mirror of
https://github.com/GTAmodding/re3.git
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Try to build with mingw
This commit is contained in:
parent
0f07a323c9
commit
370c4e48cd
90 changed files with 1107 additions and 1051 deletions
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@ -388,7 +388,7 @@ CClouds::RenderBackground(int16 topred, int16 topgreen, int16 topblue,
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ms_colourBottom.b = topblue;
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ms_colourBottom.a = alpha;
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botpos = min(SCREEN_HEIGHT, topedge);
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botpos = Min(SCREEN_HEIGHT, topedge);
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CSprite2d::DrawRect(CRect(0, 0, SCREEN_WIDTH, botpos),
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ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
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}
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@ -415,18 +415,18 @@ CClouds::RenderHorizon(void)
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if(ms_horizonZ > SCREEN_HEIGHT)
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return;
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float z1 = min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT);
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float z1 = Min(ms_horizonZ + SMALLSTRIPHEIGHT, SCREEN_HEIGHT);
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CSprite2d::DrawRectXLU(CRect(0, ms_horizonZ, SCREEN_WIDTH, z1),
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ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
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// This is just weird
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float a = SCREEN_HEIGHT/400.0f * HORIZSTRIPHEIGHT +
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SCREEN_HEIGHT/300.0f * max(TheCamera.GetPosition().z, 0.0f);
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SCREEN_HEIGHT/300.0f * Max(TheCamera.GetPosition().z, 0.0f);
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float b = TheCamera.GetUp().z < 0.0f ?
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SCREEN_HEIGHT :
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SCREEN_HEIGHT * Abs(TheCamera.GetRight().z);
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float z2 = z1 + (a + b)*TheCamera.LODDistMultiplier;
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z2 = min(z2, SCREEN_HEIGHT);
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z2 = Min(z2, SCREEN_HEIGHT);
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CSprite2d::DrawRect(CRect(0, z1, SCREEN_WIDTH, z2),
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ms_colourBottom, ms_colourBottom, ms_colourTop, ms_colourTop);
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}
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@ -106,7 +106,7 @@ CCoronas::Update(void)
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int i;
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static int LastCamLook = 0;
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LightsMult = min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
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LightsMult = Min(LightsMult + 0.03f * CTimer::GetTimeStep(), 1.0f);
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int CamLook = 0;
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if(TheCamera.Cams[TheCamera.ActiveCam].LookingLeft) CamLook |= 1;
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@ -118,7 +118,7 @@ CCoronas::Update(void)
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if(LastCamLook != CamLook)
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bChangeBrightnessImmediately = 3;
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else
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bChangeBrightnessImmediately = max(bChangeBrightnessImmediately-1, 0);
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bChangeBrightnessImmediately = Max(bChangeBrightnessImmediately-1, 0);
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LastCamLook = CamLook;
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for(i = 0; i < NUMCORONAS; i++)
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@ -305,7 +305,7 @@ CCoronas::Render(void)
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// render corona itself
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if(aCoronas[i].texture){
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float fogscale = CWeather::Foggyness*min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
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float fogscale = CWeather::Foggyness*Min(spriteCoors.z, 40.0f)/40.0f + 1.0f;
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if(CCoronas::aCoronas[i].id == SUN_CORE)
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spriteCoors.z = 0.95f * RwCameraGetFarClipPlane(Scene.camera);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(aCoronas[i].texture));
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@ -316,7 +316,7 @@ CCoronas::Render(void)
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float f = 1.0f - aCoronas[i].someAngle*2.0f/PI;
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float wscale = 6.0f*sq(sq(sq(f))) + 0.5f;
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float hscale = 0.35f - (wscale - 0.5f) * 0.06f;
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hscale = max(hscale, 0.15f);
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hscale = Max(hscale, 0.15f);
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CSprite::RenderOneXLUSprite(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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spritew * aCoronas[i].size * wscale,
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@ -466,7 +466,7 @@ CCoronas::RenderReflections(void)
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float spritew, spriteh;
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if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
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float drawDist = 0.75f * aCoronas[i].drawDist;
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drawDist = min(drawDist, 50.0f);
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drawDist = Min(drawDist, 50.0f);
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if(spriteCoors.z < drawDist){
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float fadeDistance = drawDist / 2.0f;
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float distanceFade = spriteCoors.z < fadeDistance ? 1.0f : 1.0f - (spriteCoors.z - fadeDistance)/fadeDistance;
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@ -545,25 +545,25 @@ CRegisteredCorona::Update(void)
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(CCoronas::SunBlockedByClouds && id == CCoronas::SUN_CORONA ||
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!CWorld::GetIsLineOfSightClear(coors, TheCamera.GetPosition(), true, false, false, false, false, false))){
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// Corona is blocked, fade out
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fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
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fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
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}else if(offScreen){
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// Same when off screen
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fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
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fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), 0.0f);
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}else{
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// Visible
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if(alpha > fadeAlpha){
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// fade in
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fadeAlpha = min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
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fadeAlpha = Min(fadeAlpha + 15.0f*CTimer::GetTimeStep(), alpha);
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if(CCoronas::bChangeBrightnessImmediately)
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fadeAlpha = alpha;
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}else if(alpha < fadeAlpha){
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// too visible, decrease alpha but not below alpha
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fadeAlpha = max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
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fadeAlpha = Max(fadeAlpha - 15.0f*CTimer::GetTimeStep(), alpha);
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}
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// darken scene when the sun is visible
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if(id == CCoronas::SUN_CORONA)
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CCoronas::LightsMult = max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
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CCoronas::LightsMult = Max(CCoronas::LightsMult - CTimer::GetTimeStep()*0.06f, 0.6f);
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}
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// remove if invisible
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@ -6,7 +6,7 @@
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#include "General.h"
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#include "AudioScriptObject.h"
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#include "World.h"
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#include "TimeCycle.h"
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#include "Timecycle.h"
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#include "Particle.h"
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#include "Camera.h"
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#include "RenderBuffer.h"
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@ -617,12 +617,12 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
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CVector c = object->GetMatrix() * col->vertices[2];
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CVector d = object->GetMatrix() * col->vertices[3];
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float minx = min(min(a.x, b.x), min(c.x, d.x));
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float maxx = max(max(a.x, b.x), max(c.x, d.x));
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float miny = min(min(a.y, b.y), min(c.y, d.y));
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float maxy = max(max(a.y, b.y), max(c.y, d.y));
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float minz = min(min(a.z, b.z), min(c.z, d.z));
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float maxz = max(max(a.z, b.z), max(c.z, d.z));
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float minx = Min(Min(a.x, b.x), Min(c.x, d.x));
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float maxx = Max(Max(a.x, b.x), Max(c.x, d.x));
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float miny = Min(Min(a.y, b.y), Min(c.y, d.y));
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float maxy = Max(Max(a.y, b.y), Max(c.y, d.y));
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float minz = Min(Min(a.z, b.z), Min(c.z, d.z));
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float maxz = Max(Max(a.z, b.z), Max(c.z, d.z));
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if ( amount > 300.0f )
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@ -136,7 +136,7 @@ void CHud::Draw()
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if (DrawCrossHair || DrawCrossHairPC) {
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RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void *)rwFILTERLINEAR);
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SpriteBrightness = min(SpriteBrightness+1, 30);
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SpriteBrightness = Min(SpriteBrightness+1, 30);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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@ -715,7 +715,7 @@ void CHud::Draw()
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} else {
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int counter = atoi(CUserDisplay::OnscnTimer.m_sEntries[0].m_bCounterBuffer);
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#ifdef FIX_BUGS
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counter = min(counter, 100);
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counter = Min(counter, 100);
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#endif
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CSprite2d::DrawRect(CRect(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(100.0f) / 2 + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(8.0f), SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(11.0f) + SCREEN_SCALE_Y(8.0f)), CRGBA(0, 106, 164, 80));
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CSprite2d::DrawRect(CRect(SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET) - SCREEN_SCALE_X(100.0f) / 2 + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(8.0f), SCREEN_SCALE_X(counter) / 2.0f + SCREEN_SCALE_FROM_RIGHT(TIMER_RIGHT_OFFSET + 50.0f) + SCREEN_SCALE_X(4.0f), SCREEN_SCALE_Y(132.0f) + SCREEN_SCALE_Y(11.0f) + SCREEN_SCALE_Y(8.0f)), CRGBA(0, 106, 164, 255));
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@ -1206,7 +1206,7 @@ void CHud::DrawAfterFade()
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OddJob2On = 2;
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}
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else {
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fStep = min(40.0f, OddJob2XOffset / 6.0f);
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fStep = Min(40.0f, OddJob2XOffset / 6.0f);
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OddJob2XOffset = OddJob2XOffset - fStep;
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}
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break;
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@ -1217,7 +1217,7 @@ void CHud::DrawAfterFade()
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}
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break;
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case 3:
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fStep = max(30.0f, OddJob2XOffset / 5.0f);
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fStep = Max(30.0f, OddJob2XOffset / 5.0f);
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OddJob2XOffset = OddJob2XOffset - fStep;
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@ -91,7 +91,7 @@ void cParticleSystemMgr::LoadParticleData()
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break;
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case CFG_PARAM_INITIAL_COLOR_VARIATION:
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entry->m_InitialColorVariation = min(atoi(value), 100);
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entry->m_InitialColorVariation = Min(atoi(value), 100);
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break;
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case CFG_PARAM_FADE_DESTINATION_COLOR_R:
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@ -1,82 +1,8 @@
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#pragma once
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class CParticle;
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#include "ParticleType.h"
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enum tParticleType
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{
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PARTICLE_SPARK = 0,
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PARTICLE_SPARK_SMALL,
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PARTICLE_WHEEL_DIRT,
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PARTICLE_WHEEL_WATER,
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PARTICLE_BLOOD,
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PARTICLE_BLOOD_SMALL,
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PARTICLE_BLOOD_SPURT,
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PARTICLE_DEBRIS,
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PARTICLE_DEBRIS2,
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PARTICLE_WATER,
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PARTICLE_FLAME,
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PARTICLE_FIREBALL,
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PARTICLE_GUNFLASH,
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PARTICLE_GUNFLASH_NOANIM,
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PARTICLE_GUNSMOKE,
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PARTICLE_GUNSMOKE2,
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PARTICLE_SMOKE,
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PARTICLE_SMOKE_SLOWMOTION,
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PARTICLE_GARAGEPAINT_SPRAY,
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PARTICLE_SHARD,
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PARTICLE_SPLASH,
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PARTICLE_CARFLAME,
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PARTICLE_STEAM,
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PARTICLE_STEAM2,
