mirror of https://github.com/Nofated095/re-GTA.git
shadows done
This commit is contained in:
parent
ad1920bc6f
commit
b4ecb3e3da
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@ -40,6 +40,13 @@ CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat
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return true;
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}
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bool
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CCamera::IsSphereVisible(const CVector ¢er, float radius)
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{
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CMatrix mat = m_cameraMatrix;
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return IsSphereVisible(center, radius, &mat);
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}
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bool
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CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat)
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{
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@ -1290,7 +1297,7 @@ CCam::GetWeaponFirstPersonOn()
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}
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STARTPATCHES
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InjectHook(0x42C760, &CCamera::IsSphereVisible, PATCH_JUMP);
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InjectHook(0x42C760, (bool (CCamera::*)(const CVector ¢er, float radius, const CMatrix *mat))&CCamera::IsSphereVisible, PATCH_JUMP);
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InjectHook(0x46FD00, &CCamera::SetFadeColour, PATCH_JUMP);
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InjectHook(0x46FD40, &CCamera::SetMotionBlur, PATCH_JUMP);
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@ -445,6 +445,7 @@ int m_iModeObbeCamIsInForCar;
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CVector &GetGameCamPosition(void) { return m_vecGameCamPos; }
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bool IsPointVisible(const CVector ¢er, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat);
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bool IsSphereVisible(const CVector ¢er, float radius);
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bool IsBoxVisible(RwV3d *box, const CMatrix *mat);
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int GetLookDirection(void);
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@ -1,6 +1,9 @@
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#include "common.h"
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#include "patcher.h"
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#include "Game.h"
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#include "Main.h"
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#include "CdStream.h"
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#include "FileMgr.h"
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eLevelName &CGame::currLevel = *(eLevelName*)0x941514;
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bool &CGame::bDemoMode = *(bool*)0x5F4DD0;
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@ -11,9 +14,21 @@ bool &CGame::noProstitutes = *(bool*)0x95CDCF;
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bool &CGame::playingIntro = *(bool*)0x95CDC2;
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char *CGame::aDatFile = (char*)0x773A48;
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bool
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CGame::InitialiseOnceBeforeRW(void)
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{
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CFileMgr::Initialise();
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CdStreamInit(MAX_CDCHANNELS);
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ValidateVersion();
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return true;
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}
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WRAPPER void CGame::Initialise(const char *datFile) { EAXJMP(0x48BED0); }
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WRAPPER void CGame::Process(void) { EAXJMP(0x48C850); }
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WRAPPER bool CGame::InitialiseOnceBeforeRW(void) { EAXJMP(0x48BB80); }
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WRAPPER bool CGame::InitialiseRenderWare(void) { EAXJMP(0x48BBA0); }
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WRAPPER void CGame::ShutdownRenderWare(void) { EAXJMP(0x48BCB0); }
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WRAPPER void CGame::FinalShutdown(void) { EAXJMP(0x48BEC0); }
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@ -354,10 +354,18 @@ public:
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bool GetRightShoulder1JustDown() { return !!(NewState.RightShoulder1 && !OldState.RightShoulder1); }
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bool GetRightShoulder2JustDown() { return !!(NewState.RightShoulder2 && !OldState.RightShoulder2); }
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int32 GetLeftShoulder1(void) { return NewState.LeftShoulder1; }
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int32 GetLeftShoulder2(void) { return NewState.LeftShoulder2; }
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int32 GetRightShoulder1(void) { return NewState.RightShoulder1; }
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int32 GetRightShoulder2(void) { return NewState.RightShoulder2; }
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bool GetTriangle() { return !!NewState.Triangle; }
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bool GetCircle() { return !!NewState.Circle; }
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bool GetCross() { return !!NewState.Cross; }
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bool GetSquare() { return !!NewState.Square; }
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bool GetDPadUp() { return !!NewState.DPadUp; }
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bool GetDPadDown() { return !!NewState.DPadDown; }
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bool GetDPadLeft() { return !!NewState.DPadLeft; }
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bool GetDPadRight() { return !!NewState.DPadRight; }
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bool GetLeftShoulder1(void) { return !!NewState.LeftShoulder1; }
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bool GetLeftShoulder2(void) { return !!NewState.LeftShoulder2; }
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bool GetRightShoulder1(void) { return !!NewState.RightShoulder1; }
