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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if (pVehicle->GetModelIndex() == MI_RCBANDIT){
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if (dotVelocity * GAME_SPEED_TO_METERS_PER_SECOND / 2 > distanceUntilHit)
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pPed->SetEvasiveStep(pVehicle, 0);
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}else if (dotVelocity > 0.3f){
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if (sideLength - 0.5f < sidewaysDistance)
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}
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else if (dotVelocity > 0.3f) {
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if (sideLength + 0.1f < sidewaysDistance)
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pPed->SetEvasiveStep(pVehicle, 0);
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else
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pPed->SetEvasiveDive(pVehicle, 0);
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}else{
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if (sideLength + 0.1f < sidewaysDistance)
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}
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else if (dotVelocity > 0.1f) {
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if (sideLength - 0.5f < sidewaysDistance)
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pPed->SetEvasiveStep(pVehicle, 0);
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else
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pPed->SetEvasiveDive(pVehicle, 0);
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@ -1019,7 +1021,7 @@ void CCarCtrl::SlowCarDownForPedsSectorList(CPtrList& lst, CVehicle* pVehicle, f
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CPlayerPed* pPlayerPed = (CPlayerPed*)pPed;
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if (pPlayerPed->IsPlayer() && dotDirection < frontSafe &&
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pPlayerPed->IsPedInControl() &&
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pPlayerPed->m_fMoveSpeed < 0.1f && pPlayerPed->bIsLooking &&
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pPlayerPed->m_fMoveSpeed < 1.0f && !pPlayerPed->bIsLooking &&
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CTimer::GetTimeInMilliseconds() > pPlayerPed->m_lookTimer) {
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pPlayerPed->AnnoyPlayerPed(false);
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pPlayerPed->SetLookFlag(pVehicle, true);
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