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PARTICLE_STEAM_NY,
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PARTICLE_STEAM_NY_SLOWMOTION,
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PARTICLE_ENGINE_STEAM,
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PARTICLE_RAINDROP,
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PARTICLE_RAINDROP_SMALL,
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PARTICLE_RAIN_SPLASH,
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PARTICLE_RAIN_SPLASH_BIGGROW,
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PARTICLE_RAIN_SPLASHUP,
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PARTICLE_WATERSPRAY,
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PARTICLE_EXPLOSION_MEDIUM,
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PARTICLE_EXPLOSION_LARGE,
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PARTICLE_EXPLOSION_MFAST,
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PARTICLE_EXPLOSION_LFAST,
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PARTICLE_CAR_SPLASH,
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PARTICLE_BOAT_SPLASH,
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PARTICLE_BOAT_THRUSTJET,
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PARTICLE_BOAT_WAKE,
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PARTICLE_WATER_HYDRANT,
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PARTICLE_WATER_CANNON,
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PARTICLE_EXTINGUISH_STEAM,
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PARTICLE_PED_SPLASH,
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PARTICLE_PEDFOOT_DUST,
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PARTICLE_HELI_DUST,
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PARTICLE_HELI_ATTACK,
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PARTICLE_ENGINE_SMOKE,
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PARTICLE_ENGINE_SMOKE2,
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PARTICLE_CARFLAME_SMOKE,
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PARTICLE_FIREBALL_SMOKE,
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PARTICLE_PAINT_SMOKE,
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PARTICLE_TREE_LEAVES,
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PARTICLE_CARCOLLISION_DUST,
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PARTICLE_CAR_DEBRIS,
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PARTICLE_HELI_DEBRIS,
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PARTICLE_EXHAUST_FUMES,
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PARTICLE_RUBBER_SMOKE,
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PARTICLE_BURNINGRUBBER_SMOKE,
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PARTICLE_BULLETHIT_SMOKE,
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PARTICLE_GUNSHELL_FIRST,
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PARTICLE_GUNSHELL,
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PARTICLE_GUNSHELL_BUMP1,
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PARTICLE_GUNSHELL_BUMP2,
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PARTICLE_TEST,
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PARTICLE_BIRD_FRONT,
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PARTICLE_RAINDROP_2D,
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MAX_PARTICLES,
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PARTICLE_FIRST = PARTICLE_SPARK,
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PARTICLE_LAST = PARTICLE_RAINDROP_2D
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};
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class CParticle;
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enum
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{
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77
src/render/ParticleType.h
Normal file
77
src/render/ParticleType.h
Normal file
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@ -0,0 +1,77 @@
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#pragma once
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enum tParticleType
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{
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PARTICLE_SPARK = 0,
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PARTICLE_SPARK_SMALL,
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PARTICLE_WHEEL_DIRT,
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PARTICLE_WHEEL_WATER,
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PARTICLE_BLOOD,
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PARTICLE_BLOOD_SMALL,
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PARTICLE_BLOOD_SPURT,
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PARTICLE_DEBRIS,
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PARTICLE_DEBRIS2,
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PARTICLE_WATER,
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PARTICLE_FLAME,
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PARTICLE_FIREBALL,
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PARTICLE_GUNFLASH,
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PARTICLE_GUNFLASH_NOANIM,
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PARTICLE_GUNSMOKE,
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PARTICLE_GUNSMOKE2,
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PARTICLE_SMOKE,
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PARTICLE_SMOKE_SLOWMOTION,
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PARTICLE_GARAGEPAINT_SPRAY,
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PARTICLE_SHARD,
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PARTICLE_SPLASH,
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PARTICLE_CARFLAME,
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PARTICLE_STEAM,
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PARTICLE_STEAM2,
