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https://github.com/halpz/re3.git
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make building with Codewarrior 7 possible
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@ -5,8 +5,8 @@
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#include "Camera.h"
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#include "CutsceneMgr.h"
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#ifdef ASPECT_RATIO_SCALE
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float CDraw::ms_fAspectRatio = DEFAULT_ASPECT_RATIO;
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#ifdef ASPECT_RATIO_SCALE
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float CDraw::ms_fScaledFOV = 45.0f;
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#endif
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@ -16,10 +16,10 @@ private:
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static float ms_fNearClipZ;
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static float ms_fFarClipZ;
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static float ms_fFOV;
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#ifdef ASPECT_RATIO_SCALE
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// we use this variable to scale a lot of 2D elements
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// so better cache it
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static float ms_fAspectRatio;
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#ifdef ASPECT_RATIO_SCALE
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// similar thing for 3D rendering
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static float ms_fScaledFOV;
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#endif
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@ -1,5 +1,7 @@
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#pragma once
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#include "Sprite2d.h"
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void AsciiToUnicode(const char *src, wchar *dst);
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void UnicodeStrcpy(wchar *dst, const wchar *src);
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void UnicodeStrcat(wchar *dst, wchar *append);
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@ -1,4 +1,4 @@
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#include "common.h"
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#include "common.h"
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#include "Glass.h"
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#include "Timer.h"
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@ -1138,20 +1138,20 @@ void CHud::Draw()
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// Yeah, top and bottom changed place. R* vision
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if (IntroRect.m_bIsUsed && IntroRect.m_bBeforeFade) {
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if (IntroRect.m_nTextureId >= 0) {
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CRect rect = {
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CRect rect (
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IntroRect.m_sRect.left,
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IntroRect.m_sRect.top,
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IntroRect.m_sRect.right,
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IntroRect.m_sRect.bottom };
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IntroRect.m_sRect.bottom );
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CTheScripts::ScriptSprites[IntroRect.m_nTextureId].Draw(rect, IntroRect.m_sColor);
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}
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else {
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CRect rect = {
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CRect rect (
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IntroRect.m_sRect.left,
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IntroRect.m_sRect.top,
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IntroRect.m_sRect.right,
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IntroRect.m_sRect.bottom };
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IntroRect.m_sRect.bottom );
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CSprite2d::DrawRect(rect, IntroRect.m_sColor);
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}
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@ -9,6 +9,6 @@ class CInstance : public CPlaceable
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public:
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int m_modelIndex;
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public:
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~CInstance() = default;
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~CInstance() { }
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void Shutdown();
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};
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@ -1419,7 +1419,7 @@ CMoneyMessages::RegisterOne(CVector vecPos, const char *pText, uint8 bRed, uint8
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}
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CRGBA FoamColour(255, 255, 255, 255);
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unsigned int CSpecialParticleStuff::BoatFromStart;
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uint32 CSpecialParticleStuff::BoatFromStart;
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void
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CSpecialParticleStuff::CreateFoamAroundObject(CMatrix* pMatrix, float innerFw, float innerRg, float innerUp, int32 particles)
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