Rename stuff

This commit is contained in:
Grinch_ 2022-05-17 00:42:00 +06:00
parent a557bb033f
commit 52dad9acd8
5 changed files with 10 additions and 10 deletions

View File

@ -573,7 +573,7 @@ void Game::ShowPage()
} }
#endif #endif
Ui::EditAddress<int>(TEXT("Game.DaysPassed"), BY_GAME(0xB79038, 0x97F1F4, 0x8F2BB8), 0, 9999); Ui::EditAddress<int>(TEXT("Game.DaysPassed"), BY_GAME(0xB79038, 0x97F1F4, 0x8F2BB8), 0, 9999);
Ui::EditReference(TEXT("Game.FPSLimit"), RsGlobal.frameLimit, 1, 30, 60); Ui::EditReference(TEXT("Game.FPSLimit"), RsGlobal.maxFPS, 1, 30, 60);
#ifdef GTASA #ifdef GTASA
if (ImGui::CollapsingHeader(TEXT("Game.Freecam"))) if (ImGui::CollapsingHeader(TEXT("Game.Freecam")))
{ {

View File

@ -419,7 +419,7 @@ void Player::ShowPage()
} }
ImGui::EndDisabled(); ImGui::EndDisabled();
#endif #endif
Ui::CheckboxAddress(TEXT("Player.FreeHealthcare"), (int)&pInfo->m_bFreeHealthCare); Ui::CheckboxAddress(TEXT("Player.FreeHealthcare"), (int)&pInfo->m_bGetOutOfHospitalFree);
if (Ui::CheckboxWithHint(TEXT("Player.FreezeWL"), &m_bFreezeWantedLevel)) if (Ui::CheckboxWithHint(TEXT("Player.FreezeWL"), &m_bFreezeWantedLevel))
{ {

View File

@ -24,7 +24,7 @@ void Teleport::FetchRadarSpriteData()
for (int i = 0; i != maxSprites; ++i) for (int i = 0; i != maxSprites; ++i)
{ {
CVector pos = CRadar::ms_RadarTrace[i].m_vecPos; CVector pos = CRadar::ms_RadarTrace[i].m_vecPos;
uchar sprite = CRadar::ms_RadarTrace[i].m_nBlipSprite; uchar sprite = CRadar::ms_RadarTrace[i].m_nRadarSprite;
auto sprite_name = m_SpriteJson.m_Data[std::to_string(sprite)].get<std::string>(); auto sprite_name = m_SpriteJson.m_Data[std::to_string(sprite)].get<std::string>();
std::string key_name = sprite_name + ", " + Util::GetLocationName(&pos); std::string key_name = sprite_name + ", " + Util::GetLocationName(&pos);
@ -97,7 +97,7 @@ void Teleport::TeleportPlayer(bool get_marker, CVector pos, int interior_id)
{ {
tRadarTrace targetBlip = CRadar::ms_RadarTrace[LOWORD(FrontEndMenuManager.m_nTargetBlipIndex)]; tRadarTrace targetBlip = CRadar::ms_RadarTrace[LOWORD(FrontEndMenuManager.m_nTargetBlipIndex)];
if (targetBlip.m_nBlipSprite != RADAR_SPRITE_WAYPOINT) if (targetBlip.m_nRadarSprite != RADAR_SPRITE_WAYPOINT)
{ {
SetHelpMessage(TEXT("Teleport.TargetBlipText")); SetHelpMessage(TEXT("Teleport.TargetBlipText"));
return; return;

