mirror of
https://github.com/GTAmodding/re3.git
synced 2024-12-27 10:15:41 +00:00
891 lines
21 KiB
C++
891 lines
21 KiB
C++
#include "common.h"
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#include "patcher.h"
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#include "main.h"
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#include "General.h"
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#include "RwHelper.h"
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#include "Clouds.h"
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#include "Draw.h"
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#include "Sprite2d.h"
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#include "Renderer.h"
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#include "Coronas.h"
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#include "WaterLevel.h"
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#include "Weather.h"
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#include "Glass.h"
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#include "WaterCannon.h"
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#include "SpecialFX.h"
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#include "Shadows.h"
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#include "Skidmarks.h"
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#include "Antennas.h"
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#include "Rubbish.h"
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#include "Particle.h"
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#include "Pickups.h"
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#include "WeaponEffects.h"
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#include "PointLights.h"
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#include "Fluff.h"
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#include "Replay.h"
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#include "Camera.h"
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#include "World.h"
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#include "Ped.h"
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#include "Font.h"
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#include "Pad.h"
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#include "Hud.h"
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#include "User.h"
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#include "Messages.h"
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#include "Darkel.h"
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#include "Garages.h"
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#include "MusicManager.h"
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#include "VisibilityPlugins.h"
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#include "NodeName.h"
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#include "DMAudio.h"
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#include "CutsceneMgr.h"
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#include "Lights.h"
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#include "Credits.h"
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#include "CullZones.h"
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#include "Timecycle.h"
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#include "TxdStore.h"
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#include "FileMgr.h"
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#include "Text.h"
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#include "RpAnimBlend.h"
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#include "Frontend.h"
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#define DEFAULT_VIEWWINDOW (tan(DEGTORAD(CDraw::GetFOV() * 0.5f)))
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GlobalScene &Scene = *(GlobalScene*)0x726768;
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uint8 work_buff[55000];
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char gString[256];
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wchar *gUString = (wchar*)0x74B018;
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bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8;
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bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
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void DoRWStuffEndOfFrame(void);
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void RenderScene(void);
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void RenderDebugShit(void);
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void RenderEffects(void);
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void Render2dStuff(void);
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void RenderMenus(void);
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void DoFade(void);
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void Render2dStuffAfterFade(void);
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CSprite2d *LoadSplash(const char *name);
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void DestroySplashScreen(void);
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extern void (*DebugMenuProcess)(void);
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extern void (*DebugMenuRender)(void);
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void DebugMenuInit(void);
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void DebugMenuPopulate(void);
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void PrintGameVersion();
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RwRGBA gColourTop;
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void
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InitialiseGame(void)
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{
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LoadingScreen(nil, nil, "loadsc0");
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CGame::Initialise("DATA\\GTA3.DAT");
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}
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void
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Idle(void *arg)
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{
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#ifdef ASPECT_RATIO_SCALE
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CDraw::SetAspectRatio(CDraw::FindAspectRatio());
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#endif
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CTimer::Update();
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CSprite2d::InitPerFrame();
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CFont::InitPerFrame();
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CPointLights::InitPerFrame();
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CGame::Process();
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DMAudio.Service();
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if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){
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FrontEndMenuManager.m_bStartGameLoading = true;
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FrontEndMenuManager.m_bLoadingSavedGame = false;
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return;
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}
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if(FrontEndMenuManager.m_bStartGameLoading || b_FoundRecentSavedGameWantToLoad)
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return;
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SetLightsWithTimeOfDayColour(Scene.world);
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if(arg == nil)
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return;
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if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.field_452 == 1) &&
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TheCamera.GetScreenFadeStatus() != FADE_2){
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#ifdef GTA_PC
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// This is from SA, but it's nice for windowed mode
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RwV2d pos;
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pos.x = SCREEN_WIDTH/2.0f;
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pos.y = SCREEN_HEIGHT/2.0f;
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RsMouseSetPos(&pos);
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#endif
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CRenderer::ConstructRenderList();
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CRenderer::PreRender();
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if(CWeather::LightningFlash && !CCullZones::CamNoRain()){
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if(!DoRWStuffStartOfFrame_Horizon(255, 255, 255, 255, 255, 255, 255))
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return;
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}else{
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if(!DoRWStuffStartOfFrame_Horizon(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(),
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CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
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255))
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return;
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}
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DefinedState();
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// BUG. This has to be done BEFORE RwCameraBeginUpdate
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RwCameraSetFarClipPlane(Scene.camera, CTimeCycle::GetFarClip());
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RwCameraSetFogDistance(Scene.camera, CTimeCycle::GetFogStart());
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RenderScene();
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RenderDebugShit();
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RenderEffects();
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if((TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL) &&
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TheCamera.m_ScreenReductionPercentage > 0.0)
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TheCamera.SetMotionBlurAlpha(150);
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TheCamera.RenderMotionBlur();
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Render2dStuff();
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}else{
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float viewWindow = DEFAULT_VIEWWINDOW;
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CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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}
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RenderMenus();
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#ifndef FINAL
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PrintGameVersion();
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#endif
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DoFade();
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Render2dStuffAfterFade();
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CCredits::Render();
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DoRWStuffEndOfFrame();
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// if(g_SlowMode)
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// ProcessSlowMode();
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}
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void
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FrontendIdle(void)
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{
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#ifdef ASPECT_RATIO_SCALE
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CDraw::SetAspectRatio(CDraw::FindAspectRatio());
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#endif
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CTimer::Update();
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CSprite2d::SetRecipNearClip();
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CSprite2d::InitPerFrame();
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CFont::InitPerFrame();
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CPad::UpdatePads();
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FrontEndMenuManager.Process();
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if(RsGlobal.quit)
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return;
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float viewWindow = DEFAULT_VIEWWINDOW;
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CameraSize(Scene.camera, nil, viewWindow, DEFAULT_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
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return;
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DefinedState();
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RenderMenus();
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#ifndef FINAL
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PrintGameVersion();
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#endif
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DoFade();
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Render2dStuffAfterFade();
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CFont::DrawFonts();
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DoRWStuffEndOfFrame();
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}
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bool
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DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
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{
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CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha);
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CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha);
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CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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CSprite2d::InitPerFrame();
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if(Alpha != 0)
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), BottomColor, BottomColor, TopColor, TopColor);
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return true;
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}
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bool
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DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha)
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{
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CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, SCREEN_ASPECT_RATIO);
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CVisibilityPlugins::SetRenderWareCamera(Scene.camera);
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RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ);
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if(!RsCameraBeginUpdate(Scene.camera))
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return false;
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TheCamera.m_viewMatrix.Update();
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CClouds::RenderBackground(TopRed, TopGreen, TopBlue, BottomRed, BottomGreen, BottomBlue, Alpha);
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return true;
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}
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void
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DoRWStuffEndOfFrame(void)
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{
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// CDebug::DebugDisplayTextBuffer();
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// FlushObrsPrintfs();
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RwCameraEndUpdate(Scene.camera);
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RsCameraShowRaster(Scene.camera);
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}
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// This is certainly a very useful function
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void
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DoRWRenderHorizon(void)
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{
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CClouds::RenderHorizon();
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}
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void
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RenderScene(void)
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{
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CClouds::Render();
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DoRWRenderHorizon();
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CRenderer::RenderRoads();
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CCoronas::RenderReflections();
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RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
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CRenderer::RenderEverythingBarRoads();
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CRenderer::RenderBoats();
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DefinedState();
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CWaterLevel::RenderWater();
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CRenderer::RenderFadingInEntities();
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CRenderer::RenderVehiclesButNotBoats();
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CWeather::RenderRainStreaks();
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}
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void
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RenderDebugShit(void)
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{
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// CTheScripts::RenderTheScriptDebugLines()
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}
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void
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RenderEffects(void)
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{
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CGlass::Render();
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CWaterCannons::Render();
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CSpecialFX::Render();
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CShadows::RenderStaticShadows();
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CShadows::RenderStoredShadows();
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CSkidmarks::Render();
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CAntennas::Render();
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CRubbish::Render();
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CCoronas::Render();
