diff options
Diffstat (limited to 'src/core')
-rw-r--r-- | src/core/Frontend.cpp | 8 | ||||
-rw-r--r-- | src/core/config.h | 2 |
2 files changed, 5 insertions, 5 deletions
diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index e078fe22..fc845a4c 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -5617,9 +5617,9 @@ CMenuManager::ConstructStatLine(int rowIdx) STAT_LINE("PER_COM", &percentCompleted, false, nil); STAT_LINE("NMISON", &CStats::MissionsGiven, false, nil); - STAT_LINE("FEST_MP", &CStats::MissionsPassed, 0, &CStats::TotalNumberMissions); + STAT_LINE("FEST_MP", &CStats::MissionsPassed, false, &CStats::TotalNumberMissions); if (CGame::nastyGame) { - STAT_LINE("FEST_RP", &CStats::NumberKillFrenziesPassed, 0, &CStats::TotalNumberKillFrenzies); + STAT_LINE("FEST_RP", &CStats::NumberKillFrenziesPassed, false, &CStats::TotalNumberKillFrenzies); } CPlayerInfo &player = CWorld::Players[CWorld::PlayerInFocus]; @@ -5628,8 +5628,8 @@ CMenuManager::ConstructStatLine(int rowIdx) packagesPercent = player.m_nCollectedPackages * 100.0f / player.m_nTotalPackages; int nPackagesPercent = packagesPercent; - STAT_LINE("PERPIC", &nPackagesPercent, 0, &(nTemp = 100)); - STAT_LINE("NOUNIF", &CStats::TotalNumberOfUniqueJumps, 0, &CStats::NumberOfUniqueJumpsFound); + STAT_LINE("PERPIC", &nPackagesPercent, false, &(nTemp = 100)); + STAT_LINE("NOUNIF", &CStats::NumberOfUniqueJumpsFound, false, &CStats::TotalNumberOfUniqueJumps); STAT_LINE("DAYSPS", &CStats::DaysPassed, false, nil); if (CGame::nastyGame) { STAT_LINE("PE_WAST", &CStats::PeopleKilledByPlayer, false, nil); diff --git a/src/core/config.h b/src/core/config.h index 0d57f55d..9a8144e7 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -241,7 +241,7 @@ enum Config { #define CAMERA_PICKUP // Peds -#define PED_SKIN // support for skinned geometry on peds +//#define PED_SKIN // support for skinned geometry on peds #define ANIMATE_PED_COL_MODEL #define VC_PED_PORTS // various ports from VC's CPed, mostly subtle // #define NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward |