diff options
Diffstat (limited to 'src/core/World.cpp')
-rw-r--r-- | src/core/World.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp index b2a01b80..4b2ca76e 100644 --- a/src/core/World.cpp +++ b/src/core/World.cpp @@ -1867,7 +1867,7 @@ CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason) int poolSize = CPools::GetVehiclePool()->GetSize(); for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) { CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex); - if(veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) { + if(veh && veh->GetStatus() != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) { if(Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius && Abs(veh->GetPosition().y - y) < radius) gFireManager.StartFire(veh, reason, 0.8f, true); @@ -1928,7 +1928,7 @@ CWorld::Process(void) if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) { RpAnimBlendClumpUpdateAnimations(csObj->GetClump(), - 0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT + 0.02f * (csObj->IsObject() ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep())); } @@ -1946,7 +1946,7 @@ CWorld::Process(void) if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP && RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) { RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(), - 0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT + 0.02f * (movingEnt->IsObject() ? CTimer::GetTimeStepNonClipped() : CTimer::GetTimeStep())); } @@ -2030,7 +2030,7 @@ CWorld::Process(void) movingEnt->UpdateRwFrame(); if(!movingEnt->bIsInSafePosition) { movingEnt->bIsStuck = true; - if(movingEnt->m_status == STATUS_PLAYER) { + if(movingEnt->GetStatus() == STATUS_PLAYER) { printf("STUCK: Final Step: Player Entity %d Is Stuck\n", movingEnt->m_modelIndex); movingEnt->m_vecMoveSpeed *= 0.3f; @@ -2178,10 +2178,10 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z, 0.0f, 0.0f, fPointZ); } - switch(pEntity->m_type) { + switch(pEntity->GetType()) { case ENTITY_TYPE_VEHICLE: - if(pEntity->m_status == STATUS_SIMPLE) { - pEntity->m_status = STATUS_PHYSICS; + if(pEntity->GetStatus() == STATUS_SIMPLE) { + pEntity->SetStatus(STATUS_PHYSICS); CCarCtrl::SwitchVehicleToRealPhysics(pVehicle); } pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION, |