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VC CMenuManager struct, ctor etc.
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21 changed files with 788 additions and 1304 deletions
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@ -102,6 +102,7 @@ uint32 CHud::m_WeaponState;
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uint32 CHud::m_WeaponTimer;
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uint32 CHud::m_LastDisplayScore;
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uint32 CHud::m_LastWanted;
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CSprite2d CHud::Sprites[NUM_HUD_SPRITES];
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@ -483,33 +484,46 @@ void CHud::Draw()
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/*
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DrawWantedLevel
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*/
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetJustifyOff();
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CFont::SetCentreOff();
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CFont::SetRightJustifyOn();
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CFont::SetPropOn();
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above
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AsciiToUnicode("]", sPrintIcon);
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for (int i = 0; i < 6; i++) {
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if (playerPed->m_pWanted->m_nWantedLevel > i
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&& (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange
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+ 2000 || CTimer::GetFrameCounter() & 4)) {
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CFont::SetColor(WANTED_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
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// TODO(Miami): There is one more condition in here
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}else if (playerPed->m_pWanted->m_nWantedLevel <= i) {
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CFont::SetColor(NOTWANTED_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
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}
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if (m_LastWanted == playerPed->m_pWanted->m_nWantedLevel)
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alpha = CHud::DrawFadeState(HUD_WANTED_FADING, 0);
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else {
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alpha = CHud::DrawFadeState(HUD_WANTED_FADING, 1);
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m_LastWanted = playerPed->m_pWanted->m_nWantedLevel;
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}
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CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open
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if (m_WantedState != FADED_OUT) {
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CFont::SetBackgroundOff();
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CFont::SetScale(SCREEN_SCALE_X(HUD_TEXT_SCALE_X), SCREEN_SCALE_Y(HUD_TEXT_SCALE_Y));
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CFont::SetJustifyOff();
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CFont::SetCentreOff();
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CFont::SetRightJustifyOn();
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CFont::SetPropOn();
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CFont::SetFontStyle(FONT_HEADING);
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CFont::SetDropShadowPosition(2); // TODO(Miami): Remove that, VC keeps that open above
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CFont::SetDropColor(CRGBA(0,0,0,alpha)); // TODO(Miami): Remove that, VC keeps that open above
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AsciiToUnicode("]", sPrintIcon);
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for (int i = 0; i < 6; i++) {
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if (playerPed->m_pWanted->m_nWantedLevel > i
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&& (CTimer::GetTimeInMilliseconds() > playerPed->m_pWanted->m_nLastWantedLevelChange
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+ 2000 || CTimer::GetFrameCounter() & 4)) {
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WANTED_COLOR.a = alpha;
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CFont::SetColor(WANTED_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
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// TODO(Miami): There is one more condition in here
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}
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else if (playerPed->m_pWanted->m_nWantedLevel <= i) {
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NOTWANTED_COLOR.a = alpha;
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CFont::SetColor(NOTWANTED_COLOR);
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CFont::PrintString(SCREEN_SCALE_FROM_RIGHT(110.0f + 23.0f * i), SCREEN_SCALE_Y(87.0f), sPrintIcon);
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}
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}
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CFont::SetDropShadowPosition(0); // TODO(Miami): Remove that, VC keeps that open
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}
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/*
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DrawZoneName
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@ -1503,20 +1517,28 @@ void CHud::Initialise()
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PagerSoundPlayed = 0;
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PagerXOffset = 150.0f;
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m_WantedFadeTimer = 0;
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#ifdef HUD_AUTO_FADE
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m_EnergyLostState = START_FADE_OUT;
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m_WantedState = START_FADE_OUT;
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m_DisplayScoreState = START_FADE_OUT;
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m_WeaponState = START_FADE_OUT;
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#else
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m_EnergyLostState = FADE_DISABLED;
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m_WantedState = FADE_DISABLED;
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m_DisplayScoreState = FADE_DISABLED;
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m_WeaponState = FADE_DISABLED;
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#endif
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m_WantedFadeTimer = 0;
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m_WantedTimer = 0;
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m_EnergyLostFadeTimer = 0;
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m_EnergyLostState = FADE_DISABLED;
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m_EnergyLostTimer = 0;
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m_DisplayScoreFadeTimer = 0;
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m_DisplayScoreState = FADE_DISABLED;
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m_DisplayScoreTimer = 0;
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m_WeaponFadeTimer = 0;
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m_WeaponState = FADE_DISABLED;
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m_WeaponTimer = 0;
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m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
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m_LastWanted = 0;
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CTxdStore::PopCurrentTxd();
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}
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@ -1542,20 +1564,28 @@ void CHud::ReInitialise() {
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PagerSoundPlayed = 0;
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PagerXOffset = 150.0f;
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m_WantedFadeTimer = 0;
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#ifdef HUD_AUTO_FADE
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m_EnergyLostState = START_FADE_OUT;
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m_WantedState = START_FADE_OUT;
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m_DisplayScoreState = START_FADE_OUT;
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m_WeaponState = START_FADE_OUT;
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#else
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m_EnergyLostState = FADE_DISABLED;
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m_WantedState = FADE_DISABLED;
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m_DisplayScoreState = FADE_DISABLED;
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m_WeaponState = FADE_DISABLED;
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#endif
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m_WantedFadeTimer = 0;
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m_WantedTimer = 0;
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m_EnergyLostFadeTimer = 0;
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m_EnergyLostState = FADE_DISABLED;
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m_EnergyLostTimer = 0;
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m_DisplayScoreFadeTimer = 0;
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m_DisplayScoreState = FADE_DISABLED;
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m_DisplayScoreTimer = 0;
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m_WeaponFadeTimer = 0;
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m_WeaponState = FADE_DISABLED;
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m_WeaponTimer = 0;
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m_LastDisplayScore = CWorld::Players[CWorld::PlayerInFocus].m_nVisibleMoney;
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m_LastWanted = 0;
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}
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wchar LastBigMessage[6][128];
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