SetPosition, part 1

This commit is contained in:
Sergeanur 2020-04-30 13:48:01 +03:00
parent a1c1be7af9
commit d23b2c423e
25 changed files with 62 additions and 54 deletions

View file

@ -1293,7 +1293,7 @@ int8 CRunningScript::ProcessCommands0To99(int32 command)
if (pos.z <= MAP_Z_LOW_LIMIT)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
pos.z += CWorld::Players[index].m_pPed->GetDistanceFromCentreOfMassToBaseOfModel();
CWorld::Players[index].m_pPed->GetPosition() = pos;
CWorld::Players[index].m_pPed->SetPosition(pos);
CTheScripts::ClearSpaceForMissionEntity(pos, CWorld::Players[index].m_pPed);
CPlayerPed::ReactivatePlayerPed(index);
ScriptParams[0] = index;
@ -5153,7 +5153,7 @@ int8 CRunningScript::ProcessCommands500To599(int32 command)
if (pos.z <= MAP_Z_LOW_LIMIT)
pos.z = CWorld::FindGroundZForCoord(pos.x, pos.y);
CRestart::OverrideNextRestart(pos, *(float*)&ScriptParams[3]);
if (CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING) //TODO: enum
if (CWorld::Players[CWorld::PlayerInFocus].m_WBState != WBSTATE_PLAYING)
printf("RESTART_CRITICAL_MISSION - Player state is not PLAYING\n");
CWorld::Players[CWorld::PlayerInFocus].PlayerFailedCriticalMission();
return 0;