2019-05-15 14:52:37 +00:00
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#include "common.h"
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2020-04-17 13:31:11 +00:00
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2019-06-17 08:30:02 +00:00
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#include "main.h"
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2020-04-23 20:25:18 +00:00
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#include "RwHelper.h"
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2019-06-30 10:53:39 +00:00
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#include "Lights.h"
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2019-06-12 19:17:02 +00:00
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#include "PointLights.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendClumpData.h"
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2020-04-23 20:25:18 +00:00
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#include "Bones.h"
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2019-06-12 19:17:02 +00:00
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#include "Renderer.h"
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#include "ModelIndices.h"
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#include "Shadows.h"
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2019-06-30 10:53:39 +00:00
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#include "Timecycle.h"
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2019-05-15 14:52:37 +00:00
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#include "CutsceneObject.h"
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2019-06-12 18:07:37 +00:00
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CCutsceneObject::CCutsceneObject(void)
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{
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m_status = STATUS_SIMPLE;
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bUsesCollision = false;
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2019-06-27 12:17:42 +00:00
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bStreamingDontDelete = true;
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2019-06-12 18:07:37 +00:00
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ObjectCreatedBy = CUTSCENE_OBJECT;
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m_fMass = 1.0f;
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m_fTurnMass = 1.0f;
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2020-04-23 20:25:18 +00:00
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#ifdef PED_SKIN
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bRenderHead = true;
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bRenderRightHand = true;
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bRenderLeftHand = true;
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#endif
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2019-06-12 18:07:37 +00:00
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}
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2019-06-12 19:17:02 +00:00
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void
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CCutsceneObject::SetModelIndex(uint32 id)
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{
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CEntity::SetModelIndex(id);
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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RpAnimBlendClumpInit((RpClump*)m_rwObject);
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = &m_vecMoveSpeed;
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION_3D;
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}
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void
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CCutsceneObject::ProcessControl(void)
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{
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CPhysical::ProcessControl();
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if(CTimer::GetTimeStep() < 1/100.0f)
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m_vecMoveSpeed *= 100.0f;
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else
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m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
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ApplyMoveSpeed();
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2020-04-23 20:25:18 +00:00
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump()))
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UpdateRpHAnim();
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#endif
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}
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static RpMaterial*
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MaterialSetAlpha(RpMaterial *material, void *data)
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{
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((RwRGBA*)RpMaterialGetColor(material))->alpha = (uint8)(uintptr)data;
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return material;
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2019-06-12 19:17:02 +00:00
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}
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void
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CCutsceneObject::PreRender(void)
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{
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2020-04-23 20:25:18 +00:00
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if(IsPedModel(GetModelIndex())){
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2019-06-12 19:17:02 +00:00
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CShadows::StoreShadowForPedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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2020-04-23 20:25:18 +00:00
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// For some reason xbox/android limbs are transparent here...
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RpGeometry *geometry = RpAtomicGetGeometry(GetFirstAtomic(GetClump()));
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RpGeometrySetFlags(geometry, RpGeometryGetFlags(geometry) | rpGEOMETRYMODULATEMATERIALCOLOR);
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RpGeometryForAllMaterials(geometry, MaterialSetAlpha, (void*)255);
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}
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2019-06-12 19:17:02 +00:00
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}
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void
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CCutsceneObject::Render(void)
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{
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2020-04-23 20:25:18 +00:00
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#ifdef PED_SKIN
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if(IsClumpSkinned(GetClump())){
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if(bRenderLeftHand) RenderLimb(BONE_Lhand);
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if(bRenderRightHand) RenderLimb(BONE_Rhand);
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if(bRenderHead) RenderLimb(BONE_head);
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}
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#endif
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2019-06-12 19:17:02 +00:00
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CObject::Render();
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}
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2020-04-23 20:25:18 +00:00
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#ifdef PED_SKIN
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void
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CCutsceneObject::RenderLimb(int32 bone)
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{
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RpAtomic *atomic;
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CPedModelInfo *mi = (CPedModelInfo*)CModelInfo::GetModelInfo(m_modelIndex);
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switch(bone){
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case BONE_head:
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atomic = mi->getHead();
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break;
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case BONE_Lhand:
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atomic = mi->getLeftHand();
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break;
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case BONE_Rhand:
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atomic = mi->getRightHand();
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break;
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default:
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return;
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}
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if(atomic){
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RpHAnimHierarchy *hier = GetAnimHierarchyFromSkinClump(GetClump());
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int idx = RpHAnimIDGetIndex(hier, bone);
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RwMatrix *mat = &RpHAnimHierarchyGetMatrixArray(hier)[idx];
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RwFrame *frame = RpAtomicGetFrame(atomic);
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*RwFrameGetMatrix(frame) = *mat;
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RwFrameUpdateObjects(frame);
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RpAtomicRender(atomic);
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}
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}
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#endif
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2019-06-12 19:17:02 +00:00
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bool
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CCutsceneObject::SetupLighting(void)
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{
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ActivateDirectional();
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SetAmbientColoursForPedsCarsAndObjects();
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if(bRenderScorched){
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WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
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}else{
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CVector coors = GetPosition();
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float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
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2019-06-22 09:42:21 +00:00
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if(!bHasBlip && lighting != 1.0f){
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2019-06-12 19:17:02 +00:00
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SetAmbientAndDirectionalColours(lighting);
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return true;
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}
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}
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return false;
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}
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void
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CCutsceneObject::RemoveLighting(bool reset)
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{
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CRenderer::RemoveVehiclePedLights(this, reset);
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}
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