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Diffstat (limited to 'src/core/World.cpp')
-rw-r--r--src/core/World.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/core/World.cpp b/src/core/World.cpp
index b2a01b80..4b2ca76e 100644
--- a/src/core/World.cpp
+++ b/src/core/World.cpp
@@ -1867,7 +1867,7 @@ CWorld::SetCarsOnFire(float x, float y, float z, float radius, CEntity *reason)
int poolSize = CPools::GetVehiclePool()->GetSize();
for(int poolIndex = poolSize - 1; poolIndex >= 0; poolIndex--) {
CVehicle *veh = CPools::GetVehiclePool()->GetSlot(poolIndex);
- if(veh && veh->m_status != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
+ if(veh && veh->GetStatus() != STATUS_WRECKED && !veh->m_pCarFire && !veh->bFireProof) {
if(Abs(veh->GetPosition().z - z) < 5.0f && Abs(veh->GetPosition().x - x) < radius &&
Abs(veh->GetPosition().y - y) < radius)
gFireManager.StartFire(veh, reason, 0.8f, true);
@@ -1928,7 +1928,7 @@ CWorld::Process(void)
if(csObj->m_rwObject && RwObjectGetType(csObj->m_rwObject) == rpCLUMP &&
RpAnimBlendClumpGetFirstAssociation(csObj->GetClump())) {
RpAnimBlendClumpUpdateAnimations(csObj->GetClump(),
- 0.02f * (csObj->m_type == ENTITY_TYPE_OBJECT
+ 0.02f * (csObj->IsObject()
? CTimer::GetTimeStepNonClipped()
: CTimer::GetTimeStep()));
}
@@ -1946,7 +1946,7 @@ CWorld::Process(void)
if(movingEnt->m_rwObject && RwObjectGetType(movingEnt->m_rwObject) == rpCLUMP &&
RpAnimBlendClumpGetFirstAssociation(movingEnt->GetClump())) {
RpAnimBlendClumpUpdateAnimations(movingEnt->GetClump(),
- 0.02f * (movingEnt->m_type == ENTITY_TYPE_OBJECT
+ 0.02f * (movingEnt->IsObject()
? CTimer::GetTimeStepNonClipped()
: CTimer::GetTimeStep()));
}
@@ -2030,7 +2030,7 @@ CWorld::Process(void)
movingEnt->UpdateRwFrame();
if(!movingEnt->bIsInSafePosition) {
movingEnt->bIsStuck = true;
- if(movingEnt->m_status == STATUS_PLAYER) {
+ if(movingEnt->GetStatus() == STATUS_PLAYER) {
printf("STUCK: Final Step: Player Entity %d Is Stuck\n",
movingEnt->m_modelIndex);
movingEnt->m_vecMoveSpeed *= 0.3f;
@@ -2178,10 +2178,10 @@ CWorld::TriggerExplosionSectorList(CPtrList &list, const CVector &position, floa
pEntity->ApplyTurnForce(vecForceDir.x, vecForceDir.y, vecForceDir.z,
0.0f, 0.0f, fPointZ);
}
- switch(pEntity->m_type) {
+ switch(pEntity->GetType()) {
case ENTITY_TYPE_VEHICLE:
- if(pEntity->m_status == STATUS_SIMPLE) {
- pEntity->m_status = STATUS_PHYSICS;
+ if(pEntity->GetStatus() == STATUS_SIMPLE) {
+ pEntity->SetStatus(STATUS_PHYSICS);
CCarCtrl::SwitchVehicleToRealPhysics(pVehicle);
}
pVehicle->InflictDamage(pCreator, WEAPONTYPE_EXPLOSION,