Fix a bunch of CModelInfo::GetModelInfo->GetColModel calls
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@@ -365,7 +365,7 @@ CWorld::ProcessLineOfSightSectorList(CPtrList &list, const CColLine &line, CColP
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colmodel = nil;
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} else if(e->bUsesCollision)
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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colmodel = CModelInfo::GetColModel(e->GetModelIndex());
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if(colmodel && CCollision::ProcessLineOfSight(line, e->GetMatrix(), *colmodel, point, mindist,
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ignoreSeeThrough, ignoreShootThrough))
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@@ -465,7 +465,7 @@ CWorld::ProcessVerticalLineSectorList(CPtrList &list, const CColLine &line, CCol
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if(e->m_scanCode != GetCurrentScanCode() && e->bUsesCollision) {
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e->m_scanCode = GetCurrentScanCode();
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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colmodel = CModelInfo::GetColModel(e->GetModelIndex());
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if(CCollision::ProcessVerticalLine(line, e->GetMatrix(), *colmodel, point, mindist,
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ignoreSeeThrough, false, poly))
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entity = e;
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@@ -666,7 +666,7 @@ CWorld::GetIsLineOfSightSectorListClear(CPtrList &list, const CColLine &line, bo
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if(e != pIgnoreEntity && !(ignoreSomeObjects && CameraToIgnoreThisObject(e))) {
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colmodel = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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colmodel = CModelInfo::GetColModel(e->GetModelIndex());
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if(CCollision::TestLineOfSight(line, e->GetMatrix(), *colmodel, ignoreSeeThrough, false))
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return false;
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@@ -971,7 +971,7 @@ CWorld::TestSphereAgainstSectorList(CPtrList &list, CVector spherePos, float rad
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float distance = diff.Magnitude();
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if(e->GetBoundRadius() + radius > distance) {
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CColModel *eCol = CModelInfo::GetModelInfo(e->GetModelIndex())->GetColModel();
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CColModel *eCol = CModelInfo::GetColModel(e->GetModelIndex());
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int collidedSpheres =
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CCollision::ProcessColModels(sphereMat, OurColModel, e->GetMatrix(), *eCol,
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gaTempSphereColPoints, nil, nil);
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