Fix a bunch of CModelInfo::GetModelInfo->GetColModel calls
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@@ -447,7 +447,7 @@ void CRadar::Draw3dMarkers()
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CEntity *entity = CPools::GetVehiclePool()->GetAt(ms_RadarTrace[i].m_nEntityHandle);
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if (ms_RadarTrace[i].m_eBlipDisplay == BLIP_DISPLAY_BOTH || ms_RadarTrace[i].m_eBlipDisplay == BLIP_DISPLAY_MARKER_ONLY) {
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CVector pos = entity->GetPosition();
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pos.z += 1.2f * CModelInfo::GetModelInfo(entity->GetModelIndex())->GetColModel()->boundingBox.max.z + 2.5f;
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pos.z += 1.2f * CModelInfo::GetColModel(entity->GetModelIndex())->boundingBox.max.z + 2.5f;
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C3dMarkers::PlaceMarker(i | (ms_RadarTrace[i].m_BlipIndex << 16), MARKERTYPE_ARROW, pos, 2.5f, 0, 128, 255, 255, 1024, 0.2f, 5);
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}
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break;
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@@ -471,7 +471,7 @@ void CRadar::Draw3dMarkers()
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CEntity *entity = CPools::GetObjectPool()->GetAt(ms_RadarTrace[i].m_nEntityHandle);
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if (ms_RadarTrace[i].m_eBlipDisplay == BLIP_DISPLAY_BOTH || ms_RadarTrace[i].m_eBlipDisplay == BLIP_DISPLAY_MARKER_ONLY) {
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CVector pos = entity->GetPosition();
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pos.z += CModelInfo::GetModelInfo(entity->GetModelIndex())->GetColModel()->boundingBox.max.z + 1.0f + 1.0f;
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pos.z += CModelInfo::GetColModel(entity->GetModelIndex())->boundingBox.max.z + 1.0f + 1.0f;
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C3dMarkers::PlaceMarker(i | (ms_RadarTrace[i].m_BlipIndex << 16), MARKERTYPE_ARROW, pos, 1.0f, 0, 128, 255, 255, 1024, 0.2f, 5);
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}
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break;
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@@ -358,7 +358,7 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
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} else
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colmodel = nil;
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} else if(e->bUsesCollision)
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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colmodel = CModelInfo::GetColModel(e->GetModelIndex());
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if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, mindist,
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ignoreSeeThrough))
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@@ -444,7 +444,7 @@ CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CCol
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if(e->m_scanCode != GetCurrentScanCode() && e->bUsesCollision) {
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e->m_scanCode = GetCurrentScanCode();
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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colmodel = CModelInfo::GetColModel(e->GetModelIndex());
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if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, mindist,
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ignoreSeeThrough, poly))
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entity = e;
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@@ -645,7 +645,7 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
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if(e != pIgnoreEntity && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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colmodel = CModelInfo::GetColModel(e->GetModelIndex());
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if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough))
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return false;
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@@ -955,7 +955,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
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float distance = diff.Magnitude();
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if(e->GetBoundRadius() + radius > distance) {
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CColModel *eCol = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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CColModel *eCol = CModelInfo::GetColModel(e->GetModelIndex());
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int collidedSpheres =
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CCollision::ProcessColModels(sphereMat, OurColModel, e->GetMatrix(), *eCol,
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gaTempSphereColPoints, nil, nil);
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