Peds, Hud, CFO 1/2, fixes - including zone names

This commit is contained in:
eray orçunus 2020-07-21 05:59:31 +03:00
parent 5bedca7692
commit f40f44b14e
30 changed files with 1467 additions and 818 deletions

View file

@ -1167,8 +1167,8 @@ CWaterLevel::RenderTransparentWater(void)
{
if (m_nRenderWaterLayers != 1 && m_nRenderWaterLayers != 6)
{
float fMaskX = floorf(fCamX / 2.0f) * 2.0f;
float fMaskY = floorf(fCamY / 2.0f) * 2.0f;
float fMaskX = Floor(fCamX / 2.0f) * 2.0f;
float fMaskY = Floor(fCamY / 2.0f) * 2.0f;
float fWaterZ = CWaterLevel::ms_aWaterZs[nBlock];
float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - 400.0f;
float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);
@ -1519,8 +1519,8 @@ CWaterLevel::RenderWavyMask(float fX, float fY, float fZ,
return;
#ifndef PC_WATER
float fUOffset = fX - (MAX_LARGE_SECTORS * (int32)floorf(fX / MAX_LARGE_SECTORS));
float fVOffset = fY - (MAX_LARGE_SECTORS * (int32)floorf(fY / MAX_LARGE_SECTORS));
float fUOffset = fX - (MAX_LARGE_SECTORS * (int32)Floor(fX / MAX_LARGE_SECTORS));
float fVOffset = fY - (MAX_LARGE_SECTORS * (int32)Floor(fY / MAX_LARGE_SECTORS));
int32 nSecsX = (int32)((fX - fSectorX) / 2.0f);
int32 nSecsY = (int32)((fY - fSectorY) / 2.0f);
@ -1870,8 +1870,8 @@ CWaterLevel::PreCalcWaterGeometry(void)
if ( _IsColideWithBlock(BlockX, BlockY, nBlock) )
{
float fMaskX = floorf(fCamX / 2.0f) * 2.0f;
float fMaskY = floorf(fCamY / 2.0f) * 2.0f;
float fMaskX = Floor(fCamX / 2.0f) * 2.0f;
float fMaskY = Floor(fCamY / 2.0f) * 2.0f;
float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - WATER_X_OFFSET;
float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);
@ -1994,8 +1994,8 @@ CWaterLevel::PreCalcWavyMask(float fX, float fY, float fZ,
if ( COcclusion::IsAABoxOccluded(vecSectorPos, MAX_LARGE_SECTORS, MAX_LARGE_SECTORS, 4.0f) )
return false;
floorf(fX / MAX_LARGE_SECTORS);
floorf(fY / MAX_LARGE_SECTORS);
Floor(fX / MAX_LARGE_SECTORS);
Floor(fY / MAX_LARGE_SECTORS);
RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
RpMorphTarget *wavyMorph = RpGeometryGetMorphTarget(wavyGeometry, 0);
@ -2335,7 +2335,7 @@ _GetWindedWave(float fX, float fY)
float y = WATER_HUGE_Y(fY);
float fWindFactor (CWeather::WindClipped * 0.4f + 0.2f);
float fWave = Sin(( (x - floorf(x)) + (y - floorf(y)) ) * TWOPI + fAngle);
float fWave = Sin(( (x - Floor(x)) + (y - Floor(y)) ) * TWOPI + fAngle);
return fWindFactor * fWave;
}
@ -2380,8 +2380,8 @@ CWaterLevel::RenderWakeSegment(CVector2D &vecA, CVector2D &vecB, CVector2D &vecC
float fVD = (PosD.y / 4) + _TEXTURE_WAKE_ADDV;
#define MIN4(a, b, c, d) (Min((a), Min((b), Min((c), (d)))))
float fMinU = floorf(MIN4(fUA, fUB, fUC, fUD));
float fMinV = floorf(MIN4(fVA, fVB, fVC, fVD));
float fMinU = Floor(MIN4(fUA, fUB, fUC, fUD));
float fMinV = Floor(MIN4(fVA, fVB, fVC, fVD));
#undef MIN4
float fZA = _GetWindedWave(PosA.x, PosA.y) + fWakeZ;