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PARTICLE_STEAM_NY,
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PARTICLE_STEAM_NY_SLOWMOTION,
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PARTICLE_ENGINE_STEAM,
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PARTICLE_RAINDROP,
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PARTICLE_RAINDROP_SMALL,
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PARTICLE_RAIN_SPLASH,
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PARTICLE_RAIN_SPLASH_BIGGROW,
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PARTICLE_RAIN_SPLASHUP,
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PARTICLE_WATERSPRAY,
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PARTICLE_EXPLOSION_MEDIUM,
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PARTICLE_EXPLOSION_LARGE,
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PARTICLE_EXPLOSION_MFAST,
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PARTICLE_EXPLOSION_LFAST,
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PARTICLE_CAR_SPLASH,
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PARTICLE_BOAT_SPLASH,
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PARTICLE_BOAT_THRUSTJET,
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PARTICLE_BOAT_WAKE,
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PARTICLE_WATER_HYDRANT,
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PARTICLE_WATER_CANNON,
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PARTICLE_EXTINGUISH_STEAM,
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PARTICLE_PED_SPLASH,
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PARTICLE_PEDFOOT_DUST,
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PARTICLE_HELI_DUST,
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PARTICLE_HELI_ATTACK,
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PARTICLE_ENGINE_SMOKE,
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PARTICLE_ENGINE_SMOKE2,
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PARTICLE_CARFLAME_SMOKE,
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PARTICLE_FIREBALL_SMOKE,
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PARTICLE_PAINT_SMOKE,
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PARTICLE_TREE_LEAVES,
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PARTICLE_CARCOLLISION_DUST,
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PARTICLE_CAR_DEBRIS,
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PARTICLE_HELI_DEBRIS,
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PARTICLE_EXHAUST_FUMES,
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PARTICLE_RUBBER_SMOKE,
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PARTICLE_BURNINGRUBBER_SMOKE,
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PARTICLE_BULLETHIT_SMOKE,
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PARTICLE_GUNSHELL_FIRST,
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PARTICLE_GUNSHELL,
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PARTICLE_GUNSHELL_BUMP1,
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PARTICLE_GUNSHELL_BUMP2,
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PARTICLE_TEST,
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PARTICLE_BIRD_FRONT,
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PARTICLE_RAINDROP_2D,
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MAX_PARTICLES,
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PARTICLE_FIRST = PARTICLE_SPARK,
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PARTICLE_LAST = PARTICLE_RAINDROP_2D
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};
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@ -98,7 +98,7 @@ CPointLights::GenerateLightsAffectingObject(CVector *objCoors)
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if(aLights[i].type == LIGHT_DIRECTIONAL){
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float dot = -DotProduct(dir, aLights[i].dir);
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intensity *= max((dot-0.5f)*2.0f, 0.0f);
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intensity *= Max((dot-0.5f)*2.0f, 0.0f);
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}
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if(intensity > 0.0f)
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@ -217,9 +217,9 @@ CRubbish::Update(void)
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// FRAMETIME
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if(bRubbishInvisible)
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RubbishVisibility = max(RubbishVisibility-5, 0);
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RubbishVisibility = Max(RubbishVisibility-5, 0);
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else
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RubbishVisibility = min(RubbishVisibility+5, 255);
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RubbishVisibility = Min(RubbishVisibility+5, 255);
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// Spawn a new sheet
|
||||
COneSheet *sheet = StartEmptyList.m_next;
|
||||
|
|
|
@ -719,10 +719,10 @@ CShadows::RenderStoredShadows(void)
|
|||
float fStartY = shadowPos.y - fHeight;
|
||||
float fEndY = shadowPos.y + fHeight;
|
||||
|
||||
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
|
||||
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
|
||||
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
|
||||
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
|
||||
int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
|
||||
int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
|
||||
int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
|
||||
int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
|
||||
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
|
||||
|
@ -865,10 +865,10 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