View File

@ -457,7 +457,7 @@ void Vehicle::SpawnVehicle(const std::string& rootkey, const std::string& vehNam
veh->SetOrientation(x, y, z); veh->SetOrientation(x, y, z);
#endif #endif
} }
veh->m_nDoorLock = DOORLOCK_UNLOCKED; veh->m_eDoorLock = DOORLOCK_UNLOCKED;
#ifndef GTA3 #ifndef GTA3
BY_GAME(veh->m_nAreaCode, veh->m_nAreaCode, NULL) = interior; BY_GAME(veh->m_nAreaCode, veh->m_nAreaCode, NULL) = interior;
#endif #endif
@ -733,10 +733,10 @@ void Vehicle::ShowPage()
BY_GAME(pVeh->ms_forceVehicleLightsOff, pVeh->m_nVehicleFlags.bLightsOn, pVeh->m_nVehicleFlags.bLightsOn) = state; BY_GAME(pVeh->ms_forceVehicleLightsOff, pVeh->m_nVehicleFlags.bLightsOn, pVeh->m_nVehicleFlags.bLightsOn) = state;
} }
state = pVeh->m_nDoorLock == DOORLOCK_LOCKED_PLAYER_INSIDE; state = pVeh->m_eDoorLock == DOORLOCK_LOCKED_PLAYER_INSIDE;
if (Ui::CheckboxWithHint(TEXT("Vehicle.LockDoor"), &state, nullptr, !is_driver)) if (Ui::CheckboxWithHint(TEXT("Vehicle.LockDoor"), &state, nullptr, !is_driver))
{ {
pVeh->m_nDoorLock = state ? DOORLOCK_LOCKED_PLAYER_INSIDE : DOORLOCK_UNLOCKED; pVeh->m_eDoorLock = state ? DOORLOCK_LOCKED_PLAYER_INSIDE : DOORLOCK_UNLOCKED;
} }
state = BY_GAME(pVeh->m_nPhysicalFlags.bMeleeProof, pVeh->m_nFlags.bMeleeProof, pVeh->m_nFlags.bMeleeProof); state = BY_GAME(pVeh->m_nPhysicalFlags.bMeleeProof, pVeh->m_nFlags.bMeleeProof, pVeh->m_nFlags.bMeleeProof);

View File

@ -28,7 +28,7 @@ void Weapon::Init()
#endif #endif
uchar slot = player->m_nCurrentWeapon; uchar slot = player->m_nActiveWeaponSlot;
if (m_nCurrentWeaponSlot != slot) if (m_nCurrentWeaponSlot != slot)
{ {
eWeaponType weaponType = player->m_aWeapons[slot].m_eWeaponType; eWeaponType weaponType = player->m_aWeapons[slot].m_eWeaponType;
@ -229,7 +229,7 @@ void Weapon::ShowPage()
float x, y, z; float x, y, z;
Command<Commands::GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS>(hplayer, 0.0, 3.0, 0.0, &x, &y, &z); Command<Commands::GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS>(hplayer, 0.0, 3.0, 0.0, &x, &y, &z);
eWeaponType weaponType = pPlayer->m_aWeapons[pPlayer->m_nCurrentWeapon].m_eWeaponType; eWeaponType weaponType = pPlayer->m_aWeapons[pPlayer->m_nActiveWeaponSlot].m_eWeaponType;
if (weaponType) if (weaponType)
{ {
int model = 0, pickup = 0; int model = 0, pickup = 0;
@ -257,7 +257,7 @@ void Weapon::ShowPage()
if (ImGui::Button(TEXT("Weapon.DropCurrent"), Ui::GetSize(3))) if (ImGui::Button(TEXT("Weapon.DropCurrent"), Ui::GetSize(3)))
{ {
#ifdef GTASA #ifdef GTASA
Command<Commands::REMOVE_WEAPON_FROM_CHAR>(hplayer, pPlayer->m_aWeapons[pPlayer->m_nCurrentWeapon].m_eWeaponType); Command<Commands::REMOVE_WEAPON_FROM_CHAR>(hplayer, pPlayer->m_aWeapons[pPlayer->m_nActiveWeaponSlot].m_eWeaponType);
#else #else
ClearPlayerWeapon(pPlayer->m_aWeapons[pPlayer->m_nCurrentWeapon].m_eWeaponType); ClearPlayerWeapon(pPlayer->m_aWeapons[pPlayer->m_nCurrentWeapon].m_eWeaponType);
#endif #endif