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bool GetRightShoulder2(void) { return !!NewState.RightShoulder2; }
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};
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VALIDATE_SIZE(CPad, 0xFC);
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@ -178,3 +178,120 @@ void re3_assert(const char *expr, const char *filename, unsigned int lineno, con
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#define max(a, b) (((a) > (b)) ? (a) : (b))
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#define min(a, b) (((a) < (b)) ? (a) : (b))
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#define STRINGIFY(x) #x
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#define STR(x) STRINGIFY(x)
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#define CONCAT_(x,y) x##y
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#define CONCAT(x,y) CONCAT_(x,y)
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// Tweaking stuff for debugmenu
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#define TWEAKPATH ___tw___TWEAKPATH
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#define SETTWEAKPATH(path) static const char *___tw___TWEAKPATH = path;
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#define TWEAKFUNC(v) static CTweakFunc CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), TWEAKPATH);
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#define TWEAKFUNCN(v, name) static CTweakFunc CONCAT(___tw___tweak, __COUNTER__)(&v, name, TWEAKPATH);
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#define TWEAKBOOL(v) static CTweakBool CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), TWEAKPATH);
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#define TWEAKBOOLN(v, name) static CTweakBool CONCAT(___tw___tweak, __COUNTER__)(&v, name, TWEAKPATH);
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#define TWEAKINT32(v, lower, upper, step) static CTweakInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH);
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#define TWEAKINT32N(v, lower, upper, step, name) static CTweakInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH);
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#define TWEAKUINT32(v, lower, upper, step) static CTweakUInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH);
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#define TWEAKUINT32N(v, lower, upper, step, name) static CTweakUInt32 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH);
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#define TWEAKINT16(v, lower, upper, step) static CTweakInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH);
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#define TWEAKINT16N(v, lower, upper, step, name) static CTweakInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH);
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#define TWEAKUINT16(v, lower, upper, step) static CTweakUInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH);
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#define TWEAKUINT16N(v, lower, upper, step, name) static CTweakUInt16 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH);
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#define TWEAKINT8(v, lower, upper, step) static CTweakInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH);
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#define TWEAKINT8N(v, lower, upper, step, name) static CTweakInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH);
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#define TWEAKUINT8(v, lower, upper, step) static CTweakUInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH);
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#define TWEAKUINT8N(v, lower, upper, step, name) static CTweakUInt8 CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH);
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#define TWEAKFLOAT(v, lower, upper, step) static CTweakFloat CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, step, TWEAKPATH);
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#define TWEAKFLOATN(v, lower, upper, step, name) static CTweakFloat CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, step, TWEAKPATH);
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#define TWEAKSWITCH(v, lower, upper, str, f) static CTweakSwitch CONCAT(___tw___tweak, __COUNTER__)(&v, STR(v), lower, upper, str, f, TWEAKPATH);
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#define TWEAKSWITCHN(v, lower, upper, str, f, name) static CTweakSwitch CONCAT(___tw___tweak, __COUNTER__)(&v, name, lower, upper, str, f, TWEAKPATH);
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// interface
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class CTweakVar
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{
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public:
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virtual void AddDBG(const char *path) = 0;
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};
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class CTweakVars
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{
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public:
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static void Add(CTweakVar *var);
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static void AddDBG(const char *path);
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};
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class CTweakFunc : public CTweakVar
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{
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const char *m_pPath, *m_pVarName;
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void (*m_pFunc)();
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public:
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CTweakFunc(void (*pFunc)(), const char *strName, const char *strPath) :
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m_pFunc(pFunc), m_pVarName(strName), m_pPath(strPath)
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{
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CTweakVars::Add(this);
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}
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void AddDBG(const char *path);
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};
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class CTweakBool : public CTweakVar
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{
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const char *m_pPath, *m_pVarName;
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bool *m_pBoolVar;
