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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@@ -1486,7 +1486,7 @@ CWorld::CallOffChaseForAreaSectorListVehicles(CPtrList &list, float x1, float y1
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CColModel *pColModel = pVehicle->GetColModel();
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bool bInsideSphere = false;
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for(int32 i = 0; i < pColModel->numSpheres; i++) {
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CVector pos = pVehicle->m_matrix * pColModel->spheres[i].center;
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CVector pos = pVehicle->GetMatrix() * pColModel->spheres[i].center;
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float fRadius = pColModel->spheres[i].radius;
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if(pos.x + fRadius > x1 && pos.x - fRadius < x2 && pos.y + fRadius > y1 &&
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pos.y - fRadius < y2)
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@@ -1803,7 +1803,7 @@ CWorld::RepositionOneObject(CEntity *pEntity)
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position.z = FindGroundZFor3DCoord(position.x, position.y,
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position.z + fHeight, nil) -
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fBoundingBoxMinZ;
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pEntity->m_matrix.UpdateRW();
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pEntity->GetMatrix().UpdateRW();
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pEntity->UpdateRwFrame();
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} else if(IsLightThatNeedsRepositioning(modelId)) {
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CVector position = pEntity->GetMatrix().GetPosition();
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