void CClientHandling::SetCollisionDamageMultiplier ( float fMultiplier, bool bRestore ) { // Set the property m_fCollisionDamageMultiplier = fMultiplier; m_bCollisionDamageMultiplierChanged = !bRestore; // Loop through the vehicles we're default for std::list < eVehicleTypes > ::const_iterator iter = m_DefaultTo.begin (); for ( ; iter != m_DefaultTo.end (); iter++ ) { // Grab the handling for this car CHandlingEntry* pEntry = g_pGame->GetHandlingManager ()->GetHandlingData ( *iter ); if ( pEntry ) { // Grab the handlings attached to that car std::vector < CClientHandling* > List; m_pHandlingManager->GetDefaultHandlings ( *iter, List ); // Update the property for this vehicle kind pEntry->SetCollisionDamageMultiplier ( m_pHandlingManager->GetCollisionDamageMultiplier ( List, *iter ) ); pEntry->Recalculate (); } } }
void CClientHandling::SetPercentSubmerged ( unsigned int uiPercent, bool bRestore ) { // Set the property m_uiPercentSubmerged = uiPercent; m_bPercentSubmergedChanged = !bRestore; // Loop through the vehicles we're default for std::list < eVehicleTypes > ::const_iterator iter = m_DefaultTo.begin (); for ( ; iter != m_DefaultTo.end (); iter++ ) { // Grab the handling for this car CHandlingEntry* pEntry = g_pGame->GetHandlingManager ()->GetHandlingData ( *iter ); if ( pEntry ) { // Grab the handlings attached to that car std::vector < CClientHandling* > List; m_pHandlingManager->GetDefaultHandlings ( *iter, List ); // Update the property for this vehicle kind pEntry->SetPercentSubmerged ( m_pHandlingManager->GetPercentSubmerged ( List, *iter ) ); pEntry->Recalculate (); } } }