mirror of
https://github.com/GTAmodding/re3.git
synced 2024-11-15 16:39:24 +00:00
fixes
This commit is contained in:
parent
48e13ce6c9
commit
e556ffd3f6
2 changed files with 18 additions and 26 deletions
|
@ -458,7 +458,7 @@ void re3_debug(const char *format, ...)
|
|||
vsprintf_s(re3_buff, re3_buffsize, format, va);
|
||||
va_end(va);
|
||||
|
||||
// printf("%s", re3_buff);
|
||||
printf("%s", re3_buff);
|
||||
CDebug::DebugAddText(re3_buff);
|
||||
}
|
||||
|
||||
|
|
|
@ -211,9 +211,9 @@ 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 = max(fNewRain, Rain + RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
|
||||
else
|
||||
Rain = max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
|
||||
Rain = min(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
|
||||
}
|
||||
|
||||
// Clouds
|
||||
|
@ -356,18 +356,16 @@ void CWeather::AddRain()
|
|||
for (int i = 0; i < num_splash_attempts; i++) {
|
||||
CColPoint point;
|
||||
CEntity* entity;
|
||||
if (CWorld::ProcessVerticalLine(fp + CVector(CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), 0.0f) + CVector(0.0f, 0.0f, 40.0f), -40.0f,
|
||||
point, entity, true, false, false, false, true, false, nil)) {
|
||||
CVector np = fp + CVector(CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), CGeneral::GetRandomNumberInRange(-7.0f, 7.0f), 0.0f);
|
||||
if (CWorld::ProcessVerticalLine(np + CVector(0.0f, 0.0f, 40.0f), -40.0f, point, entity, true, false, false, false, true, false, nil)) {
|
||||
for (int j = 0; j < num_splashes; j++)
|
||||
CParticle::AddParticle((CGeneral::GetRandomTrueFalse() ? PARTICLE_RAIN_SPLASH : PARTICLE_RAIN_SPLASHUP),
|
||||
CVector(fp.x + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), fp.y + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), point.point.z + 1.0f),
|
||||
CVector(np.x + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), np.y + CGeneral::GetRandomNumberInRange(-2.0f, 2.0f), point.point.z + 0.1f),
|
||||
CVector(0.0f, 0.0f, 0.0f), nil, 0.0f, colour);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
WRAPPER void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance) { EAXJMP(0x5240E0); }
|
||||
/*
|
||||
void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale, float distance)
|
||||
{
|
||||
static float RandomTex;
|
||||
|
@ -386,15 +384,15 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
|
|||
TempBufferRenderIndexList[TempBufferIndicesStored + 10] = TempBufferVerticesStored + 3;
|
||||
TempBufferRenderIndexList[TempBufferIndicesStored + 11] = TempBufferVerticesStored + 4;
|
||||
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + TheCamera.GetUp().x, pos.y + TheCamera.GetUp().y, pos.z + TheCamera.GetUp().z);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z);
|
||||
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - TheCamera.GetUp().x, pos.y - TheCamera.GetUp().y, pos.z - TheCamera.GetUp().z);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetUp().z);
|
||||
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], 200 * intensity / 256, 200 * intensity / 256, intensity, 255);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
|
||||
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetUp().z);
|
||||
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetRight().x, pos.y - 11.0f * TheCamera.GetRight().y, pos.z - 11.0f * TheCamera.GetUp().z);
|
||||
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z);
|
||||
float u = STREAK_U;
|
||||
float v = STREAK_V;
|
||||
if (scale) {
|
||||
|
@ -424,21 +422,17 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
|
|||
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 3], u + RandomTexX);
|
||||
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 3], RandomTexY);
|
||||
RwIm3DVertexSetU(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0.5f * u + RandomTex + RandomTexX);
