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Sanitizer fixes 2

This commit is contained in:
erorcun 2021-07-03 01:32:47 +03:00
parent 43631ba203
commit 1c0878f65b
3 changed files with 15 additions and 14 deletions

View file

@ -28,7 +28,7 @@ class CCrimeBeingQd
{
public:
eCrimeType m_nType;
uint32 m_nId;
int32 m_nId;
uint32 m_nTime;
CVector m_vecPosn;
bool m_bReported;

View file

@ -2887,7 +2887,7 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
if (!bUsesCollision && !bJustCheckCollision)
return false;
return 0;
if (collidingEnt->IsVehicle() && ((CVehicle*)collidingEnt)->IsBoat())
collidedWithBoat = true;
@ -6775,7 +6775,7 @@ CPed::FollowPath(void)
}
void
CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
CPed::SetEvasiveStep(CPhysical *reason, uint8 animType)
{
AnimationId stepAnim;
@ -6793,22 +6793,23 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
if (neededTurn > PI)
neededTurn = TWOPI - neededTurn;
if (reason->IsVehicle() && ((CVehicle*)reason)->IsCar()) {
CVehicle *veh = (CVehicle*)reason;
if (reason->IsVehicle() && veh->IsCar()) {
if (veh->m_nCarHornTimer != 0) {
vehPressedHorn = true;
if (!IsPlayer())
animType = 1;
}
}
if (neededTurn <= DEGTORAD(90.0f) || veh->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(veh, true);
if ((CGeneral::GetRandomNumber() & 1) && veh->GetModelIndex() != MI_RCBANDIT && animType == 0) {
if (neededTurn <= DEGTORAD(90.0f) || reason->GetModelIndex() == MI_RCBANDIT || vehPressedHorn || animType != 0) {
SetLookFlag(reason, true);
if ((CGeneral::GetRandomNumber() & 1) && reason->GetModelIndex() != MI_RCBANDIT && animType == 0) {
stepAnim = ANIM_STD_HAILTAXI;
} else {
float vehDirection = CGeneral::GetRadianAngleBetweenPoints(
veh->m_vecMoveSpeed.x, veh->m_vecMoveSpeed.y,
float dangerDirection = CGeneral::GetRadianAngleBetweenPoints(
reason->m_vecMoveSpeed.x, reason->m_vecMoveSpeed.y,
0.0f, 0.0f);
// Let's turn our back to the "reason"
@ -6818,14 +6819,14 @@ CPed::SetEvasiveStep(CEntity *reason, uint8 animType)
angleToFace -= TWOPI;
// We don't want to run towards car's direction
float dangerZone = angleToFace - vehDirection;
float dangerZone = angleToFace - dangerDirection;
dangerZone = CGeneral::LimitRadianAngle(dangerZone);
// So, add or subtract 90deg (jump to left/right) according to that
if (dangerZone > 0.0f)
angleToFace = vehDirection - HALFPI;
angleToFace = dangerDirection - HALFPI;
else
angleToFace = vehDirection + HALFPI;
angleToFace = dangerDirection + HALFPI;
stepAnim = ANIM_STD_NUM;
if (animType == 0 || animType == 1)

View file

@ -762,7 +762,7 @@ public:
void SetAimFlag(CEntity* to);
void SetAimFlag(float angle);
void SetAmmo(eWeaponType weaponType, uint32 ammo);
void SetEvasiveStep(CEntity*, uint8);
void SetEvasiveStep(CPhysical*, uint8);
void GrantAmmo(eWeaponType, uint32);
void SetEvasiveDive(CPhysical*, uint8);
void SetAttack(CEntity*);