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CParticle::Render();
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CPacManPickups::Render();
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CWeaponEffects::Render();
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CPointLights::RenderFogEffect();
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CMovingThings::Render();
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CRenderer::RenderFirstPersonVehicle();
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}
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void
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Render2dStuff(void)
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{
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)FALSE);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE);
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CReplay::Display();
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CPickups::RenderPickUpText();
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if(TheCamera.m_WideScreenOn)
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TheCamera.DrawBordersForWideScreen();
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CPed *player = FindPlayerPed();
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int weaponType = 0;
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if(player)
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weaponType = player->GetWeapon()->m_eWeaponType;
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bool firstPersonWeapon = false;
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int cammode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
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if(cammode == CCam::MODE_SNIPER ||
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cammode == CCam::MODE_SNIPER_RUN_AROUND ||
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cammode == CCam::MODE_ROCKET ||
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cammode == CCam::MODE_ROCKET_RUN_AROUND)
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firstPersonWeapon = true;
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// Draw black border for sniper and rocket launcher
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if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){
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CRGBA black(0, 0, 0, 255);
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// top and bottom strips
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if (weaponType == WEAPONTYPE_ROCKETLAUNCHER) {
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(180)), black);
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CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(170), SCREEN_WIDTH, SCREEN_HEIGHT), black);
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}
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else {
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT / 2 - SCREEN_SCALE_Y(210)), black);
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CSprite2d::DrawRect(CRect(0.0f, SCREEN_HEIGHT / 2 + SCREEN_SCALE_Y(210), SCREEN_WIDTH, SCREEN_HEIGHT), black);
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}
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CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH / 2 - SCREEN_SCALE_X(210), SCREEN_HEIGHT), black);
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CSprite2d::DrawRect(CRect(SCREEN_WIDTH / 2 + SCREEN_SCALE_X(210), 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), black);
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}
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MusicManager.DisplayRadioStationName();
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// TheConsole.Display();
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/*
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if(CSceneEdit::m_bEditOn)
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CSceneEdit::Draw();
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else
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*/
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CHud::Draw();
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CUserDisplay::OnscnTimer.ProcessForDisplay();
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CMessages::Display();
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CDarkel::DrawMessages();
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CGarages::PrintMessages();
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CPad::PrintErrorMessage();
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CFont::DrawFonts();
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DebugMenuRender();
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}
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void
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RenderMenus(void)
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{
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if(FrontEndMenuManager.m_bMenuActive)
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FrontEndMenuManager.DrawFrontEnd();
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}
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bool &JustLoadedDontFadeInYet = *(bool*)0x95CDB4;
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bool &StillToFadeOut = *(bool*)0x95CD99;
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uint32 &TimeStartedCountingForFade = *(uint32*)0x9430EC;
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uint32 &TimeToStayFadedBeforeFadeOut = *(uint32*)0x611564;
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void
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DoFade(void)
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{
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if(CTimer::GetIsPaused())
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return;
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if(JustLoadedDontFadeInYet){
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JustLoadedDontFadeInYet = false;
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TimeStartedCountingForFade = CTimer::GetTimeInMilliseconds();
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}
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if(StillToFadeOut){
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if(CTimer::GetTimeInMilliseconds() - TimeStartedCountingForFade > TimeToStayFadedBeforeFadeOut){
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StillToFadeOut = false;
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TheCamera.Fade(3.0f, FADE_IN);
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TheCamera.ProcessFade();
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TheCamera.ProcessMusicFade();
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}else{
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TheCamera.SetFadeColour(0, 0, 0);
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TheCamera.Fade(0.0f, FADE_OUT);
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TheCamera.ProcessFade();
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}
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}
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if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){
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CSprite2d *splash = LoadSplash(nil);
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CRGBA fadeColor;
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CRect rect;
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int fadeValue = CDraw::FadeValue;
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float brightness = min(CMenuManager::m_PrefsBrightness, 256);
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if(brightness <= 50)
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brightness = 50;
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if(FrontEndMenuManager.m_bMenuActive)
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brightness = 256;
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if(TheCamera.m_FadeTargetIsSplashScreen)
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fadeValue = 0;
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float fade = fadeValue + 256 - brightness;
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if(fade == 0){
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fadeColor.r = 0;
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fadeColor.g = 0;
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fadeColor.b = 0;
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fadeColor.a = 0;
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}else{
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fadeColor.r = fadeValue * CDraw::FadeRed / fade;
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fadeColor.g = fadeValue * CDraw::FadeGreen / fade;
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fadeColor.b = fadeValue * CDraw::FadeBlue / fade;
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int alpha = 255 - brightness*(256 - fadeValue)/256;
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if(alpha < 0)
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alpha = 0;
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fadeColor.a = alpha;
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}
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if(TheCamera.m_WideScreenOn){
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// what's this?
