Struct cleanup, various fixes, enable PS2 rand

This commit is contained in:
eray orçunus
2020-04-19 07:14:13 +03:00
parent 9bfcaff849
commit 1ffc37735e
27 changed files with 93 additions and 80 deletions

View File

@ -26,8 +26,7 @@ enum eEventType
EVENT_ICECREAM,
EVENT_ATM,
EVENT_SHOPSTALL, // used on graffitis
EVENT_SHOPWINDOW,
EVENT_LAST_EVENT // may be above one
EVENT_LAST_EVENT
};
enum eEventEntity

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@ -2,6 +2,7 @@
enum eLevelName
{
LEVEL_IGNORE = -1, // beware, this is only used in CPhysical's m_nZoneLevel
LEVEL_NONE = 0,
LEVEL_INDUSTRIAL,
LEVEL_COMMERCIAL,

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@ -548,10 +548,10 @@ CPlayerInfo::Process(void)
}
if (FindPlayerVehicle()) {
CVehicle *veh = FindPlayerVehicle();
veh->m_nZoneLevel = -1;
veh->m_nZoneLevel = LEVEL_IGNORE;
for (int i = 0; i < ARRAY_SIZE(veh->pPassengers); i++) {
if (veh->pPassengers[i])
veh->pPassengers[i]->m_nZoneLevel = 0;
veh->pPassengers[i]->m_nZoneLevel = LEVEL_NONE;
}
CStats::DistanceTravelledInVehicle += veh->m_fDistanceTravelled;
} else {

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@ -251,7 +251,7 @@ INITSAVEBUF
continue;
if (pObject->ObjectCreatedBy == MISSION_OBJECT) {
bool bIsPickup = pObject->bIsPickup;
bool bFlag2 = pObject->m_obj_flag2;
bool bPickupObjWithMessage = pObject->bPickupObjWithMessage;
bool bOutOfStock = pObject->bOutOfStock;
bool bGlassCracked = pObject->bGlassCracked;
bool bGlassBroken = pObject->bGlassBroken;
@ -269,7 +269,7 @@ INITSAVEBUF
WriteSaveBuf(buf, (uint32)0); // same
WriteSaveBuf(buf, pObject->ObjectCreatedBy);
WriteSaveBuf(buf, bIsPickup);
WriteSaveBuf(buf, bFlag2);
WriteSaveBuf(buf, bPickupObjWithMessage);
WriteSaveBuf(buf, bOutOfStock);
WriteSaveBuf(buf, bGlassCracked);
WriteSaveBuf(buf, bGlassBroken);
@ -305,7 +305,7 @@ INITSAVEBUF
ReadSaveBuf<uint32>(buf);
pBufferObject->ObjectCreatedBy = ReadSaveBuf<int8>(buf);
pBufferObject->bIsPickup = ReadSaveBuf<bool>(buf);
pBufferObject->m_flagE2 = ReadSaveBuf<bool>(buf);
pBufferObject->bPickupObjWithMessage = ReadSaveBuf<bool>(buf);
pBufferObject->bOutOfStock = ReadSaveBuf<bool>(buf);
pBufferObject->bGlassCracked = ReadSaveBuf<bool>(buf);
pBufferObject->bGlassBroken = ReadSaveBuf<bool>(buf);
@ -325,7 +325,7 @@ INITSAVEBUF
pObject->m_objectMatrix = pBufferObject->m_objectMatrix;
pObject->ObjectCreatedBy = pBufferObject->ObjectCreatedBy;
pObject->bIsPickup = pBufferObject->bIsPickup;
pObject->m_flagE2 = pBufferObject->m_flagE2;
pObject->bPickupObjWithMessage = pBufferObject->bPickupObjWithMessage;
pObject->bOutOfStock = pBufferObject->bOutOfStock;
pObject->bGlassCracked = pBufferObject->bGlassCracked;
pObject->bGlassBroken = pBufferObject->bGlassBroken;

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@ -161,7 +161,7 @@ enum Config {
# define GTA3_1_1_PATCH
//# define GTA3_STEAM_PATCH
# ifdef GTA_PS2_STUFF
//# define USE_PS2_RAND // this is unsafe until we have the game reversed
# define USE_PS2_RAND
# define RANDOMSPLASH // use random splash as on PS2
# define PS2_MATFX
# endif