Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix
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@@ -55,7 +55,7 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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float fRadius = pVehicle->GetBoundRadius() / pPoliceColModel->boundingSphere.radius;
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for (int32 i = 0; i < 2; i++) {
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const int32 roadBlockIndex = i + 2 * roadBlockType;
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CVector posForZ = pVehicle->m_matrix * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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CVector posForZ = pVehicle->GetMatrix() * (fRadius * vecRoadBlockOffets[roadBlockIndex]);
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int32 modelInfoId = MI_COP;
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eCopType copType = COP_STREET;
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switch (pVehicle->GetModelIndex())
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@@ -81,8 +81,8 @@ CRoadBlocks::GenerateRoadBlockCopsForCar(CVehicle* pVehicle, int32 roadBlockType
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CPedPlacement::FindZCoorForPed(&posForZ);
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pCopPed->SetPosition(posForZ);
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CVector vecSavedPos = pCopPed->GetPosition();
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pCopPed->m_matrix.SetRotate(0.0f, 0.0f, -HALFPI);
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pCopPed->m_matrix.GetPosition() += vecSavedPos;
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pCopPed->GetMatrix().SetRotate(0.0f, 0.0f, -HALFPI);
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pCopPed->GetMatrix().GetPosition() += vecSavedPos;
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pCopPed->m_bIsDisabledCop = true;
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pCopPed->SetIdle();
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pCopPed->bKindaStayInSamePlace = true;
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@@ -153,7 +153,7 @@ CRoadBlocks::GenerateRoadBlocks(void)
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offsetMatrix.GetPosition() = CVector(0.0f, i * fModelRadius - fOffset, 0.6f);
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else
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offsetMatrix.GetPosition() = CVector(i * fModelRadius - fOffset, 0.0f, 0.6f);
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CMatrix vehicleMatrix = mapObject->m_matrix * offsetMatrix;
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CMatrix vehicleMatrix = mapObject->GetMatrix() * offsetMatrix;
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float fModelRadius = CModelInfo::GetModelInfo(vehicleId)->GetColModel()->boundingSphere.radius - 0.25f;
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int16 colliding = 0;
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CWorld::FindObjectsKindaColliding(vehicleMatrix.GetPosition(), fModelRadius, 0, &colliding, 2, nil, false, true, true, false, false);
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@@ -162,10 +162,10 @@ CRoadBlocks::GenerateRoadBlocks(void)
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pVehicle->SetStatus(STATUS_ABANDONED);
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// pVehicle->GetHeightAboveRoad(); // called but return value is ignored?
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vehicleMatrix.GetPosition().z += fModelRadius - 0.6f;
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pVehicle->m_matrix = vehicleMatrix;
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pVehicle->SetMatrix(vehicleMatrix);
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pVehicle->PlaceOnRoadProperly();
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pVehicle->SetIsStatic(false);
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pVehicle->m_matrix.UpdateRW();
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pVehicle->GetMatrix().UpdateRW();
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pVehicle->m_nDoorLock = CARLOCK_UNLOCKED;
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CCarCtrl::JoinCarWithRoadSystem(pVehicle);
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pVehicle->bIsLocked = false;
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