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-rw-r--r--src/control/CarCtrl.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp
index cb4229eb..25ced498 100644
--- a/src/control/CarCtrl.cpp
+++ b/src/control/CarCtrl.cpp
@@ -124,18 +124,18 @@ 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 && (
- 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();
}else{
carModel = ChooseModel(&zone, &vecTargetPos, &carClass);
- 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. */
return;
@@ -267,7 +267,7 @@ CCarCtrl::GenerateOneRandomCar()
}
if (!ThePaths.NewGenerateCarCreationCoors(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;
int16 colliding;
CWorld::FindObjectsKindaColliding(spawnPosition, 10.0f, true, &colliding, 2, nil, false, true, true, false, false);
@@ -331,7 +331,7 @@ CCarCtrl::GenerateOneRandomCar()
}
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();
@@ -2415,7 +2415,7 @@ void CCarCtrl::SteerAICarWithPhysicsHeadingForTarget(CVehicle* pVehicle, CPhysic
*pHandbrake = true;
float maxAngle = FindMaxSteerAngle(pVehicle);
steerAngle = Min(maxAngle, Max(-maxAngle, steerAngle));
- float speedMultiplier = FindSpeedMultiplier(angleToTarget - angleForward,
+ float speedMultiplier = FindSpeedMultiplier(CGeneral::GetATanOfXY(targetX - pVehicle->GetPosition().x, targetY - pVehicle->GetPosition().y) - angleForward,
MIN_ANGLE_FOR_SPEED_LIMITING, MAX_ANGLE_FOR_SPEED_LIMITING, MIN_LOWERING_SPEED_COEFFICIENT);
float speedTarget = pVehicle->AutoPilot.m_nCruiseSpeed * speedMultiplier;
float currentSpeed = pVehicle->GetMoveSpeed().Magnitude() * GAME_SPEED_TO_CARAI_SPEED;
@@ -2654,7 +2654,7 @@ void CCarCtrl::FindLinksToGoWithTheseNodes(CVehicle* pVehicle)
void CCarCtrl::GenerateEmergencyServicesCar(void)
{
- if (FindPlayerPed()->m_pWanted->m_nWantedLevel > 3)
+ if (FindPlayerPed()->m_pWanted->GetWantedLevel() > 3)
return;
if (NumFiretrucksOnDuty + NumAmbulancesOnDuty + NumParkedCars + NumMissionCars +
NumLawEnforcerCars + NumRandomCars > MaxNumberOfCarsInUse)