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public:
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CTweakBool(bool *pBool, const char *strName, const char *strPath) :
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m_pBoolVar(pBool), m_pVarName(strName), m_pPath(strPath)
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{
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CTweakVars::Add(this);
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}
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void AddDBG(const char *path);
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};
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class CTweakSwitch : public CTweakVar
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{
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const char *m_pPath, *m_pVarName;
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void *m_pIntVar;
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int32 m_nMin, m_nMax;
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const char **m_aStr;
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void (*m_pFunc)();
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public:
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CTweakSwitch(void *pInt, const char *strName, int32 nMin, int32 nMax, const char **aStr, void (*pFunc)(), const char *strPath) :
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m_pVarName(strName), m_pPath(strPath),
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m_aStr(aStr), m_pIntVar(pInt), m_nMin(nMin), m_nMax(nMax)
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{
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CTweakVars::Add(this);
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}
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void AddDBG(const char *path);
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};
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#define _TWEEKCLASS(name, type) \
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class name : public CTweakVar \
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{ \
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public: \
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const char *m_pPath, *m_pVarName; \
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type *m_pIntVar, m_nLoawerBound, m_nUpperBound, m_nStep; \
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\
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name(type *pInt, const char *strName, type nLower, type nUpper, type nStep, const char *strPath) : \
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m_pIntVar(pInt), m_nLoawerBound(nLower), m_nUpperBound(nUpper), m_nStep(nStep), \
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m_pVarName(strName), m_pPath(strPath) \
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{ \
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CTweakVars::Add(this); \
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} \
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\
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void AddDBG(const char *path); \
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};
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_TWEEKCLASS(CTweakInt8, int8);
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_TWEEKCLASS(CTweakUInt8, uint8);
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_TWEEKCLASS(CTweakInt16, int16);
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_TWEEKCLASS(CTweakUInt16, uint16);
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_TWEEKCLASS(CTweakInt32, int32);
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_TWEEKCLASS(CTweakUInt32, uint32);
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_TWEEKCLASS(CTweakFloat, float);
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#undef _TWEEKCLASS
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@ -3,6 +3,7 @@
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enum Config {
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NUMCDIMAGES = 12, // gta3.img duplicates (not used on PC)
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MAX_CDIMAGES = 8, // additional cdimages
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MAX_CDCHANNELS = 5,
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MODELINFOSIZE = 5500,
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TXDSTORESIZE = 850,
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@ -113,7 +114,7 @@ enum Config {
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# define CHATTYSPLASH // print what the game is loading
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#endif
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#define FIX_BUGS // fix bugs in the game, TODO: use this more
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//#define FIX_BUGS // fix bugs in the game, TODO: use this more
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#define KANGAROO_CHEAT
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#define ASPECT_RATIO_SCALE
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#define USE_DEBUG_SCRIPT_LOADER
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@ -66,6 +66,12 @@ wchar *gUString2 = (wchar*)0x6EDD70;
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bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8;
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char version_name[64];
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float FramesPerSecond = 30.0f;
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bool gbPrintShite = false;
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bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
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void DoRWStuffEndOfFrame(void);
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@ -173,9 +179,6 @@ Idle(void *arg)
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}
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RenderMenus();
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#ifndef FINAL
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PrintGameVersion();
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#endif
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DoFade();
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Render2dStuffAfterFade();
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CCredits::Render();
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@ -211,9 +214,6 @@ FrontendIdle(void)
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DefinedState();
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RenderMenus();
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#ifndef FINAL
