Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix

This commit is contained in:
Sergeanur
2021-05-10 02:34:21 +03:00
parent f2b59f5097
commit 6537dfe7f1
13 changed files with 57 additions and 60 deletions

View File

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