diff options
Diffstat (limited to 'src/core/PlayerInfo.cpp')
-rw-r--r-- | src/core/PlayerInfo.cpp | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/src/core/PlayerInfo.cpp b/src/core/PlayerInfo.cpp index d9030250..a01c1398 100644 --- a/src/core/PlayerInfo.cpp +++ b/src/core/PlayerInfo.cpp @@ -212,9 +212,9 @@ CPlayerInfo::IsRestartingAfterArrest() return m_WBState == WBSTATE_BUSTED; } -// lastClosestness is passed to other calls of this function +// lastCloseness is passed to other calls of this function void
-CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastClosestness, CVehicle **closestCarOutput)
+CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoundCentrePedDist, float *lastCloseness, CVehicle **closestCarOutput)
{
// This dist used for determining the angle to face
CVector2D dist(carToTest->GetPosition() - player->GetPosition());
@@ -229,9 +229,9 @@ CPlayerInfo::EvaluateCarPosition(CEntity *carToTest, CPed *player, float carBoun // This dist used for evaluating cars' distances, weird...
// Accounts inverted needed turn (or needed turn in long way) and car dist.
- float closestness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
- if (closestness > *lastClosestness) {
- *lastClosestness = closestness;
+ float closeness = (1.0f - Abs(neededTurn) / TWOPI) * (10.0f - carBoundCentrePedDist);
+ if (closeness > *lastCloseness) {
+ *lastCloseness = closeness;
*closestCarOutput = (CVehicle*)carToTest;
}
} @@ -312,7 +312,7 @@ INITSAVEBUF } void
-CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastClosestness, CVehicle** closestCarOutput)
+CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, float unk2, float unk3, float unk4, float* lastCloseness, CVehicle** closestCarOutput)
{
for (CPtrNode* node = carList.first; node; node = node->next) {
CVehicle *car = (CVehicle*)node->item;
@@ -328,7 +328,7 @@ CPlayerInfo::FindClosestCarSectorList(CPtrList& carList, CPed* ped, float unk1, if (Abs(ped->GetPosition().z - carCentre.z) < 2.0f) {
float dist = (ped->GetPosition() - carCentre).Magnitude2D();
if (dist <= 10.0f && !CCranes::IsThisCarBeingCarriedByAnyCrane(car)) {
- EvaluateCarPosition(car, ped, dist, lastClosestness, closestCarOutput);
+ EvaluateCarPosition(car, ped, dist, lastCloseness, closestCarOutput);
}
}
}
@@ -434,7 +434,7 @@ CPlayerInfo::Process(void) // Enter vehicle
if (CPad::GetPad(0)->ExitVehicleJustDown()) {
bool weAreOnBoat = false;
- float lastClosestness = 0.0f;
+ float lastCloseness = 0.0f;
CVehicle *carBelow = nil;
CEntity *surfaceBelow = m_pPed->m_pCurrentPhysSurface;
if (surfaceBelow && surfaceBelow->IsVehicle()) {
@@ -472,9 +472,9 @@ CPlayerInfo::Process(void) for (int curX = minXSector; curX <= maxXSector; curX++) {
CSector *sector = CWorld::GetSector(curX, curY);
FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES], m_pPed,
- minX, minY, maxX, maxY, &lastClosestness, &carBelow);
+ minX, minY, maxX, maxY, &lastCloseness, &carBelow);
FindClosestCarSectorList(sector->m_lists[ENTITYLIST_VEHICLES_OVERLAP], m_pPed,
- minX, minY, maxX, maxY, &lastClosestness, &carBelow);
+ minX, minY, maxX, maxY, &lastCloseness, &carBelow);
}
}
}
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