m_nWantedLevel -> GetWantedLevel()
This commit is contained in:
@@ -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();
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user