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-rw-r--r--src/entities/Ped.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp
index a82d4fdc..bc1a5203 100644
--- a/src/entities/Ped.cpp
+++ b/src/entities/Ped.cpp
@@ -4,7 +4,7 @@
#include "Particle.h"
#include "Stats.h"
#include "World.h"
-#include "DMaudio.h"
+#include "DMAudio.h"
#include "RpAnimBlend.h"
#include "Ped.h"
#include "PlayerPed.h"
@@ -474,7 +474,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
if (nodeId != PED_HEAD)
CPed::SpawnFlyingComponent(nodeId, unk);
- RecurseFrameChildrenVisibilityCB(frame, 0);
+ RecurseFrameChildrenVisibilityCB(frame, nil);
pos.x = 0.0f;
pos.y = 0.0f;
pos.z = 0.0f;
@@ -505,7 +505,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk)
RwObject*
CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data)
{
- if (data == 0)
+ if (data == nil)
RpAtomicSetFlags(object, 0);
return object;
}
@@ -514,7 +514,7 @@ RwFrame*
CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data)
{
RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data);
- RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0);
+ RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil);
return frame;
}
@@ -882,7 +882,7 @@ CPed::Attack(void)
&& GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) {
weaponAnim = weaponAnimAssoc->animId;
- if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
+ if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) {
weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart);
} else {
@@ -931,7 +931,7 @@ CPed::Attack(void)
if (lastReloadWasInFuture) {
if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) {
- if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) {
+ if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) {
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f);
} else {
weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f);
@@ -950,14 +950,14 @@ CPed::Attack(void)
}
}
else
- CPed::FinishedAttackCB(0, this);
+ CPed::FinishedAttackCB(nil, this);
}
void
CPed::RemoveWeaponModel(int modelId)
{
// modelId is not used!! This function just removes the current weapon.
- RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,0);
+ RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil);
m_wepModelID = -1;
}