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-rw-r--r--src/entities/Entity.h3
-rw-r--r--src/entities/Physical.cpp26
2 files changed, 15 insertions, 14 deletions
diff --git a/src/entities/Entity.h b/src/entities/Entity.h
index fbf5cb3b..08d1900a 100644
--- a/src/entities/Entity.h
+++ b/src/entities/Entity.h
@@ -104,7 +104,8 @@ public:
eEntityStatus GetStatus() const { return (eEntityStatus)m_status; }
void SetStatus(eEntityStatus status) { m_status = status; }
CColModel *GetColModel(void) { return CModelInfo::GetModelInfo(m_modelIndex)->GetColModel(); }
- bool IsStatic(void) { return bIsStatic || bIsStaticWaitingForCollision; }
+ bool GetIsStatic(void) const { return bIsStatic || bIsStaticWaitingForCollision; }
+ void SetIsStatic(bool state) { bIsStatic = state; }
#ifdef COMPATIBLE_SAVES
void SaveEntityFlags(uint8*& buf);
void LoadEntityFlags(uint8*& buf);
diff --git a/src/entities/Physical.cpp b/src/entities/Physical.cpp
index b190d03a..5483641f 100644
--- a/src/entities/Physical.cpp
+++ b/src/entities/Physical.cpp
@@ -344,7 +344,7 @@ CPhysical::ProcessEntityCollision(CEntity *ent, CColPoint *colpoints)
AddCollisionRecord(ent);
if(!ent->IsBuilding()) // Can't this catch dummies too?
((CPhysical*)ent)->AddCollisionRecord(this);
- if(ent->IsBuilding() || ent->IsStatic())
+ if(ent->IsBuilding() || ent->GetIsStatic())
this->bHasHitWall = true;
}
return numSpheres;
@@ -380,7 +380,7 @@ CPhysical::ProcessControl(void)
m_nStaticFrames++;
if(m_nStaticFrames > 10){
m_nStaticFrames = 10;
- bIsStatic = true;
+ SetIsStatic(true);
m_vecMoveSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecTurnSpeed = CVector(0.0f, 0.0f, 0.0f);
m_vecMoveFriction = m_vecMoveSpeed;
@@ -614,7 +614,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
}
float speedA, speedB;
- if(B->IsStatic() && !foo){
+ if(B->GetIsStatic() && !foo){
if(A->bPedPhysics){
speedA = DotProduct(A->m_vecMoveSpeed, colpoint.normal);
if(speedA < 0.0f){
@@ -625,7 +625,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
else if(!B->bInfiniteMass){
- B->bIsStatic = false;
+ B->SetIsStatic(false);
CWorld::Players[CWorld::PlayerInFocus].m_nHavocLevel += 2;
CStats::PropertyDestroyed += CGeneral::GetRandomNumberInRange(30, 60);
}
@@ -637,7 +637,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
return true;
}
}else if(!B->bInfiniteMass)
- B->bIsStatic = false;
+ B->SetIsStatic(false);
if(B->bInfiniteMass){
impulseA = -speedA * A->m_fMass;
@@ -675,7 +675,7 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
if(IsGlass(B->GetModelIndex()))
CGlass::WindowRespondsToCollision(B, impulseA, A->m_vecMoveSpeed, colpoint.point, false);
else
- B->bIsStatic = false;
+ B->SetIsStatic(false);
int16 model = B->GetModelIndex();
if(model == MI_FIRE_HYDRANT && !Bobj->bHasBeenDamaged){
CParticleObject::AddObject(POBJECT_FIRE_HYDRANT, B->GetPosition() - CVector(0.0f, 0.0f, 0.5f), true);
@@ -699,11 +699,11 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
return true;
}
}else if(!B->bInfiniteMass)
- B->bIsStatic = false;
+ B->SetIsStatic(false);
}
}
- if(B->IsStatic())
+ if(B->GetIsStatic())
return false;
if(!B->bInfiniteMass && !B->m_phy_flagA08)
B->AddToMovingList();
@@ -1231,7 +1231,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
canshift = true;
else
canshift = A->IsPed() &&
- B->IsObject() && B->IsStatic() && !Bobj->bHasBeenDamaged;
+ B->IsObject() && B->GetIsStatic() && !Bobj->bHasBeenDamaged;
if(B == A ||
B->m_scanCode == CWorld::GetCurrentScanCode() ||
!B->bUsesCollision ||
@@ -1255,7 +1255,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Aobj = (CObject*)A;
if(Aobj->ObjectCreatedBy != TEMP_OBJECT &&
!Aobj->bHasBeenDamaged &&
- Aobj->IsStatic()){
+ Aobj->GetIsStatic()){
if(Aobj->m_pCollidingEntity == B)
Aobj->m_pCollidingEntity = nil;
}else if(Aobj->m_pCollidingEntity != B){
@@ -1272,7 +1272,7 @@ CPhysical::ProcessShiftSectorList(CPtrList *lists)
CObject *Bobj = (CObject*)B;
if(Bobj->ObjectCreatedBy != TEMP_OBJECT &&
!Bobj->bHasBeenDamaged &&
- Bobj->IsStatic()){
+ Bobj->GetIsStatic()){
if(Bobj->m_pCollidingEntity == A)
Bobj->m_pCollidingEntity = nil;
}else if(Bobj->m_pCollidingEntity != A){
@@ -1595,7 +1595,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Aobj->ObjectCreatedBy == TEMP_OBJECT ||
Aobj->bHasBeenDamaged ||
- !Aobj->IsStatic()){
+ !Aobj->GetIsStatic()){
if(Aobj->m_pCollidingEntity == B)
skipCollision = true;
else if(Aobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){
@@ -1614,7 +1614,7 @@ CPhysical::ProcessCollisionSectorList(CPtrList *lists)
skipCollision = true;
else if(Bobj->ObjectCreatedBy == TEMP_OBJECT ||
Bobj->bHasBeenDamaged ||
- !Bobj->IsStatic()){
+ !Bobj->GetIsStatic()){
if(Bobj->m_pCollidingEntity == A)
skipCollision = true;
else if(Bobj->m_nCollisionDamageEffect < DAMAGE_EFFECT_SMASH_COMPLETELY){