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https://github.com/GTAmodding/re3.git
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Fix build without CFO, NO_ISLAND_LOADING, save postfx/pipeline mults
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parent
3b81eaa2d7
commit
163c12608f
8 changed files with 125 additions and 180 deletions
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@ -122,7 +122,6 @@ int8 CMenuManager::m_nDisplayMSAALevel = 0;
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#endif
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#ifdef NO_ISLAND_LOADING
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int8 CMenuManager::m_DisplayIslandLoading = ISLAND_LOADING_LOW;
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int8 CMenuManager::m_PrefsIslandLoading = ISLAND_LOADING_LOW;
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#endif
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@ -1236,21 +1235,6 @@ CMenuManager::Draw()
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AsciiToUnicode(_psGetVideoModeList()[m_nDisplayVideoMode], unicodeTemp);
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rightText = unicodeTemp;
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break;
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//#ifdef NO_ISLAND_LOADING
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// case MENUACTION_ISLANDLOADING:
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// switch (m_DisplayIslandLoading) {
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// case ISLAND_LOADING_LOW:
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// rightText = TheText.Get("FEM_LOW");
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// break;
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// case ISLAND_LOADING_MEDIUM:
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// rightText = TheText.Get("FEM_MED");
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// break;
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// case ISLAND_LOADING_HIGH:
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// rightText = TheText.Get("FEM_HIG");
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// break;
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// }
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// break;
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//#endif
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case MENUACTION_AUDIOHW:
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if (m_nPrefsAudio3DProviderIndex == -1)
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rightText = TheText.Get("FEA_NAH");
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@ -1430,12 +1414,6 @@ CMenuManager::Draw()
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if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FED_RES") && m_nHelperTextMsgId == 1)
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ResetHelperText();
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}
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//#ifdef NO_ISLAND_LOADING
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// if (m_DisplayIslandLoading == m_PrefsIslandLoading) {
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// if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEM_ISL") && m_nHelperTextMsgId == 1)
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// ResetHelperText();
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// }
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//#endif
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if (m_nPrefsAudio3DProviderIndex != DMAudio.GetCurrent3DProviderIndex()) {
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if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEA_3DH"))
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SetHelperText(1);
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@ -1444,12 +1422,6 @@ CMenuManager::Draw()
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if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FED_RES"))
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SetHelperText(1);
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}
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//#ifdef NO_ISLAND_LOADING
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// if (m_DisplayIslandLoading != m_PrefsIslandLoading) {
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// if (!strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEM_ISL"))
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// SetHelperText(1);
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// }
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//#endif
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if (m_nPrefsAudio3DProviderIndex != DMAudio.GetCurrent3DProviderIndex()) {
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if (strcmp(aScreens[m_nCurrScreen].m_aEntries[m_nCurrOption].m_EntryName, "FEA_3DH") != 0
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// To make assigning built-in actions to new custom options possible.
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@ -4822,45 +4794,6 @@ CMenuManager::ProcessButtonPresses(void)
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SaveSettings();
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}
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break;
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//#ifdef NO_ISLAND_LOADING
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// case MENUACTION_ISLANDLOADING:
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// if (m_DisplayIslandLoading != m_PrefsIslandLoading) {
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// if (!m_bGameNotLoaded) {
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// if (m_DisplayIslandLoading > ISLAND_LOADING_LOW) {
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// if (m_DisplayIslandLoading == ISLAND_LOADING_HIGH)
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// CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
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// if (m_PrefsIslandLoading == ISLAND_LOADING_LOW) {
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// if (CGame::currLevel != LEVEL_INDUSTRIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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// if (CGame::currLevel != LEVEL_COMMERCIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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// if (CGame::currLevel != LEVEL_SUBURBAN)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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// CCollision::bAlreadyLoaded = true;
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestBigBuildings(CGame::currLevel);
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// } else if (m_PrefsIslandLoading == ISLAND_LOADING_HIGH) {
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestIslands(CGame::currLevel);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// } else { // low
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CCollision::bAlreadyLoaded = false;
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// CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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// CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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// CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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// CStreaming::RequestIslands(CGame::currLevel);
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// }
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//
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// CStreaming::LoadAllRequestedModels(true);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// SetHelperText(0);
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// SaveSettings();
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// }
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// break;
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//#endif
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case MENUACTION_AUDIOHW:
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{
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int selectedProvider = m_nPrefsAudio3DProviderIndex;
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@ -4935,40 +4868,6 @@ CMenuManager::ProcessButtonPresses(void)
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RestoreDefGraphics(FEOPTION_ACTION_SELECT);
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RestoreDefDisplay(FEOPTION_ACTION_SELECT);
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#endif
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//#ifdef NO_ISLAND_LOADING
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// m_DisplayIslandLoading = ISLAND_LOADING_LOW;
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// if (!m_bGameNotLoaded) {
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// if (m_DisplayIslandLoading > ISLAND_LOADING_LOW) {
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// if (m_DisplayIslandLoading == ISLAND_LOADING_HIGH)
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// CStreaming::RemoveIslandsNotUsed(LEVEL_GENERIC);
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// if (m_PrefsIslandLoading == ISLAND_LOADING_LOW) {
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// if (CGame::currLevel != LEVEL_INDUSTRIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_INDUSTRIAL);
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// if (CGame::currLevel != LEVEL_COMMERCIAL)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_COMMERCIAL);
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// if (CGame::currLevel != LEVEL_SUBURBAN)
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// CFileLoader::LoadCollisionFromDatFile(LEVEL_SUBURBAN);
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// CCollision::bAlreadyLoaded = true;
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestBigBuildings(CGame::currLevel);
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// } else if (m_PrefsIslandLoading == ISLAND_LOADING_HIGH) {
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CStreaming::RequestIslands(CGame::currLevel);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// } else { // low
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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// CCollision::bAlreadyLoaded = false;
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// CModelInfo::RemoveColModelsFromOtherLevels(CGame::currLevel);
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// CStreaming::RemoveUnusedBigBuildings(CGame::currLevel);
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// CStreaming::RemoveUnusedBuildings(CGame::currLevel);
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// CStreaming::RequestIslands(CGame::currLevel);
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// }
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//
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// CStreaming::LoadAllRequestedModels(true);
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// } else
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// m_PrefsIslandLoading = m_DisplayIslandLoading;
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//#endif // NO_ISLAND_LOADING
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SaveSettings();
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} else if ((m_nCurrScreen != MENUPAGE_SKIN_SELECT_OLD) && (m_nCurrScreen == MENUPAGE_CONTROLLER_PC)) {
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ControlsManager.MakeControllerActionsBlank();
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@ -5228,15 +5127,6 @@ CMenuManager::ProcessButtonPresses(void)
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}
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}
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break;
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//#ifdef NO_ISLAND_LOADING
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// case MENUACTION_ISLANDLOADING:
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// m_DisplayIslandLoading += changeValueBy;
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// if (m_DisplayIslandLoading > ISLAND_LOADING_HIGH)
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// m_DisplayIslandLoading = ISLAND_LOADING_LOW;
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// else if (m_DisplayIslandLoading < ISLAND_LOADING_LOW)
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// m_DisplayIslandLoading = ISLAND_LOADING_HIGH;
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// break;
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//#endif
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case MENUACTION_AUDIOHW:
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if (m_nPrefsAudio3DProviderIndex != -1) {
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m_nPrefsAudio3DProviderIndex += changeValueBy;
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