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PrintGameVersion();
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#endif
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DoFade();
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Render2dStuffAfterFade();
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CFont::DrawFonts();
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@ -473,9 +473,137 @@ DoFade(void)
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}
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}
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float FramesPerSecondCounter;
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int32 FrameSamples;
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struct tZonePrint
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{
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char name[12];
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CRect rect;
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};
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tZonePrint ZonePrint[] =
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{
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{ "suburban", CRect(-1639.4f, 1014.3f, -226.23f, -1347.9f) },
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{ "comntop", CRect(-223.52f, 203.62f, 616.79f, -413.6f) },
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{ "comnbtm", CRect(-227.24f, -413.6f, 620.51f, -911.84f) },
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{ "comse", CRect( 200.35f, -911.84f, 620.51f, -1737.3f) },
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{ "comsw", CRect(-223.52f, -911.84f, 200.35f, -1737.3f) },
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{ "industsw", CRect( 744.05f, -473.0f, 1067.5f, -1331.5f) },
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{ "industne", CRect( 1067.5f, 282.19f, 1915.3f, -473.0f) },
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{ "industnw", CRect( 744.05f, 324.95f, 1067.5f, -473.0f) },
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{ "industse", CRect( 1070.3f, -473.0f, 1918.1f, -1331.5f) },
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{ "no zone", CRect( 0.0f, 0.0f, 0.0f, 0.0f) }
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};
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#ifndef MASTER
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void
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DisplayGameDebugText()
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{
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static bool bDisplayPosn = false;
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static bool bDisplayRate = false;
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{
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SETTWEAKPATH("GameDebugText");
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TWEAKBOOL(bDisplayPosn);
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TWEAKBOOL(bDisplayRate);
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}
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char str[200];
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wchar ustr[200];
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wchar ver[200];
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AsciiToUnicode(version_name, ver);
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CFont::SetPropOn();
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CFont::SetBackgroundOff();
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CFont::SetFontStyle(FONT_BANK);
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CFont::SetScale(SCREEN_STRETCH_X(0.5f), SCREEN_STRETCH_Y(0.5f));
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CFont::SetCentreOff();
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CFont::SetRightJustifyOff();
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CFont::SetWrapx(SCREEN_WIDTH);
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CFont::SetJustifyOff();
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CFont::SetBackGroundOnlyTextOff();
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CFont::SetColor(CRGBA(255, 108, 0, 255));
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CFont::PrintString(10.0f, 10.0f, ver);
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FrameSamples++;
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FramesPerSecondCounter += 1000.0f / (CTimer::GetTimeStepNonClippedInSeconds() * 1000.0f);
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FramesPerSecond = FramesPerSecondCounter / FrameSamples;
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if ( FrameSamples > 30 )
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{
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FramesPerSecondCounter = 0.0f;
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FrameSamples = 0;
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}
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if ( !TheCamera.WorldViewerBeingUsed
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&& CPad::GetPad(1)->GetSquare()
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&& CPad::GetPad(1)->GetTriangle()
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&& CPad::GetPad(1)->GetLeftShoulder2JustDown() )
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{
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bDisplayPosn = !bDisplayPosn;
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}
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if ( CPad::GetPad(1)->GetSquare()
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&& CPad::GetPad(1)->GetTriangle()
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&& CPad::GetPad(1)->GetRightShoulder2JustDown() )
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{
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bDisplayRate = !bDisplayRate;
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}
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if ( bDisplayPosn || bDisplayRate )
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{
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CVector pos = FindPlayerCoors();
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int32 ZoneId = ARRAY_SIZE(ZonePrint)-1; // no zone
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for ( int32 i = 0; i < ARRAY_SIZE(ZonePrint)-1; i++ )
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{
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if ( pos.x > ZonePrint[i].rect.left
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&& pos.x < ZonePrint[i].rect.right
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&& pos.y > ZonePrint[i].rect.bottom