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float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f;
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rect.left = 0.0f;
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rect.right = SCREEN_WIDTH;
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rect.top = y - 8.0f;
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rect.bottom = SCREEN_HEIGHT - y - 8.0f;
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}else{
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rect.left = 0.0f;
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rect.right = SCREEN_WIDTH;
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rect.top = 0.0f;
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rect.bottom = SCREEN_HEIGHT;
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}
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CSprite2d::DrawRect(rect, fadeColor);
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if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){
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fadeColor.r = 255;
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fadeColor.g = 255;
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fadeColor.b = 255;
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fadeColor.a = CDraw::FadeValue;
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splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), fadeColor, fadeColor, fadeColor, fadeColor);
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}
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}
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}
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void
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Render2dStuffAfterFade(void)
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{
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CHud::DrawAfterFade();
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CFont::DrawFonts();
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}
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CSprite2d splash;
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int splashTxdId = -1;
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CSprite2d*
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LoadSplash(const char *name)
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{
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RwTexDictionary *txd;
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char filename[140];
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RwTexture *tex = nil;
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if(name == nil)
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return &splash;
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if(splashTxdId == -1)
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splashTxdId = CTxdStore::AddTxdSlot("splash");
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txd = CTxdStore::GetSlot(splashTxdId)->texDict;
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if(txd)
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tex = RwTexDictionaryFindNamedTexture(txd, name);
