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-rw-r--r--src/vehicles/Automobile.cpp2
-rw-r--r--src/vehicles/Boat.cpp2
-rw-r--r--src/vehicles/Plane.cpp2
3 files changed, 3 insertions, 3 deletions
diff --git a/src/vehicles/Automobile.cpp b/src/vehicles/Automobile.cpp
index f89dd552..1f651bb2 100644
--- a/src/vehicles/Automobile.cpp
+++ b/src/vehicles/Automobile.cpp
@@ -230,7 +230,7 @@ CAutomobile::ProcessControl(void)
bWarnedPeds = false;
// skip if the collision isn't for the current level
- if(colModel->level > LEVEL_NONE && colModel->level != CCollision::ms_collisionInMemory)
+ if(colModel->level > LEVEL_GENERIC && colModel->level != CCollision::ms_collisionInMemory)
return;
// Improve grip of vehicles in certain cases
diff --git a/src/vehicles/Boat.cpp b/src/vehicles/Boat.cpp
index 9113800d..50117690 100644
--- a/src/vehicles/Boat.cpp
+++ b/src/vehicles/Boat.cpp
@@ -109,7 +109,7 @@ CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
void
CBoat::ProcessControl(void)
{
- if(m_nZoneLevel > LEVEL_NONE && m_nZoneLevel != CCollision::ms_collisionInMemory)
+ if(m_nZoneLevel > LEVEL_GENERIC && m_nZoneLevel != CCollision::ms_collisionInMemory)
return;
bool onLand = m_fDamageImpulse > 0.0f && m_vecDamageNormal.z > 0.1f;
diff --git a/src/vehicles/Plane.cpp b/src/vehicles/Plane.cpp
index 3bf385a0..1f5fcb5a 100644
--- a/src/vehicles/Plane.cpp
+++ b/src/vehicles/Plane.cpp
@@ -83,7 +83,7 @@ CPlane::CPlane(int32 id, uint8 CreatedBy)
SetStatus(STATUS_PLANE);
bIsBIGBuilding = true;
- m_level = LEVEL_NONE;
+ m_level = LEVEL_GENERIC;
#ifdef FIX_BUGS
m_isFarAway = true;