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&& pos.y < ZonePrint[i].rect.top )
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{
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ZoneId = i;
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}
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}
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//NOTE: fps should be 30, but its 29 due to different fp2int conversion
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if ( bDisplayRate )
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sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, F-%d, %s", pos.x, pos.y, pos.z, (int32)FramesPerSecond, ZonePrint[ZoneId].name);
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else
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sprintf(str, "X:%5.1f, Y:%5.1f, Z:%5.1f, %s", pos.x, pos.y, pos.z, ZonePrint[ZoneId].name);
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AsciiToUnicode(str, ustr);
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CFont::SetPropOff();
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CFont::SetBackgroundOff();
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CFont::SetScale(0.7f, 1.5f);
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CFont::SetCentreOff();
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CFont::SetRightJustifyOff();
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CFont::SetJustifyOff();
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CFont::SetBackGroundOnlyTextOff();
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CFont::SetWrapx(640.0f);
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetColor(CRGBA(0, 0, 0, 255));
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CFont::PrintString(42.0f, 42.0f, ustr);
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CFont::SetColor(CRGBA(255, 108, 0, 255));
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CFont::PrintString(40.0f, 40.0f, ustr);
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}
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}
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#endif
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void
|
||||
Render2dStuffAfterFade(void)
|
||||
{
|
||||
#ifndef MASTER
|
||||
DisplayGameDebugText();
|
||||
//PrintGameVersion();
|
||||
#endif
|
||||
|
||||
CHud::DrawAfterFade();
|
||||
CFont::DrawFonts();
|
||||
}
|
||||
|
@ -871,6 +999,41 @@ void PrintGameVersion()
|
|||
CFont::PrintString(SCREEN_SCALE_X(10.5f), SCREEN_SCALE_Y(8.0f), gUString);
|
||||
}
|
||||
|
||||
void
|
||||
ValidateVersion()
|
||||
{
|
||||
int32 file = CFileMgr::OpenFile("models\\coll\\peds.col", "rb");
|
||||
char buff[128];
|
||||
|
||||
if ( file != -1 )
|
||||
{
|
||||
CFileMgr::Seek(file, 100, SEEK_SET);
|
||||
|
||||
for ( int i = 0; i < 128; i++ )
|
||||
{
|
||||
CFileMgr::Read(file, &buff[i], sizeof(char));
|
||||
buff[i] -= 23;
|
||||
if ( buff[i] == '\0' )
|
||||
break;
|
||||
CFileMgr::Seek(file, 99, SEEK_CUR);
|
||||
}
|
||||
|
||||
if ( !strncmp(buff, "grandtheftauto3", 15) )
|
||||
{
|
||||
strncpy(version_name, &buff[15], 64);
|
||||
CFileMgr::CloseFile(file);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
LoadingScreen("Invalid version", NULL, NULL);
|
||||
|
||||
while(true)
|
||||
{
|
||||
;
|
||||
}
|
||||
}
|
||||
|
||||
STARTPATCHES
|
||||
InjectHook(0x48E480, Idle, PATCH_JUMP);
|
||||
InjectHook(0x48E700, FrontendIdle, PATCH_JUMP);
|
||||
|
|
|
@ -17,6 +17,7 @@ extern char *gString2;
|
|||
extern wchar *gUString;
|
||||
extern wchar *gUString2;
|
||||
extern bool &b_FoundRecentSavedGameWantToLoad;
|
||||
extern bool gbPrintShite;
|
||||
|
||||
class CSprite2d;
|
||||
|
||||
|
@ -26,3 +27,4 @@ void LoadingIslandScreen(const char *levelName);
|
|||
CSprite2d *LoadSplash(const char *name);
|
||||
char *GetLevelSplashScreen(int level);
|
||||
char *GetRandomSplashScreen(void);
|
||||
void ValidateVersion();
|
|
@ -17,6 +17,7 @@
|
|||
#include "debugmenu_public.h"
|
||||
|
||||
#include <vector>
|
||||
#include <list>
|
||||
|
||||
std::vector<int32> usedAddresses;
|
||||
|
||||
|
@ -167,9 +168,71 @@ FixCar(void)
|
|||
((CAutomobile*)veh)->Fix();
|
||||
}
|
||||
|
||||
static std::list<CTweakVar *> TweakVarsList;
|
||||
static bool bAddTweakVarsNow = false;
|
||||
static const char *pTweakVarsDefaultPath = NULL;
|
||||
|
||||
void CTweakVars::Add(CTweakVar *var)
|
||||
{
|
||||
TweakVarsList.push_back(var);
|
||||
|
||||
if ( bAddTweakVarsNow )
|
||||
var->AddDBG(pTweakVarsDefaultPath);
|
||||
}
|
||||
|
||||
void CTweakVars::AddDBG(const char *path)
|
||||
{
|
||||
pTweakVarsDefaultPath = path;
|
||||
|
||||
for(auto i = TweakVarsList.begin(); i != TweakVarsList.end(); ++i)
|
||||
(*i)->AddDBG(pTweakVarsDefaultPath);
|
||||
|
||||
bAddTweakVarsNow = true;
|
||||
}
|
||||
|
||||
//inline DebugMenuEntry * DebugMenuAddVar (const char *path , name, ptr, trig, step, lowerBound, upperBound, const char **strings)
|
||||
/*
|
||||
inline DebugMenuEntry *
|
||||
DebugMenuAddVar
|
||||
|
||||
(const char *path,
|
||||
const char *name,
|
||||
int8_t *ptr,
|
||||
TriggerFunc triggerFunc,
|
||||
int8_t step,
|
||||
int8_t lowerBound,
|
||||
int8_t upperBound,
|
||||
const char **strings)
|
||||
*/
|
||||
|
||||
void CTweakSwitch::AddDBG(const char *path)
|
||||
{
|
||||
DebugMenuEntry *e = DebugMenuAddVar(m_pPath == NULL ? path : m_pPath, m_pVarName, (int32_t *)m_pIntVar, m_pFunc, 1, m_nMin, m_nMax, m_aStr);
|
||||
DebugMenuEntrySetWrap(e, true);
|
||||
}
|
||||
|
||||
void CTweakFunc::AddDBG (const char *path) { DebugMenuAddCmd (m_pPath == NULL ? path : m_pPath, m_pVarName, m_pFunc); }
|
||||
void CTweakBool::AddDBG (const char *path) { DebugMenuAddVarBool8(m_pPath == NULL ? path : m_pPath, m_pVarName, (int8_t *)m_pBoolVar, NULL); }
|
||||
void CTweakInt8::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (int8_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); }
|
||||
void CTweakUInt8::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (uint8_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); }
|
||||
void CTweakInt16::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (int16_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); }
|
||||
void CTweakUInt16::AddDBG(const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (uint16_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); }
|
||||
void CTweakInt32::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (int32_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); }
|
||||
void CTweakUInt32::AddDBG(const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (uint32_t *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound, NULL); }
|
||||
