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AnimViewer messages, Particle fix, Peds
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parent
41e8caeb6e
commit
39223901bf
11 changed files with 595 additions and 15 deletions
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@ -34,6 +34,8 @@
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#include "Timecycle.h"
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#include "RpAnimBlend.h"
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#include "Shadows.h"
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#include "Radar.h"
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#include "Hud.h"
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int CAnimViewer::animTxdSlot = 0;
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CEntity *CAnimViewer::pTarget = nil;
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@ -70,7 +72,8 @@ CAnimViewer::Initialise(void) {
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}
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gbModelViewer = true;
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CHud::m_Wants_To_Draw_Hud = false;
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ThePaths.Init();
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ThePaths.AllocatePathFindInfoMem(4500);
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CCollision::Init();
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@ -90,6 +93,8 @@ CAnimViewer::Initialise(void) {
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CStreaming::RequestSpecialModel(MI_PLAYER, "player", STREAMFLAGS_DONT_REMOVE);
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CStreaming::LoadAllRequestedModels(false);
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CRenderer::Init();
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CRadar::Initialise();
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CRadar::LoadTextures();
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CVehicleModelInfo::LoadVehicleColours();
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CAnimManager::LoadAnimFiles();
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CWorld::PlayerInFocus = 0;
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@ -297,10 +302,15 @@ CAnimViewer::Update(void)
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if (pad->NewState.LeftShoulder1 && !pad->OldState.LeftShoulder1) {
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nextModelId = LastPedModelId(modelId);
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AsciiToUnicode("Switched to peds", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else {
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// Start in mobile
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if (pad->NewState.Square && !pad->OldState.Square)
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if (pad->NewState.Square && !pad->OldState.Square) {
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CVehicleModelInfo::LoadVehicleColours();
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AsciiToUnicode("Carcols.dat reloaded", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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}
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}
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}
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} else {
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@ -309,12 +319,18 @@ CAnimViewer::Update(void)
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// Triangle in mobile
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if (pad->NewState.Square && !pad->OldState.Square) {
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reloadIFP = 1;
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AsciiToUnicode("IFP reloaded", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->NewState.Cross && !pad->OldState.Cross) {
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PlayAnimation(pTarget->GetClump(), animGroup, (AnimationId)animId);
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AsciiToUnicode("Animation restarted", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->NewState.Circle && !pad->OldState.Circle) {
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PlayAnimation(pTarget->GetClump(), animGroup, ANIM_IDLE_STANCE);
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AsciiToUnicode("Idle animation playing", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->NewState.DPadUp && pad->OldState.DPadUp == 0) {
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animId--;
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@ -323,19 +339,33 @@ CAnimViewer::Update(void)
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}
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PlayAnimation(pTarget->GetClump(), animGroup, (AnimationId)animId);
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sprintf(gString, "Current anim: %d", animId);
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AsciiToUnicode(gString, gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->NewState.DPadDown && !pad->OldState.DPadDown) {
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animId = (animId == (NUM_ANIMS - 1) ? 0 : animId + 1);
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PlayAnimation(pTarget->GetClump(), animGroup, (AnimationId)animId);
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sprintf(gString, "Current anim: %d", animId);
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AsciiToUnicode(gString, gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else {
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if (pad->NewState.Start && !pad->OldState.Start) {
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} else {
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if (pad->NewState.LeftShoulder1 && !pad->OldState.LeftShoulder1) {
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nextModelId = LastVehicleModelId(modelId);
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AsciiToUnicode("Switched to vehicles", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else {
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// if (CPad::GetPad(1)->NewState.LeftShoulder2)
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// CPedModelInfo::AnimatePedColModelSkinned(CModelInfo::ms_modelInfoPtrs[(pTarget + 96)], pTarget->GetClump()));
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// Originally it was GetPad(1)->LeftShoulder2
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if (pad->NewState.Triangle) {
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CPedModelInfo::AnimatePedColModel(((CPedModelInfo*)CModelInfo::GetModelInfo(pTarget->m_modelIndex))->GetHitColModel(), RpClumpGetFrame(pTarget->GetClump()));
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AsciiToUnicode("Ped Col model will be animated as long as you hold the button", gUString);
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CMessages::AddMessage(gUString, 100, 0);
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}
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}
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}
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}
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@ -344,8 +374,17 @@ CAnimViewer::Update(void)
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if (pad->NewState.DPadLeft && pad->OldState.DPadLeft == 0) {
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nextModelId = FindMeAModelID(modelId, -1);
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sprintf(gString, "Current model ID: %d", nextModelId);
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AsciiToUnicode(gString, gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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} else if (pad->NewState.DPadRight && pad->OldState.DPadRight == 0) {
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nextModelId = FindMeAModelID(modelId, 1);
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sprintf(gString, "Current model ID: %d", nextModelId);
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AsciiToUnicode(gString, gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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}
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// There were extra codes here to let us change model id by 50, but xbox CPad struct is different, so I couldn't port.
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