Merge remote-tracking branch 'origin/miami' into lcs

# Conflicts:
#	src/animation/CutsceneMgr.cpp
#	src/control/CarCtrl.cpp
#	src/control/Script.cpp
#	src/control/Script2.cpp
#	src/core/Frontend.cpp
#	src/core/main.cpp
#	src/entities/Physical.cpp
#	src/peds/Ped.cpp
#	src/peds/PedAI.cpp
#	src/text/Messages.cpp
#	src/vehicles/Cranes.cpp
#	src/vehicles/Transmission.cpp
This commit is contained in:
Sergeanur
2021-01-22 15:04:09 +02:00
130 changed files with 92 additions and 669 deletions

View File

@ -85,8 +85,6 @@
#define MINIMAL_DISTANCE_TO_SPAWN_OFFSCREEN (40.0f)
#define EXTENDED_RANGE_DESPAWN_MULTIPLIER (1.5f)
//--MIAMI: file done
bool CCarCtrl::bMadDriversCheat;
int CCarCtrl::NumLawEnforcerCars;
int CCarCtrl::NumAmbulancesOnDuty;
@ -115,8 +113,6 @@ uint32 aCarsToKeepTime[MAX_CARS_TO_KEEP];
bool gbEmergencyVehiclesEnabled = true;
//--MIAMI: done except heli/plane functions
void
CCarCtrl::GenerateRandomCars()
{
@ -156,12 +152,12 @@ CCarCtrl::GenerateOneRandomCar()
CWanted* pWanted = pPlayer->m_pPed->m_pWanted;
int carClass;
int carModel;
if (pWanted->m_nWantedLevel > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
if (pWanted->GetWantedLevel() > 1 && NumLawEnforcerCars < pWanted->m_MaximumLawEnforcerVehicles &&
pWanted->m_CurrentCops < pWanted->m_MaxCops && !CGame::IsInInterior() && (
pWanted->m_nWantedLevel > 3 ||
pWanted->m_nWantedLevel > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
pWanted->m_nWantedLevel > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
/* Last pWanted->m_nWantedLevel > 1 is unnecessary but I added it for better readability. */
pWanted->GetWantedLevel() > 3 ||
pWanted->GetWantedLevel() > 2 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 5000 ||
pWanted->GetWantedLevel() > 1 && CTimer::GetTimeInMilliseconds() > LastTimeLawEnforcerCreated + 8000)) {
/* Last pWanted->GetWantedLevel() > 1 is unnecessary but I added it for better readability. */
/* Wouldn't be surprised it was there originally but was optimized out. */
carClass = COPS;
carModel = ChoosePoliceCarModel();
@ -170,7 +166,7 @@ CCarCtrl::GenerateOneRandomCar()
carModel = ChooseModel(&zone, &carClass);
if (carModel == -1)
return;
if (!(carClass == COPS && pWanted->m_nWantedLevel >= 1))
if (!(carClass == COPS && pWanted->GetWantedLevel() >= 1))
/* All cop spawns with wanted level are handled by condition above. */
/* In particular it means that cop cars never spawn if player has wanted level of 1. */
break;
@ -318,7 +314,7 @@ CCarCtrl::GenerateOneRandomCar()
}
if (!ThePaths.GenerateCarCreationCoors(vecTargetPos.x, vecTargetPos.y, frontX, frontY,
preferredDistance, angleLimit, invertAngleLimitTest, &spawnPosition, &curNodeId, &nextNodeId,
&positionBetweenNodes, carClass == COPS && pWanted->m_nWantedLevel >= 1))
&positionBetweenNodes, carClass == COPS && pWanted->GetWantedLevel() >= 1))
return;
CPathNode* pCurNode = &ThePaths.m_pathNodes[curNodeId];
CPathNode* pNextNode = &ThePaths.m_pathNodes[nextNodeId];
@ -384,7 +380,7 @@ CCarCtrl::GenerateOneRandomCar()
switch (carClass) {
case COPS:
pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->m_nWantedLevel != 0){
if (CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_pWanted->GetWantedLevel() != 0){
pVehicle->AutoPilot.m_nCruiseSpeed = CCarAI::FindPoliceCarSpeedForWantedLevel(pVehicle);
pVehicle->AutoPilot.m_fMaxTrafficSpeed = pVehicle->AutoPilot.m_nCruiseSpeed / 2;
pVehicle->AutoPilot.m_nCarMission = CCarAI::FindPoliceCarMissionForWantedLevel();
@ -3199,7 +3195,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
void CCarCtrl::GenerateEmergencyServicesCar(void)
{
if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
if (FindPlayerPed()->m_pWanted->GetWantedLevel() > 3)
return;
if (CGame::IsInInterior())
return;