void CTweakFloat::AddDBG (const char *path) { DebugMenuAddVar (m_pPath == NULL ? path : m_pPath, m_pVarName, (float *)m_pIntVar, NULL, m_nStep, m_nLoawerBound, m_nUpperBound); }
|
||||
|
||||
/*
|
||||
static const char *wt[] = {
|
||||
"Sunny", "Cloudy", "Rainy", "Foggy"
|
||||
};
|
||||
|
||||
SETTWEAKPATH("TEST");
|
||||
TWEAKSWITCH(CWeather::NewWeatherType, 0, 3, wt, NULL);
|
||||
*/
|
||||
|
||||
void
|
||||
DebugMenuPopulate(void)
|
||||
{
|
||||
{
|
||||
if(DebugMenuLoad()){
|
||||
static const char *weathers[] = {
|
||||
"Sunny", "Cloudy", "Rainy", "Foggy"
|
||||
|
@ -223,6 +286,8 @@ DebugMenuPopulate(void)
|
|||
|
||||
DebugMenuAddCmd("Debug", "Start Credits", CCredits::Start);
|
||||
DebugMenuAddCmd("Debug", "Stop Credits", CCredits::Stop);
|
||||
|
||||
CTweakVars::AddDBG("Debug");
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -12,5 +12,6 @@ inline float Atan(float x) { return atanf(x); }
|
|||
inline float Atan2(float y, float x) { return atan2f(y, x); }
|
||||
inline float Abs(float x) { return fabs(x); }
|
||||
inline float Sqrt(float x) { return sqrtf(x); }
|
||||
inline float RecipSqrt(float x) { return 1.0f/Sqrt(x); }
|
||||
inline float RecipSqrt(float x, float y) { return x/Sqrt(y); }
|
||||
inline float RecipSqrt(float x) { return RecipSqrt(1.0f, x); }
|
||||
inline float Pow(float x, float y) { return powf(x, y); }
|
||||
|
|
|
@ -226,6 +226,10 @@ int32 Randomizer;
|
|||
int32 nParticleCreationInterval = 1;
|
||||
float fParticleScaleLimit = 0.5f;
|
||||
|
||||
SETTWEAKPATH("Particle");
|
||||
TWEAKINT32(nParticleCreationInterval, 0, 5, 1);
|
||||
TWEAKFLOAT(fParticleScaleLimit, 0.0f, 1.0f, 0.1f);
|
||||
TWEAKFUNC(CParticle::ReloadConfig);
|
||||
|
||||
void CParticle::ReloadConfig()
|
||||
{
|
||||
|
@ -1143,7 +1147,7 @@ void CParticle::Update()
|
|||
{
|
||||
bRemoveParticle = true;
|
||||
|
||||
int32 randVal = int32(CGeneral::GetRandomNumber());
|
||||
int32 randVal = CGeneral::GetRandomNumber();
|
||||
|
||||
if ( randVal & 1 )
|
||||
{
|
||||
|
@ -1188,23 +1192,19 @@ void CParticle::Update()
|
|||
|
||||
if ( randVal == 5 )
|
||||
{
|
||||
int32 randTime = int32(CGeneral::GetRandomNumber());
|
||||
|
||||
CShadows::AddPermanentShadow(1, gpBloodPoolTex, &vecPosn,
|
||||
0.1f, 0.0f, 0.0f, -0.1f,
|
||||
255,
|
||||
255, 0, 0,
|
||||
4.0f, (randTime & 0xFFF) + 2000, 1.0f);
|
||||
4.0f, (CGeneral::GetRandomNumber() & 4095) + 2000, 1.0f);
|
||||
}
|
||||
else if ( randVal == 2 )
|
||||
{
|
||||
int32 randTime = int32(CGeneral::GetRandomNumber());
|
||||
|
||||
CShadows::AddPermanentShadow(1, gpBloodPoolTex, &vecPosn,
|
||||
0.2f, 0.0f, 0.0f, -0.2f,
|
||||
255,
|
||||
255, 0, 0,
|
||||
4.0f, (randTime & 0xFFF) + 8000, 1.0f);
|
||||
4.0f, (CGeneral::GetRandomNumber() & 4095) + 8000, 1.0f);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
@ -1600,7 +1600,7 @@ void CParticle::Render()
|
|||
fTrailLength = fDist;
|
||||
|
||||
//Float fRot = Atan2( vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist)) );
|
||||
float fRot = asinf(vecDist.x / fDist);
|
||||
float fRot = Asin(vecDist.x / fDist);
|
||||
|
||||
fRotation = fRot;
|
||||
|
||||
|
@ -1652,7 +1652,7 @@ void CParticle::Render()
|
|||
fTrailLength = fDist;
|
||||
|
||||
//Float fRot = Atan2(vecDist.x / fDist, Sqrt(1.0f - vecDist.x / fDist * (vecDist.x / fDist)));
|
||||
float fRot = asinf(vecDist.x / fDist);
|
||||
float fRot = Asin(vecDist.x / fDist);
|
||||
|
||||
fRotation = fRot;
|
||||
|
||||
|
|
|
@ -17,10 +17,10 @@ static_assert(sizeof(CRegisteredPointLight) == 0x2C, "CRegisteredPointLight: err
|
|||
|
||||
class CPointLights
|
||||
{
|
||||
// Probably have to make this public for shadows later
|
||||
public:
|
||||
static int16 &NumLights;
|
||||
static CRegisteredPointLight *aLights; //[NUMPOINTLIGHTS]
|
||||
public:
|
||||
|
||||
enum {
|
||||
LIGHT_POINT,
|
||||
LIGHT_DIRECTIONAL,
|
||||
|
|
|
@ -8,8 +8,8 @@ int32 &TempBufferIndicesStored = *(int32*)0x8F1A4C;
|
|||
RwIm3DVertex *TempBufferRenderVertices = (RwIm3DVertex*)0x862330;
|
||||
RwImVertexIndex *TempBufferRenderIndexList = (RwImVertexIndex*)0x846288;
|
||||
|
||||
int RenderBuffer::VerticesToBeStored;
|
||||
int RenderBuffer::IndicesToBeStored;
|
||||
int &RenderBuffer::VerticesToBeStored = *(int*)0x8F59C4;
|
||||
int &RenderBuffer::IndicesToBeStored = *(int*)0x8E28B0;
|
||||
|
||||
void
|
||||
RenderBuffer::ClearRenderBuffer(void)
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
class RenderBuffer
|
||||
{
|
||||
public:
|
||||
static int VerticesToBeStored;
|
||||
static int IndicesToBeStored;
|
||||
static int &VerticesToBeStored;
|
||||
static int &IndicesToBeStored;
|
||||
static void ClearRenderBuffer(void);
|
||||
static void StartStoring(int numIndices, int numVertices, RwImVertexIndex **indexStart, RwIm3DVertex **vertexStart);
|
||||
static void StopStoring(void);
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -1,5 +1,11 @@
|
|||
#pragma once
|
||||
|
||||
#define MAX_STOREDSHADOWS 48
|
||||
#define MAX_POLYBUNCHES 300
|
||||
#define MAX_STATICSHADOWS 64
|
||||
#define MAX_PERMAMENTSHADOWS 48
|
||||
|
||||
|
||||
struct RwTexture;
|
||||
class CEntity;
|
||||
|
||||
|
@ -8,19 +14,170 @@ enum
|
|||
SHADOWTYPE_2 = 2
|
||||
};
|
||||
|
||||
enum eShadowType
|
||||
{
|
||||
SHADOWTYPE_NONE = 0,
|
||||
SHADOWTYPE_DARK,
|
||||
SHADOWTYPE_ADDITIVE,
|
||||
SHADOWTYPE_INVCOLOR
|
||||
};
|
||||
|
||||
enum eShadowTextureType
|
||||
{
|
||||
SHADOWTEX_NONE = 0,
|
||||
SHADOWTEX_CAR,
|
||||
SHADOWTEX_PED,
|
||||
SHADOWTEX_EXPLOSION,
|
||||
SHADOWTEX_HELI,
|
||||
SHADOWTEX_HEADLIGHTS,
|
||||
SHADOWTEX_BLOOD
|
||||
};
|
||||
|
||||
class CStoredShadow
|
||||
{
|
||||
public:
|
||||
CVector m_vecPos;
|
||||
CVector2D m_vecFront;
|
||||
CVector2D m_vecSide;
|
||||
float m_fZDistance;
|
||||
float m_fScale;
|
||||
int16 m_nIntensity;
|
||||
uint8 m_ShadowType;
|
||||
uint8 m_nRed;
|
||||
uint8 m_nGreen;
|
||||
uint8 m_nBlue;
|
||||
struct
|
||||
{
|
||||
uint8 bDrawOnWater : 1;
|
||||
uint8 bRendered : 1;
|
||||
//uint8 bDrawOnBuildings : 1;
|
||||
} m_nFlags;
|
||||
char _pad0;
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
CStoredShadow()
|
||||
{ }
|
||||
};
|
||||
VALIDATE_SIZE(CStoredShadow, 0x30);
|
||||
|
||||
class CPolyBunch
|
||||
{
|
||||
public:
|
||||
int16 m_nNumVerts;
|
||||
char _pad0[2];
|
||||
CVector m_aVerts[7];
|
||||
uint8 m_aU[7];
|
||||
uint8 m_aV[7];
|
||||
char _pad1[2];
|
||||
CPolyBunch *m_pNext;
|
||||
|
||||
CPolyBunch()
|
||||
{ }
|
||||
};
|
||||
VALIDATE_SIZE(CPolyBunch, 0x6C);
|
||||
|
||||
class CStaticShadow
|
||||
{
|
||||
public:
|
||||
uint32 m_nId;
|
||||
CPolyBunch *m_pPolyBunch;
|
||||
uint32 m_nTimeCreated;
|
||||
CVector m_vecPosn;
|
||||
CVector2D m_vecFront;
|
||||
CVector2D m_vecSide;
|
||||
float m_fZDistance;
|
||||
float m_fScale;
|
||||
uint8 m_nType;
|
||||
char _pad0;
|
||||
int16 m_nIntensity; // unsigned ?
