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Peds, Hud, CFO 1/2, fixes - including zone names
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5bedca7692
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30 changed files with 1467 additions and 818 deletions
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@ -1167,8 +1167,8 @@ CWaterLevel::RenderTransparentWater(void)
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{
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if (m_nRenderWaterLayers != 1 && m_nRenderWaterLayers != 6)
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{
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float fMaskX = floorf(fCamX / 2.0f) * 2.0f;
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float fMaskY = floorf(fCamY / 2.0f) * 2.0f;
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float fMaskX = Floor(fCamX / 2.0f) * 2.0f;
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float fMaskY = Floor(fCamY / 2.0f) * 2.0f;
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float fWaterZ = CWaterLevel::ms_aWaterZs[nBlock];
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float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - 400.0f;
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float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);
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@ -1519,8 +1519,8 @@ CWaterLevel::RenderWavyMask(float fX, float fY, float fZ,
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return;
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#ifndef PC_WATER
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float fUOffset = fX - (MAX_LARGE_SECTORS * (int32)floorf(fX / MAX_LARGE_SECTORS));
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float fVOffset = fY - (MAX_LARGE_SECTORS * (int32)floorf(fY / MAX_LARGE_SECTORS));
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float fUOffset = fX - (MAX_LARGE_SECTORS * (int32)Floor(fX / MAX_LARGE_SECTORS));
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float fVOffset = fY - (MAX_LARGE_SECTORS * (int32)Floor(fY / MAX_LARGE_SECTORS));
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int32 nSecsX = (int32)((fX - fSectorX) / 2.0f);
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int32 nSecsY = (int32)((fY - fSectorY) / 2.0f);
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@ -1870,8 +1870,8 @@ CWaterLevel::PreCalcWaterGeometry(void)
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if ( _IsColideWithBlock(BlockX, BlockY, nBlock) )
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{
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float fMaskX = floorf(fCamX / 2.0f) * 2.0f;
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float fMaskY = floorf(fCamY / 2.0f) * 2.0f;
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float fMaskX = Floor(fCamX / 2.0f) * 2.0f;
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float fMaskY = Floor(fCamY / 2.0f) * 2.0f;
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float fSectorX = WATER_FROM_SMALL_SECTOR_X(BlockX) - WATER_X_OFFSET;
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float fSectorY = WATER_FROM_SMALL_SECTOR_Y(BlockY);
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@ -1994,8 +1994,8 @@ CWaterLevel::PreCalcWavyMask(float fX, float fY, float fZ,
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if ( COcclusion::IsAABoxOccluded(vecSectorPos, MAX_LARGE_SECTORS, MAX_LARGE_SECTORS, 4.0f) )
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return false;
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floorf(fX / MAX_LARGE_SECTORS);
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floorf(fY / MAX_LARGE_SECTORS);
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Floor(fX / MAX_LARGE_SECTORS);
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Floor(fY / MAX_LARGE_SECTORS);
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RpGeometry *wavyGeometry = RpAtomicGetGeometry(ms_pWavyAtomic);
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RpMorphTarget *wavyMorph = RpGeometryGetMorphTarget(wavyGeometry, 0);
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@ -2335,7 +2335,7 @@ _GetWindedWave(float fX, float fY)
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float y = WATER_HUGE_Y(fY);
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float fWindFactor (CWeather::WindClipped * 0.4f + 0.2f);
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float fWave = Sin(( (x - floorf(x)) + (y - floorf(y)) ) * TWOPI + fAngle);
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float fWave = Sin(( (x - Floor(x)) + (y - Floor(y)) ) * TWOPI + fAngle);
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return fWindFactor * fWave;
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}
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@ -2380,8 +2380,8 @@ CWaterLevel::RenderWakeSegment(CVector2D &vecA, CVector2D &vecB, CVector2D &vecC
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float fVD = (PosD.y / 4) + _TEXTURE_WAKE_ADDV;
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#define MIN4(a, b, c, d) (Min((a), Min((b), Min((c), (d)))))
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float fMinU = floorf(MIN4(fUA, fUB, fUC, fUD));
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float fMinV = floorf(MIN4(fVA, fVB, fVC, fVD));
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float fMinU = Floor(MIN4(fUA, fUB, fUC, fUD));
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float fMinV = Floor(MIN4(fVA, fVB, fVC, fVD));
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#undef MIN4
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float fZA = _GetWindedWave(PosA.x, PosA.y) + fWakeZ;
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