|
|||
float fStartY = shadowPos.y - fHeight;
|
||||
float fEndY = shadowPos.y + fHeight;
|
||||
|
||||
int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
|
||||
int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
|
||||
int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
|
||||
int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
|
||||
int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
|
||||
int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
|
||||
int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
|
||||
int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
|
||||
|
||||
CWorld::AdvanceCurrentScanCode();
|
||||
|
||||
|
@ -1008,11 +1008,11 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
|
|||
Points[3].x = (fLengthRight - fFrontRight) - fSideRight;
|
||||
Points[3].y = (fLengthForward - fFrontForward) - fSideForward;
|
||||
|
||||
float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x));
|
||||
float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x));
|
||||
float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x));
|
||||
float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x));
|
||||
|
||||
float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y));
|
||||
float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y));
|
||||
float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y));
|
||||
float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y));
|
||||
|
||||
float MaxZ = pPosn->z - pEntity->GetPosition().z;
|
||||
float MinZ = MaxZ - fZDistance;
|
||||
|
@ -1763,7 +1763,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
|
|||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
|
||||
C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY),
|
||||
C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
|
||||
0, 128, 255, 128,
|
||||
2048, 0.2f, 0);
|
||||
}
|
||||
|
|
|
@ -290,7 +290,7 @@ CTimeCycle::Update(void)
|
|||
TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL);
|
||||
|
||||
if(m_FogReduction != 0)
|
||||
m_fCurrentFarClip = max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
|
||||
m_fCurrentFarClip = Max(m_fCurrentFarClip, m_FogReduction/64.0f * 650.0f);
|
||||
m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3;
|
||||
m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3;
|
||||
m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3;
|
||||
|
@ -311,7 +311,7 @@ CTimeCycle::Update(void)
|
|||
|
||||
if(TheCamera.GetForward().z < -0.9f ||
|
||||
!CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning()))
|
||||
m_FogReduction = min(m_FogReduction+1, 64);
|
||||
m_FogReduction = Min(m_FogReduction+1, 64);
|
||||
else
|
||||
m_FogReduction = max(m_FogReduction-1, 0);
|
||||
m_FogReduction = Max(m_FogReduction-1, 0);
|
||||
}
|
||||
|
|
|
@ -195,14 +195,14 @@ void CWaterCannon::PushPeds(void)
|
|||
{
|
||||
if ( m_abUsed[i] )
|
||||
{
|
||||
minx = min(minx, m_avecPos[i].x);
|
||||
maxx = max(maxx, m_avecPos[i].x);
|
||||
minx = Min(minx, m_avecPos[i].x);
|
||||
maxx = Max(maxx, m_avecPos[i].x);
|
||||
|
||||
miny = min(miny, m_avecPos[i].y);
|
||||
maxy = max(maxy, m_avecPos[i].y);
|
||||
miny = Min(miny, m_avecPos[i].y);
|
||||
maxy = Max(maxy, m_avecPos[i].y);
|
||||
|
||||
minz = min(minz, m_avecPos[i].z);
|
||||
maxz = max(maxz, m_avecPos[i].z);
|
||||
minz = Min(minz, m_avecPos[i].z);
|
||||
maxz = Max(maxz, m_avecPos[i].z);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -979,7 +979,7 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col
|
|||
SMALL_SECTOR_SIZE / 2,
|
||||
apBoatList) )
|
||||
{
|
||||
float fWakeColor = fAdd1 - max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
|
||||
float fWakeColor = fAdd1 - Max(255.0f - float(color.blue + color.red + color.green) / 3, fAdd2);
|
||||
|
||||
RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
|
||||
RpGeometry *geom = apGeomArray[nGeomUsed++];
|
||||
|
@ -1035,9 +1035,9 @@ CWaterLevel::RenderOneWavySector(float fX, float fY, float fZ, RwRGBA const &col
|
|||
|
||||
RwRGBAAssign(&wakeColor, &color);
|
||||
|
||||
wakeColor.red = min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255);
|
||||
wakeColor.green = min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255);
|
||||
wakeColor.blue = min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255);
|
||||
wakeColor.red = Min(color.red + int32(fWakeColor * fRedMult * fDistMult), 255);
|
||||
wakeColor.green = Min(color.green + int32(fWakeColor * fGreenMult * fDistMult), 255);
|
||||
wakeColor.blue = Min(color.blue + int32(fWakeColor * fBlueMult * fDistMult), 255);
|
||||
|
||||
RwRGBAAssign(&geomPreLights[9*i+j], &wakeColor);
|
||||
|
||||
|
@ -1114,7 +1114,7 @@ CWaterLevel::CalcDistanceToWater(float fX, float fY)
|
|||
fSectorY + SMALL_SECTOR_SIZE - fY
|
||||
);
|
||||
|
||||
fDistSqr = min(vecDist.MagnitudeSqr(), fDistSqr);
|
||||
fDistSqr = Min(vecDist.MagnitudeSqr(), fDistSqr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -163,7 +163,7 @@ void CWeather::Update(void)
|
|||
else {
|
||||
// 0.125 probability
|
||||
LightningBurst = false;
|
||||
LightningDuration = min(CTimer::GetFrameCounter() - LightningStart, 20);
|
||||
LightningDuration = Min(CTimer::GetFrameCounter() - LightningStart, 20);
|
||||
LightningFlash = false;
|
||||
WhenToPlayLightningSound = CTimer::GetTimeInMilliseconds() + 150 * (20 - LightningDuration);
|
||||
}
|
||||
|
@ -219,9 +219,9 @@ void CWeather::Update(void)
|
|||
fNewRain = 0.0f;
|
||||
if (Rain != fNewRain) { // ok to use comparasion
|
||||
if (Rain < fNewRain)
|
||||
Rain = min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
|
||||
Rain = Min(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
|
||||
else
|
||||
Rain = max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
|
||||
Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
|
||||
}
|
||||
|
||||
// Clouds
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue