ProcessButtonPresses and fixes
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@@ -30,7 +30,8 @@
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// More clearly they're transition areas between zones.
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RegenerationPoint (&aSafeZones)[8] = *(RegenerationPoint(*)[8]) * (uintptr*)0x5FA578;
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PedGroup (&CPopulation::ms_pPedGroups)[NUMPEDGROUPS] = *(PedGroup(*)[NUMPEDGROUPS]) * (uintptr*)0x6E9248;
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//PedGroup (&CPopulation::ms_pPedGroups)[NUMPEDGROUPS] = *(PedGroup(*)[NUMPEDGROUPS]) * (uintptr*)0x6E9248;
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PedGroup CPopulation::ms_pPedGroups[NUMPEDGROUPS];
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bool &CPopulation::ms_bGivePedsWeapons = *(bool*)0x95CCF6;
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int32 &CPopulation::m_AllRandomPedsThisType = *(int32*)0x5FA570;
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float &CPopulation::PedDensityMultiplier = *(float*)0x5FA56C;
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@@ -80,7 +81,7 @@ CPopulation::Initialise()
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ms_nNumDummy = 0;
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m_AllRandomPedsThisType = -1;
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PedDensityMultiplier = 1.0;
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PedDensityMultiplier = 1.0f;
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bZoneChangeHasHappened = false;
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m_CountDownToPedsAtStart = 2;
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@@ -511,9 +512,9 @@ CPopulation::AddPed(ePedType pedType, uint32 miOrCopType, CVector const &coors)
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uint32 weapon;
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if (CGeneral::GetRandomNumberInRange(0, 100) >= 50)
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weapon = ped->GiveWeapon(CGangs::GetGangWeapon2(pedType - PEDTYPE_GANG1), 25001);
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weapon = ped->GiveWeapon(CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon2, 25001);
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else
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weapon = ped->GiveWeapon(CGangs::GetGangWeapon1(pedType - PEDTYPE_GANG1), 25001);
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weapon = ped->GiveWeapon(CGangs::GetGangInfo(pedType - PEDTYPE_GANG1)->m_Weapon1, 25001);
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ped->SetCurrentWeapon(weapon);
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return ped;
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}
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@@ -770,7 +771,7 @@ CPopulation::AddPedInCar(CVehicle* car)
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// fall through
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default:
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int gangOfPed = GANG_MAFIA;
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int gangOfPed = 0;
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imSureThatModelIsLoaded = false;
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while (gangOfPed < NUM_GANGS && CGangs::GetGangInfo(gangOfPed)->m_nVehicleMI != car->m_modelIndex)
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