|
||||
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v - RandomTexY);
|
||||
RwIm3DVertexSetV(&TempBufferRenderVertices[TempBufferVerticesStored + 5], 0.5f * v + RandomTexY);
|
||||
TempBufferIndicesStored += 12;
|
||||
TempBufferVerticesStored += 5;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
WRAPPER void CWeather::RenderRainStreaks(void) { EAXJMP(0x524550); }
|
||||
/*
|
||||
void CWeather::RenderRainStreaks(void)
|
||||
{
|
||||
if (CTimer::GetIsCodePaused())
|
||||
return;
|
||||
int default_visibility = (64.0f - CTimeCycle::GetFogReduction()) / 64.0f * int(255 * Rain);
|
||||
if (!default_visibility)
|
||||
if (default_visibility == 0)
|
||||
return;
|
||||
TempBufferIndicesStored = 0;
|
||||
TempBufferVerticesStored = 0;
|
||||
|
@ -452,15 +446,16 @@ void CWeather::RenderRainStreaks(void)
|
|||
if (secondsElapsed < STREAK_INTEROLATION_TIME) {
|
||||
intensity = default_visibility * 0.5f * secondsElapsed / STREAK_INTEROLATION_TIME;
|
||||
}
|
||||
else if (secondsElapsed > STREAK_LIFETIME - STREAK_INTEROLATION_TIME) {
|
||||
else if (secondsElapsed > (STREAK_LIFETIME - STREAK_INTEROLATION_TIME)) {
|
||||
intensity = (STREAK_LIFETIME - secondsElapsed) * default_visibility / STREAK_INTEROLATION_TIME;
|
||||
}
|
||||
else {
|
||||
intensity = default_visibility;
|
||||
}
|
||||
debug("intensity: %d\n", intensity);
|
||||
CVector dir = Streaks[i].direction;
|
||||
dir.Normalise();
|
||||
CVector pos = Streaks[i].direction + secondsElapsed * Streaks[i].direction;
|
||||
CVector pos = Streaks[i].position + secondsElapsed * Streaks[i].direction;
|
||||
RenderOneRainStreak(pos, dir, intensity, false, (pos - TheCamera.GetPosition()).Magnitude());
|
||||
#ifndef FIX_BUGS // remove useless code
|
||||
if (secondsElapsed > 1.0f && secondsElapsed < STREAK_LIFETIME - 1.0f) {
|
||||
|
@ -472,8 +467,7 @@ void CWeather::RenderRainStreaks(void)
|
|||
else if ((CGeneral::GetRandomNumber() & 0xF00) == 0){
|
||||
// 1/16 probability
|
||||
Streaks[i].direction = CVector(4.0f, 4.0f, -4.0f);
|
||||
Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition();
|
||||
Streaks[i].position += CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
|
||||
Streaks[i].position = 6.0f * TheCamera.GetForward() + TheCamera.GetPosition() + CVector(-1.8f * Streaks[i].direction.x, -1.8f * Streaks[i].direction.y, 8.0f);
|
||||
if (!CCutsceneMgr::IsCutsceneProcessing()) {
|
||||
Streaks[i].position.x += 2.0f * FindPlayerSpeed().x * 60.0f;
|
||||
Streaks[i].position.y += 2.0f * FindPlayerSpeed().y * 60.0f;
|
||||
|
@ -485,8 +479,7 @@ void CWeather::RenderRainStreaks(void)
|
|||
Streaks[i].timer = CTimer::GetTimeInMilliseconds();
|
||||
}
|
||||
}
|
||||
if (TempBufferIndicesStored)
|
||||
{
|
||||
if (TempBufferIndicesStored){
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, 0);
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)1);
|
||||
RwRenderStateSet(rwRENDERSTATEFOGENABLE, 0);
|
||||
|
@ -495,7 +488,7 @@ void CWeather::RenderRainStreaks(void)
|
|||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)2);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)1);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpRainDropTex[3]->raster);
|
||||
if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, 0, 1))
|
||||
if (RwIm3DTransform(TempBufferRenderVertices, TempBufferVerticesStored, nil, 1))
|
||||
{
|
||||
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TempBufferRenderIndexList, TempBufferIndicesStored);
|
||||
RwIm3DEnd();
|
||||
|
@ -510,7 +503,6 @@ void CWeather::RenderRainStreaks(void)
|
|||
TempBufferVerticesStored = 0;
|
||||
TempBufferIndicesStored = 0;
|
||||
}
|
||||
*/
|
||||
|
||||
void CWeather::StoreWeatherState()
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue