Fix a bunch of CModelInfo::GetModelInfo->GetColModel calls
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@@ -2308,7 +2308,7 @@ CPed::ProcessControl(void)
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} else {
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DMAudio.PlayOneShot(collidingVeh->m_audioEntityId, SOUND_CAR_PED_COLLISION, m_fDamageImpulse);
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if (IsPlayer()) {
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CColModel *collidingCol = CModelInfo::GetModelInfo(collidingVeh->GetModelIndex())->GetColModel();
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CColModel *collidingCol = CModelInfo::GetColModel(collidingVeh->GetModelIndex());
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CVector colMinVec = collidingCol->boundingBox.min;
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CVector colMaxVec = collidingCol->boundingBox.max;
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@@ -3061,8 +3061,8 @@ CPed::ProcessEntityCollision(CEntity *collidingEnt, CColPoint *collidingPoints)
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CColPoint intersectionPoint;
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CColLine ourLine;
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CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
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CColModel *hisCol = CModelInfo::GetModelInfo(collidingEnt->GetModelIndex())->GetColModel();
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CColModel *ourCol = CModelInfo::GetColModel(GetModelIndex());
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CColModel *hisCol = CModelInfo::GetColModel(collidingEnt->GetModelIndex());
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if (!bUsesCollision)
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return 0;
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@@ -3556,7 +3556,7 @@ void
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CPed::SetDirectionToWalkAroundObject(CEntity *obj)
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{
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float distLimitForTimer = 8.0f;
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CColModel *objCol = CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel();
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CColModel *objCol = CModelInfo::GetColModel(obj->GetModelIndex());
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CVector objColMin = objCol->boundingBox.min;
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CVector objColMax = objCol->boundingBox.max;
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CVector objColCenter = (objColMin + objColMax) / 2.0f;
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@@ -4886,7 +4886,7 @@ CPed::PreRender(void)
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if (CWeather::Rain > 0.3f && TheCamera.SoundDistUp > 15.0f) {
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if ((TheCamera.GetPosition() - GetPosition()).Magnitude() < 25.0f) {
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bool doSplashUp = true;
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CColModel *ourCol = CModelInfo::GetModelInfo(GetModelIndex())->GetColModel();
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CColModel *ourCol = CModelInfo::GetColModel(GetModelIndex());
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CVector speed = FindPlayerSpeed();
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if (Abs(speed.x) <= 0.05f && Abs(speed.y) <= 0.05f) {
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@@ -8044,7 +8044,7 @@ CPed::FinishLaunchCB(CAnimBlendAssociation *animAssoc, void *arg)
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return;
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CVector forward(0.15f * ped->GetForward() + ped->GetPosition());
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forward.z += CModelInfo::GetModelInfo(ped->GetModelIndex())->GetColModel()->spheres->center.z + 0.25f;
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forward.z += CModelInfo::GetColModel(ped->GetModelIndex())->spheres->center.z + 0.25f;
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CEntity *obstacle = CWorld::TestSphereAgainstWorld(forward, 0.25f, nil, true, true, false, true, false, false);
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if (!obstacle) {
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@@ -999,7 +999,7 @@ bool
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CPopulation::TestRoomForDummyObject(CObject *obj)
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{
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int16 collidingObjs;
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CWorld::FindObjectsKindaColliding(obj->m_objectMatrix.GetPosition(), CModelInfo::GetModelInfo(obj->GetModelIndex())->GetColModel()->boundingSphere.radius,
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CWorld::FindObjectsKindaColliding(obj->m_objectMatrix.GetPosition(), CModelInfo::GetColModel(obj->GetModelIndex())->boundingSphere.radius,
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false, &collidingObjs, 2, nil, false, true, true, false, false);
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return collidingObjs == 0;
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