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Allow allocating new object models using engineRequestModel #1684
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Changed valid objects list and this can cause bugs for old scripts.
If this is a separate bugfix, please can you submit it in a separate pull request?
Excellent work, by the way :)
I can't. Without this fix you can't create new objects and change models and textures.
 
 
 
 ghost
 
 
 
 commented
 Sep 28, 2020 
 
 
 
Thanks for the PR. I skimmed through the code, and it looks good. Testing the PR is going to take some time. I suggest we merge this after 1.5.8.
Thanks you for help, @PlatinMTA !
- Crash is fixed.
- I can't reproduce.
- It's a list with all default object ID's, engineRequestModel will select another ID's.
Added test resource
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It looks like good
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Huh interesting, does gta skip over = 2?
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GTA SA don't use model info with enum 2
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Or this is special type for parts of destroyed car
Co-authored-by: Qais Patankar <qaisjp@gmail.com>
..._objects_allocating
Fixed formatting
@saml1er #1684 (comment) 
It is needed, otherwise his range based for loop woudn't work (with CMappedArray)
Co-authored-by: saml1er <10183157+saml1er@users.noreply.github.com>
@saml1er #1684 (comment)
It is needed, otherwise hisrange based for loopwoudn't work (with CMappedArray)
(削除) In my other review comment, I suggested him to move the code in CClientPedManager. In this way, the method will become shorter, readable, and this won't be needed. (削除ここまで)
Hmm, I think I get it now why he added it there. Okay.
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Use first argument
objectinengineRequestModelto allocate new model. New model will based on trashcan (1337).Changed valid objects list and this can cause bugs for old scripts. For example, you can't create object with ID 1. New method think that it's a ped.
Valid objects are here
API:
TEST: