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@ -358,7 +358,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
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pVehicle->AutoPilot.m_nCruiseSpeed = FindPoliceCarSpeedForWantedLevel(pVehicle);
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->SetStatus(STATUS_PHYSICS);
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pVehicle->AutoPilot.m_nCarMission =
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pVehicle->AutoPilot.m_nCarMission =
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pVehicle->GetVehicleAppearance() == VEHICLE_BOAT ? FindPoliceBoatMissionForWantedLevel() : FindPoliceCarMissionForWantedLevel();
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pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_BOAT ? FindPoliceBoatMissionForWantedLevel() : FindPoliceCarMissionForWantedLevel();
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_NONE;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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pVehicle->AutoPilot.m_nDrivingStyle = DRIVINGSTYLE_AVOID_CARS;
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}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
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}else if (pVehicle->AutoPilot.m_nCarMission == MISSION_CRUISE){
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@ -432,7 +432,7 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (pVehicle->bIsLawEnforcer) {
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if (pVehicle->bIsLawEnforcer) {
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
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if (pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_FARAWAY ||
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE) {
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pVehicle->AutoPilot.m_nCarMission == MISSION_RAMPLAYER_CLOSE) {
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if (FindPlayerVehicle() && FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_BIKE)
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if (FindPlayerVehicle() && FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE)
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pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FARAWAY;
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pVehicle->AutoPilot.m_nCarMission = MISSION_BLOCKPLAYER_FARAWAY;
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}
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}
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}
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}
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@ -489,16 +489,16 @@ void CCarAI::UpdateCarAI(CVehicle* pVehicle)
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0) {
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if (pVehicle->bIsLawEnforcer && FindPlayerPed()->m_pWanted->m_nWantedLevel > 0) {
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if (!FindPlayerVehicle() ||
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if (!FindPlayerVehicle() ||
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FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_CAR ||
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FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_APPEARANCE_CAR ||
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FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_BIKE) {
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FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE) {
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if (pVehicle->GetVehicleAppearance() == VEHICLE_BOAT) {
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if (pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_BOAT) {
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
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pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
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}
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}
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}
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}
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else if (FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_BOAT) {
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else if (FindPlayerVehicle()->GetVehicleAppearance() == VEHICLE_APPEARANCE_BOAT) {
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if (pVehicle->GetVehicleAppearance() == VEHICLE_CAR ||
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if (pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_CAR ||
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pVehicle->GetVehicleAppearance() == VEHICLE_BIKE) {
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pVehicle->GetVehicleAppearance() == VEHICLE_APPEARANCE_BIKE) {
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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pVehicle->AutoPilot.m_nTempAction = TEMPACT_WAIT;
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pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
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pVehicle->AutoPilot.m_nTimeTempAction = CTimer::GetTimeInMilliseconds() + 1000;
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}
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}
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