mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-14 23:09:01 +00:00
fixed CParticle crash && RandTable
implemented PC codewarrior rand updated premake
This commit is contained in:
parent
2bf6674afc
commit
3ef6029764
9 changed files with 39 additions and 15 deletions
BIN
premake5.exe
BIN
premake5.exe
Binary file not shown.
18
premake5.lua
18
premake5.lua
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@ -1,5 +1,5 @@
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workspace "re3"
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configurations { "ReleaseCI", "Release", "Debug" }
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configurations { "ReleaseCI", "Release", "ReleaseFH", "Debug" }
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location "build"
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files { "src/*.*" }
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@ -30,7 +30,7 @@ project "re3"
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filter "configurations:Debug"
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defines { "DEBUG" }
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flags { "StaticRuntime" }
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staticruntime "on"
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symbols "On"
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debugdir "C:/Users/aap/games/gta3_re"
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debugcommand "C:/Users/aap/games/gta3_re/gta3.exe"
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@ -39,11 +39,21 @@ project "re3"
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filter "configurations:Release"
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defines { "NDEBUG" }
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optimize "On"
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flags { "StaticRuntime" }
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staticruntime "on"
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debugdir "C:/Users/aap/games/gta3_re"
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debugcommand "C:/Users/aap/games/gta3_re/gta3.exe"
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postbuildcommands "copy /y \"$(TargetPath)\" \"C:\\Users\\aap\\games\\gta3_re\\plugins\\re3.dll\""
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filter "configurations:ReleaseFH"
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defines { "NDEBUG" }
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symbols "Full"
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optimize "off"
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staticruntime "on"
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debugdir "F:/Rockstar Games/GTAIII"
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debugcommand "F:/Rockstar Games/GTAIII/gta3.exe"
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targetextension ".asi"
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targetdir "F:/Rockstar Games/GTAIII/scripts"
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filter "configurations:ReleaseCI"
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defines { "NDEBUG" }
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optimize "On"
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flags { "StaticRuntime" }
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staticruntime "on"
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1
premake5vs17.cmd
Normal file
1
premake5vs17.cmd
Normal file
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@ -0,0 +1 @@
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premake5 vs2017
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@ -45,8 +45,8 @@ public:
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{ return myrand() & 0xFFFF; }
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// Probably don't want to ever reach high
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static float GetRandomNumberInRange(float low, float high)
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{ return low + (high - low)*(GetRandomNumber()/65536.0f); }
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{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }
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static Int32 GetRandomNumberInRange(Int32 low, Int32 high)
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{ return low + (high - low)*(GetRandomNumber()/65536.0f); }
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{ return low + (high - low)*(GetRandomNumber()/float(MYRAND_MAX + 1)); }
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};
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@ -145,6 +145,12 @@ inline float sq(float x) { return x*x; }
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#define DEGTORAD(x) ((x) * PI / 180.0f)
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#define RADTODEG(x) ((x) * 180.0f / PI)
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#if USE_PS2_RAND == TRUE
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#define MYRAND_MAX 65535
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#else
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#define MYRAND_MAX 32767
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#endif
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int myrand(void);
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void mysrand(unsigned int seed);
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@ -53,3 +53,6 @@ enum Config {
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NUMANTENNAS = 8,
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};
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#define GTA3_1_1_PATCH FALSE
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#define USE_PS2_RAND FALSE
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13
src/re3.cpp
13
src/re3.cpp
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@ -20,15 +20,24 @@ WRAPPER void gtadelete(void *p) { EAXJMP(0x5A07E0); }
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void *operator new(size_t sz) { return gtanew(sz); }
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void operator delete(void *ptr) noexcept { gtadelete(ptr); }
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// Use our own implementation of rand, stolen from PS2
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#if USE_PS2_RAND == TRUE
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unsigned __int64 myrand_seed = 1;
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#else
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unsigned long int myrand_seed = 1;
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#endif
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int
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myrand(void)
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{
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#if USE_PS2_RAND == TRUE
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// Use our own implementation of rand, stolen from PS2
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myrand_seed = 0x5851F42D4C957F2D * myrand_seed + 1;
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return ((myrand_seed >> 32) & 0x7FFFFFFF);
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#else
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// or original codewarrior rand
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myrand_seed = myrand_seed * 1103515245 + 12345;
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return((myrand_seed >> 16) & 0x7FFF);
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#endif
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}
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void
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@ -210,7 +210,7 @@ RwTexture * (&gpRainDropTex)[MAX_RAINDROP_FILES] = *(RwTexture * (*)[MAX_RA
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RwRaster *gpRainDropRaster[MAX_RAINDROP_FILES];
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//Float CParticle::ms_afRandTable[CParticle::RAND_TABLE_SIZE]; //
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Float (&CParticle::ms_afRandTable)[CParticle::RAND_TABLE_SIZE] = *(Float (*)[CParticle::RAND_TABLE_SIZE])*(int *)0x6E9878;
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Float (&CParticle::ms_afRandTable)[CParticle::RAND_TABLE_SIZE] = *(Float (*)[CParticle::RAND_TABLE_SIZE])*(int *)0x6E98C8;
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CParticle *CParticle::m_pUnusedListHead;
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@ -1853,7 +1853,6 @@ void CParticle::AddYardieDoorSmoke(CVector const &vecPos, CMatrix const &matMatr
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}
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STARTPATCHES
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return; // causes crash, out temporarily
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//InjectHook(0x50C410, &CParticle::ctor, PATCH_JUMP);
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//InjectHook(0x50C420, &CParticle::dtor, PATCH_JUMP);
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InjectHook(0x50C430, CParticle::ReloadConfig, PATCH_JUMP);
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@ -2,10 +2,6 @@
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#include "patcher.h"
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#include "Shadows.h"
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void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, unsigned char nRed, unsigned char nGreen, unsigned char nBlue, float fZDistance, unsigned int nTime, float fScale)
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{
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((void (__cdecl *)(unsigned char, RwTexture*, CVector*, float, float, float, float, short, unsigned char, unsigned char, unsigned char, float, unsigned int, float))0x56EC50)(ShadowType, pTexture, pPosn, fX1, fY1, fX2, fY2, nTransparency, nRed, nGreen, nBlue, fZDistance, nTime, fScale);
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}
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WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, unsigned char nRed, unsigned char nGreen, unsigned char nBlue, float fZDistance, unsigned int nTime, float fScale) { EAXJMP(0x512FD0); }
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WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
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WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
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