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// if texture is found, splash was already set up below
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if(tex == nil){
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CFileMgr::SetDir("TXD\\");
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sprintf(filename, "%s.txd", name);
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if(splash.m_pTexture)
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splash.Delete();
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if(txd)
|
|
CTxdStore::RemoveTxd(splashTxdId);
|
|
CTxdStore::LoadTxd(splashTxdId, filename);
|
|
CTxdStore::AddRef(splashTxdId);
|
|
CTxdStore::PushCurrentTxd();
|
|
CTxdStore::SetCurrentTxd(splashTxdId);
|
|
splash.SetTexture(name);
|
|
CTxdStore::PopCurrentTxd();
|
|
CFileMgr::SetDir("");
|
|
}
|
|
|
|
return &splash;
|
|
}
|
|
|
|
void
|
|
DestroySplashScreen(void)
|
|
{
|
|
splash.Delete();
|
|
if(splashTxdId != -1)
|
|
CTxdStore::RemoveTxdSlot(splashTxdId);
|
|
splashTxdId = -1;
|
|
}
|
|
|
|
float NumberOfChunksLoaded;
|
|
#define TOTALNUMCHUNKS 73.0f
|
|
|
|
// TODO: compare with PS2
|
|
void
|
|
LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
|
|
{
|
|
CSprite2d *splash;
|
|
|
|
#ifndef RANDOMSPLASH
|
|
if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame)
|
|
splashscreen = "mainsc2";
|
|
else
|
|
splashscreen = "mainsc1";
|
|
#endif
|
|
|
|
splash = LoadSplash(splashscreen);
|
|
|
|
if(RsGlobal.quit)
|
|
return;
|
|
|
|
if(DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)){
|
|
CSprite2d::SetRecipNearClip();
|
|
CSprite2d::InitPerFrame();
|
|
CFont::InitPerFrame();
|
|
DefinedState();
|
|
RwRenderStateSet(rwRENDERSTATETEXTUREADDRESS, (void*)rwTEXTUREADDRESSCLAMP);
|
|
splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), CRGBA(255, 255, 255, 255));
|
|
|
|
if(str1){
|
|
NumberOfChunksLoaded += 1;
|
|
|
|
float hpos = SCREEN_SCALE_X(40);
|
|
float length = SCREEN_WIDTH - SCREEN_SCALE_X(100);
|
|
float vpos = SCREEN_HEIGHT - SCREEN_SCALE_Y(13);
|
|
float height = SCREEN_SCALE_Y(7);
|
|
CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(40, 53, 68, 255));
|
|
|
|
length *= NumberOfChunksLoaded/TOTALNUMCHUNKS;
|
|
CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(81, 106, 137, 255));
|
|
|
|
// this is done by the game but is unused
|
|
CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2));
|
|
CFont::SetPropOn();
|
|
CFont::SetRightJustifyOn();
|
|
CFont::SetFontStyle(FONT_HEADING);
|
|
|
|
#ifdef CHATTYSPLASH
|
|
// my attempt
|
|
static wchar tmpstr[80];
|
|
float scale = SCREEN_SCALE_Y(0.8f);
|
|
vpos -= 50*scale;
|
|
CFont::SetScale(scale, scale);
|
|
CFont::SetPropOn();
|
|
CFont::SetRightJustifyOff();
|
|
CFont::SetFontStyle(FONT_BANK);
|
|
CFont::SetColor(CRGBA(255, 255, 255, 255));
|
|
AsciiToUnicode(str1, tmpstr);
|
|
CFont::PrintString(hpos, vpos, tmpstr);
|
|
vpos += 25*scale;
|
|
AsciiToUnicode(str2, tmpstr);
|
|
CFont::PrintString(hpos, vpos, tmpstr);
|
|
#endif
|
|
}
|
|
|
|
CFont::DrawFonts();
|
|
DoRWStuffEndOfFrame();
|
|
}
|
|
}
|
|
|
|
void
|
|
ResetLoadingScreenBar(void)
|
|
{
|
|
NumberOfChunksLoaded = 0.0f;
|
|
}
|
|
|
|
void
|
|
LoadingIslandScreen(const char *levelName)
|
|
{
|
|
CSprite2d *splash;
|
|
wchar *name;
|
|
char str[100];
|
|
wchar wstr[80];