|
||||
uint8 m_nRed;
|
||||
uint8 m_nGreen;
|
||||
uint8 m_nBlue;
|
||||
bool m_bJustCreated;
|
||||
bool m_bRendered;
|
||||
bool m_bTemp;
|
||||
char _pad1[2];
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
CStaticShadow()
|
||||
{ }
|
||||
|
||||
void Free();
|
||||
};
|
||||
VALIDATE_SIZE(CStaticShadow, 0x40);
|
||||
|
||||
class CPermanentShadow
|
||||
{
|
||||
public:
|
||||
CVector m_vecPos;
|
||||
CVector2D m_vecFront;
|
||||
CVector2D m_vecSide;
|
||||
float m_fZDistance;
|
||||
float m_fScale;
|
||||
int16 m_nIntensity;
|
||||
uint8 m_nType; // eShadowType
|
||||
uint8 m_nRed;
|
||||
uint8 m_nGreen;
|
||||
uint8 m_nBlue;
|
||||
char _pad0[2];
|
||||
uint32 m_nTimeCreated;
|
||||
uint32 m_nLifeTime;
|
||||
RwTexture *m_pTexture;
|
||||
|
||||
CPermanentShadow()
|
||||
{ }
|
||||
};
|
||||
VALIDATE_SIZE(CPermanentShadow, 0x38);
|
||||
|
||||
class CPtrList;
|
||||
class CAutomobile;
|
||||
class CPed;
|
||||
|
||||
class CShadows
|
||||
{
|
||||
public:
|
||||
static void AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale);
|
||||
static void RenderStaticShadows(void);
|
||||
static void RenderStoredShadows(void);
|
||||
static void RenderExtraPlayerShadows(void);
|
||||
static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY);
|
||||
static void StoreShadowForTree(CEntity *ent);
|
||||
static void StoreShadowForPole(CEntity *ent, float offsetX, float offsetY, float offsetZ, float poleHeight, float poleWidth, uint32 subId);
|
||||
static void StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY);
|
||||
static void StoreStaticShadow(uint32 id, uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, float scale, float drawDistance, bool temporaryShadow, float upDistance);;
|
||||
static void StoreShadowToBeRendered(uint8 type, RwTexture *texture, CVector *coors, float frontX, float frontY, float sideX, float sideY, int16 intensity, uint8 red, uint8 green, uint8 blue, float zDistance, bool drawOnWater, float upDistance);
|
||||
#if 1
|
||||
static int16 ShadowsStoredToBeRendered;
|
||||
static CStoredShadow asShadowsStored [MAX_STOREDSHADOWS];
|
||||
static CPolyBunch aPolyBunches [MAX_POLYBUNCHES];
|
||||
static CStaticShadow aStaticShadows [MAX_STATICSHADOWS];
|
||||
static CPolyBunch *pEmptyBunchList;
|
||||
static CPermanentShadow aPermanentShadows[MAX_PERMAMENTSHADOWS];
|
||||
#else
|
||||
static int16 &ShadowsStoredToBeRendered;
|
||||
static CStoredShadow (&asShadowsStored) [MAX_STOREDSHADOWS];
|
||||
static CPolyBunch (&aPolyBunches) [MAX_POLYBUNCHES];
|
||||
static CStaticShadow (&aStaticShadows) [MAX_STATICSHADOWS];
|
||||
static CPolyBunch *&pEmptyBunchList;
|
||||
static CPermanentShadow (&aPermanentShadows)[MAX_PERMAMENTSHADOWS];
|
||||
#endif
|
||||
|
||||
static void Init (void);
|
||||
static void Shutdown (void);
|
||||
static void AddPermanentShadow ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale);
|
||||
static void StoreStaticShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance);
|
||||
static void StoreShadowToBeRendered ( uint8 ShadowType, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue);
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||||
static void StoreShadowToBeRendered ( uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, bool bDrawOnWater, float fScale);
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||||
static void StoreShadowForCar (CAutomobile *pCar);
|
||||
static void StoreCarLightShadow (CAutomobile *pCar, int32 nID, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue, float fMaxViewAngle);
|
||||
static void StoreShadowForPed (CPed *pPed, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||
static void StoreShadowForPedObject (CEntity *pPedObject, float fDisplacementX, float fDisplacementY, float fFrontX, float fFrontY, float fSideX, float fSideY);
|
||||
static void StoreShadowForTree (CEntity *pTree);
|
||||
static void StoreShadowForPole (CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ, float fPoleHeight, float fPoleWidth, uint32 nID);
|
||||
static void SetRenderModeForShadowType (uint8 ShadowType);
|
||||
static void RenderStoredShadows (void);
|
||||
static void RenderStaticShadows (void);
|
||||
static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
|
||||
static void CastShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
|
||||
static void CastShadowEntity (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
|
||||
CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
|
||||
static void UpdateStaticShadows (void);
|
||||
static void UpdatePermanentShadows (void);
|
||||
static void CalcPedShadowValues (CVector vecLightDir, float *pfDisplacementX, float *pfDisplacementY, float *pfFrontX, float *pfFrontY, float *pfSideX, float *pfSideY);
|
||||
static void RenderExtraPlayerShadows (void);
|
||||
static void TidyUpShadows (void);
|
||||
static void RenderIndicatorShadow (uint32 nID, uint8 ShadowType, RwTexture *pTexture, CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity);
|
||||
};
|
||||
|
||||
extern RwTexture *&gpBloodPoolTex;
|
||||
|
|
|
@ -10,3 +10,6 @@ WRAPPER void CMotionBlurStreaks::RegisterStreak(int32 id, uint8 r, uint8 g, uint
|
|||
CBulletTrace (&CBulletTraces::aTraces)[16] = *(CBulletTrace(*)[16])*(uintptr*)0x72B1B8;
|
||||
|
||||
WRAPPER void CBulletTraces::Init(void) { EAXJMP(0x518DE0); }
|
||||
|
||||
|
||||
WRAPPER void C3dMarkers::PlaceMarkerSet(uint32 id, uint16 type, CVector& pos, float size, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate) { EAXJMP(0x51BB80); }
|
|
@ -28,3 +28,9 @@ public:
|
|||
|
||||
static void Init(void);
|
||||
};
|
||||
|
||||
class C3dMarkers
|
||||
{
|
||||
public:
|
||||
static void PlaceMarkerSet(uint32 id, uint16 type, CVector& pos, float size, uint8 r, uint8 g, uint8 b, uint8 a, uint16 pulsePeriod, float pulseFraction, int16 rotateRate);
|
||||
};
|
|
@ -119,6 +119,8 @@ public:
|
|||
static int GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; }
|
||||
static float GetSunSize(void) { return m_fCurrentSunSize; }
|
||||
static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; }
|
||||
static int GetShadowStrength(void) { return m_nCurrentShadowStrength; }
|
||||
static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; }
|
||||
static float GetFarClip(void) { return m_fCurrentFarClip; }
|
||||
static float GetFogStart(void) { return m_fCurrentFogStart; }
|
||||
|
||||
|
@ -138,4 +140,10 @@ public:
|
|||
static void Initialise(void);
|
||||
static void Update(void);
|
||||
static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
|
||||
static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; }
|
||||
static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; }
|
||||
static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; }
|
||||
static float GetShadowSideY(void) { return m_fShadowSideY[m_CurrentStoredValue]; }
|
||||
static float GetShadowDisplacementX(void) { return m_fShadowDisplacementX[m_CurrentStoredValue]; }
|
||||
static float GetShadowDisplacementY(void) { return m_fShadowDisplacementY[m_CurrentStoredValue]; }
|
||||
};
|
||||
|
|
|
@ -238,7 +238,7 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool
|
|||
|
||||
float fAngle = (CTimer::GetTimeInMilliseconds() & 4095) * (TWOPI / 4096.0f);
|
||||
|
||||
float fWave = sin
|
||||
float fWave = Sin
|
||||
(
|
||||
/*( WATER_UNSIGN_Y(fY) - float(y) * MAX_HUGE_SECTORS + WATER_UNSIGN_X(fX) - float(x) * MAX_HUGE_SECTORS )*/ // VC
|
||||
(float)( ((int32)fX & (MAX_HUGE_SECTORS-1)) + ((int32)fY & (MAX_HUGE_SECTORS-1)) )
|
||||
|
@ -306,7 +306,7 @@ _GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool
|
|||
{
|
||||
if ( TheCamera.GetForward().z > -0.8f )
|
||||
{
|
||||
if ( fabsf(TheCamera.GetForward().x) > fabsf(TheCamera.GetForward().y) )
|
||||
if ( Abs(TheCamera.GetForward().x) > Abs(TheCamera.GetForward().y) )
|
||||
{
|
||||
if ( TheCamera.GetForward().x > 0.0f )
|
||||
*bUseCamStartX = true;
|
||||
|
@ -326,7 +326,7 @@ _GetCamBounds(bool *bUseCamStartY, bool *bUseCamEndY, bool *bUseCamStartX, bool
|
|||
float
|
||||
SectorRadius(float fSize)
|
||||
{
|
||||
return sqrtf(powf(fSize, 2) + powf(fSize, 2));
|
||||
return Sqrt(Pow(fSize, 2) + Pow(fSize, 2));
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -714,7 +714,7 @@ CWaterLevel::RenderWater()
|
|||
static CVector prev_front(0.0f, 0.0f, 0.0f);
|
||||
static int32 timecounter;
|
||||
|
||||
if ( fabs(prev_pos.x - cur_pos.x) + fabs(prev_pos.y - cur_pos.y) + fabs(prev_pos.z - cur_pos.z) > 1.5f )
|
||||
if ( Abs(prev_pos.x - cur_pos.x) + Abs(prev_pos.y - cur_pos.y) + Abs(prev_pos.z - cur_pos.z) > 1.5f )
|
||||
{
|
||||
prev_pos = cur_pos;
|
||||
timecounter = CTimer::GetTimeInMilliseconds();
|
||||
|
@ -962,8 +962,8 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col
|
|||
RwRGBAAssign(&wavyPreLights[9*i+j], &color);
|
||||
|
||||
wavyVertices[9*i+j].z = ( CWeather::Wind * 0.7f + 0.3f )
|
||||
* ( sinf(float(i + j) * DEGTORAD(45.0f) + fAngle) )
|
||||
+ ( CWeather::Wind * 0.2f * sinf(float(j - i) * PI + (2.0f * fAngle)) );
|
||||
* ( Sin(float(i + j) * DEGTORAD(45.0f) + fAngle) )
|
||||
+ ( CWeather::Wind * 0.2f * Sin(float(j - i) * PI + (2.0f * fAngle)) );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1119,7 +1119,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
|
|||
}
|
||||
}
|
||||
|
||||
return clamp(sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
|
||||
return clamp(Sqrt(fDistSqr) - 23.0f, 0.0f, fSectorMaxRenderDist);
|
||||
}
|
||||
|
||||
void
|
||||
|
|
Loading…
Reference in New Issue