Use some GetMatrix/SetMatrix logic based on SA
# Conflicts: # src/control/Pickups.cpp # src/control/RoadBlocks.cpp # src/core/World.cpp # src/entities/Entity.cpp # src/objects/CutsceneHead.cpp # src/objects/Object.cpp
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@@ -64,7 +64,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
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for (int32 i = 0; i < 2; i++) {
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const int32 roadBlockIndex = i + 2 * roadBlockType;
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CVector posForZ = pVehicle->m_matrix * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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CVector posForZ = pVehicle->GetMatrix() * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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int32 modelInfoId = MI_COP;
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eCopType copType = COP_STREET;
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switch (pVehicle->GetModelIndex())
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@@ -239,10 +239,10 @@ CRoadBlocks::CreateRoadBlockBetween2Points(CVector point1, CVector point2)
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pVehicle->SetStatus(STATUS_ABANDONED);
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// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
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tmp.GetPosition().z += fModelRadius - 0.6f;
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pVehicle->m_matrix = tmp;
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pVehicle->SetMatrix(tmp);
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pVehicle->PlaceOnRoadProperly();
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pVehicle->SetIsStatic(false);
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pVehicle->m_matrix.UpdateRW();
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pVehicle->GetMatrix().UpdateRW();
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->bIsLocked = false;
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