|
|
CRGBA col;
|
|
|
|
splash = LoadSplash(nil);
|
|
name = TheText.Get(levelName);
|
|
if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255))
|
|
return;
|
|
|
|
CSprite2d::SetRecipNearClip();
|
|
CSprite2d::InitPerFrame();
|
|
CFont::InitPerFrame();
|
|
DefinedState();
|
|
col = CRGBA(255, 255, 255, 255);
|
|
splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col, col, col, col);
|
|
CFont::SetBackgroundOff();
|
|
CFont::SetScale(1.5f, 1.5f);
|
|
CFont::SetPropOn();
|
|
CFont::SetRightJustifyOn();
|
|
CFont::SetRightJustifyWrap(150.0f);
|
|
CFont::SetFontStyle(FONT_HEADING);
|
|
sprintf(str, "WELCOME TO");
|
|
AsciiToUnicode(str, wstr);
|
|
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
|
|
CFont::SetDropShadowPosition(3);
|
|
CFont::SetColor(CRGBA(243, 237, 71, 255));
|
|
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
|
|
CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME"));
|
|
TextCopy(wstr, name);
|
|
TheText.UpperCase(wstr);
|
|
CFont::SetColor(CRGBA(243, 237, 71, 255));
|
|
CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f));
|
|
CFont::PrintString(SCREEN_WIDTH-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr);
|
|
CFont::DrawFonts();
|
|
DoRWStuffEndOfFrame();
|
|
}
|
|
|
|
char*
|
|
GetLevelSplashScreen(int level)
|
|
{
|
|
static char *splashScreens[4] = {
|
|
nil,
|
|
"splash1",
|
|
"splash2",
|
|
"splash3",
|
|
};
|
|
|
|
return splashScreens[level];
|
|
}
|
|
|
|
char*
|
|
GetRandomSplashScreen(void)
|
|
{
|
|
int index;
|
|
static int index2 = 0;
|
|
static char splashName[128];
|
|
static int splashIndex[24] = {
|
|
25, 22, 4, 13,
|
|
1, 21, 14, 16,
|
|
10, 12, 5, 9,
|
|
11, 18, 3, 2,
|
|
19, 23, 7, 17,
|
|
15, 6, 8, 20
|
|
};
|
|
|
|
index = splashIndex[4*index2 + CGeneral::GetRandomNumberInRange(0, 3)];
|
|
index2++;
|
|
if(index2 == 6)
|
|
index2 = 0;
|
|
sprintf(splashName, "loadsc%d", index);
|
|
return splashName;
|
|
}
|
|
|
|
#include "rwcore.h"
|
|
#include "rpworld.h"
|
|
#include "rpmatfx.h"
|
|
#include "rpskin.h"
|
|
#include "rphanim.h"
|
|
#include "rtbmp.h"
|
|
|
|
_TODO("temp, move this includes out of here")
|
|
|
|
static RwBool
|
|
PluginAttach(void)
|
|
{
|
|
if( !RpWorldPluginAttach() )
|
|
{
|
|
printf("Couldn't attach world plugin\n");
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
if( !RpSkinPluginAttach() )
|
|
{
|
|
printf("Couldn't attach RpSkin plugin\n");
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
if( !RpHAnimPluginAttach() )
|
|
{
|
|
printf("Couldn't attach RpHAnim plugin\n");
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
if( !NodeNamePluginAttach() )
|
|
{
|
|
printf("Couldn't attach node name plugin\n");
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
if( !CVisibilityPlugins::PluginAttach() )
|
|
{
|
|
printf("Couldn't attach visibility plugins\n");
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
if( !RpAnimBlendPluginAttach() )
|
|
{
|
|
printf("Couldn't attach RpAnimBlend plugin\n");
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
if( !RpMatFXPluginAttach() )
|
|
{
|
|
printf("Couldn't attach RpMatFX plugin\n");
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static RwBool
|
|
Initialise3D(void *param)
|
|
{
|
|
if (RsRwInitialise(param))
|
|
{
|
|
//
|
|
DebugMenuInit();
|
|
DebugMenuPopulate();
|
|
//
|
|
|
|
return CGame::InitialiseRenderWare();
|
|
}
|
|
|
|
return (FALSE);
|
|
}
|
|
|
|
|
|
static void
|
|
Terminate3D(void)
|
|
{
|
|
CGame::ShutdownRenderWare();
|
|
|
|
RsRwTerminate();
|
|
|
|
return;
|
|
}
|
|
|
|
RsEventStatus
|
|
AppEventHandler(RsEvent event, void *param)
|
|
{
|
|
switch( event )
|
|
{
|
|
case rsINITIALISE:
|
|
{
|
|
CGame::InitialiseOnceBeforeRW();
|
|
return RsInitialise() ? rsEVENTPROCESSED : rsEVENTERROR;
|
|
}
|
|
|
|
case rsCAMERASIZE:
|
|
{
|
|
|
|
CameraSize(Scene.camera, (RwRect *)param,
|
|
DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
|
|
|
|
return rsEVENTPROCESSED;
|
|
}
|
|
|
|
case rsRWINITIALISE:
|
|
{
|
|
return Initialise3D(param) ? rsEVENTPROCESSED : rsEVENTERROR;
|
|
}
|
|
|
|
case rsRWTERMINATE:
|
|
{
|
|
Terminate3D();
|
|
|
|
return rsEVENTPROCESSED;
|
|
}
|
|
|
|
case rsTERMINATE:
|
|
{
|
|
CGame::FinalShutdown();
|
|
|
|
return rsEVENTPROCESSED;
|
|
}
|
|
|
|
case rsPLUGINATTACH:
|
|
{
|
|
return PluginAttach() ? rsEVENTPROCESSED : rsEVENTERROR;
|
|
}
|
|
|
|
case rsINPUTDEVICEATTACH:
|
|
{
|
|
AttachInputDevices();
|
|
|
|
return rsEVENTPROCESSED;
|
|
}
|
|
|
|
case rsIDLE:
|
|
{
|
|
Idle(param);
|
|
|
|
return rsEVENTPROCESSED;
|
|
}
|
|
|
|
case rsFRONTENDIDLE:
|
|
{
|
|
FrontendIdle();
|
|
|
|
return rsEVENTPROCESSED;
|
|
}
|
|
|
|
case rsACTIVATE:
|
|
{
|
|
param ? DMAudio.ReacquireDigitalHandle() : DMAudio.ReleaseDigitalHandle();
|
|
|
|
return rsEVENTPROCESSED;
|
|
}
|
|
|
|
default:
|
|
{
|
|
return rsEVENTNOTPROCESSED;
|
|
}
|
|
}
|
|
}
|
|
|
|
void PrintGameVersion()
|
|
{
|
|
CFont::SetPropOn();
|
|
CFont::SetBackgroundOff();
|
|
CFont::SetScale(SCREEN_SCALE_X(0.7f), SCREEN_SCALE_Y(0.5f));
|
|
CFont::SetCentreOff();
|
|
CFont::SetRightJustifyOff();
|
|
CFont::SetBackGroundOnlyTextOff();
|
|
CFont::SetFontStyle(FONT_BANK);
|
|
CFont::SetWrapx(SCREEN_WIDTH);
|
|
CFont::SetDropShadowPosition(0);
|
|
CFont::SetDropColor(CRGBA(0, 0, 0, 255));
|
|
CFont::SetColor(CRGBA(235, 170, 50, 255));
|
|
|
|
strcpy(gString, "RE3");
|
|
AsciiToUnicode(gString, gUString);
|
|
CFont::PrintString(SCREEN_SCALE_X(10.5f), SCREEN_SCALE_Y(8.0f), gUString);
|
|
}
|
|
|
|
STARTPATCHES
|
|
InjectHook(0x48E480, Idle, PATCH_JUMP);
|
|
InjectHook(0x48E700, FrontendIdle, PATCH_JUMP);
|
|
|
|
InjectHook(0x48CF10, DoRWStuffStartOfFrame, PATCH_JUMP);
|
|
InjectHook(0x48D040, DoRWStuffStartOfFrame_Horizon, PATCH_JUMP);
|
|
InjectHook(0x48E030, RenderScene, PATCH_JUMP);
|
|
InjectHook(0x48E080, RenderDebugShit, PATCH_JUMP);
|
|
InjectHook(0x48E090, RenderEffects, PATCH_JUMP);
|
|
InjectHook(0x48E0E0, Render2dStuff, PATCH_JUMP);
|
|
InjectHook(0x48E450, RenderMenus, PATCH_JUMP);
|
|
InjectHook(0x48D120, DoFade, PATCH_JUMP);
|
|
InjectHook(0x48E470, Render2dStuffAfterFade, PATCH_JUMP);
|
|
|
|
InjectHook(0x48D550, LoadSplash, PATCH_JUMP);
|
|
InjectHook(0x48D670, DestroySplashScreen, PATCH_JUMP);
|
|
InjectHook(0x48D770, LoadingScreen, PATCH_JUMP);
|
|
InjectHook(0x48D760, ResetLoadingScreenBar, PATCH_JUMP);
|
|
|
|
InjectHook(0x48D470, PluginAttach, PATCH_JUMP);
|
|
InjectHook(0x48D520, Initialise3D, PATCH_JUMP);
|
|
InjectHook(0x48D540, Terminate3D, PATCH_JUMP);
|
|
InjectHook(0x48E800, AppEventHandler, PATCH_JUMP);
|
|
ENDPATCHES
|