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author | aap <aap@papnet.eu> | 2019-06-30 13:37:52 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2019-06-30 13:37:52 +0200 |
commit | 9b5a7cd4bb6d106e10e4502f123814f4ece44a2f (patch) | |
tree | 3ca33433362742fad0a4342b1047f992c70602c9 /src/entities/Ped.cpp | |
parent | Merge pull request #77 from Nick007J/master (diff) | |
parent | Cleanup project a bit (diff) | |
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Diffstat (limited to 'src/entities/Ped.cpp')
-rw-r--r-- | src/entities/Ped.cpp | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/src/entities/Ped.cpp b/src/entities/Ped.cpp index a82d4fdc..bc1a5203 100644 --- a/src/entities/Ped.cpp +++ b/src/entities/Ped.cpp @@ -4,7 +4,7 @@ #include "Particle.h" #include "Stats.h" #include "World.h" -#include "DMaudio.h" +#include "DMAudio.h" #include "RpAnimBlend.h" #include "Ped.h" #include "PlayerPed.h" @@ -474,7 +474,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk) if (nodeId != PED_HEAD) CPed::SpawnFlyingComponent(nodeId, unk); - RecurseFrameChildrenVisibilityCB(frame, 0); + RecurseFrameChildrenVisibilityCB(frame, nil); pos.x = 0.0f; pos.y = 0.0f; pos.z = 0.0f; @@ -505,7 +505,7 @@ CPed::RemoveBodyPart(PedNode nodeId, int8 unk) RwObject* CPed::SetPedAtomicVisibilityCB(RwObject *object, void *data) { - if (data == 0) + if (data == nil) RpAtomicSetFlags(object, 0); return object; } @@ -514,7 +514,7 @@ RwFrame* CPed::RecurseFrameChildrenVisibilityCB(RwFrame *frame, void *data) { RwFrameForAllObjects(frame, SetPedAtomicVisibilityCB, data); - RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, 0); + RwFrameForAllChildren(frame, RecurseFrameChildrenVisibilityCB, nil); return frame; } @@ -882,7 +882,7 @@ CPed::Attack(void) && GetWeapon()->m_eWeaponState != WEAPONSTATE_RELOADING) { weaponAnim = weaponAnimAssoc->animId; - if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) { + if (ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) { if (weaponAnim != ourWeapon->m_Anim2ToPlay || weaponAnim == ANIM_RBLOCK_CSHOOT) { weaponAnimAssoc->Start(ourWeapon->m_fAnimLoopStart); } else { @@ -931,7 +931,7 @@ CPed::Attack(void) if (lastReloadWasInFuture) { if (ourWeaponFire != WEAPON_FIRE_PROJECTILE || !CPed::IsPlayer() || ((CPlayerPed*)this)->field_1380) { - if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), 0) < PED_ON_THE_FLOOR) { + if (!CGame::nastyGame || ourWeaponFire != WEAPON_FIRE_MELEE || CheckForPedsOnGroundToAttack(((CPlayerPed*)this), nil) < PED_ON_THE_FLOOR) { weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_AnimToPlay, 8.0f); } else { weaponAnimAssoc = CAnimManager::BlendAnimation((RpClump*)m_rwObject, ASSOCGRP_STD, ourWeapon->m_Anim2ToPlay, 8.0f); @@ -950,14 +950,14 @@ CPed::Attack(void) } } else - CPed::FinishedAttackCB(0, this); + CPed::FinishedAttackCB(nil, this); } void CPed::RemoveWeaponModel(int modelId) { // modelId is not used!! This function just removes the current weapon. - RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,0); + RwFrameForAllObjects(GetNodeFrame(PED_HANDR),RemoveAllModelCB,nil); m_wepModelID = -1; } |