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https://github.com/halpz/re3.git
synced 2025-07-22 21:29:43 +00:00
Merge remote-tracking branch 'origin/master' into miami
# Conflicts: # premake5.lua # src/core/ZoneCull.cpp # src/core/Zones.cpp # src/objects/CutsceneHead.cpp # src/render/Clouds.cpp
This commit is contained in:
@ -17,7 +17,7 @@ CConsole::AddLine(char *s, uint8 r, uint8 g, uint8 b)
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char tempstr[MAX_STR_LEN+1];
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while (strlen(s) > MAX_STR_LEN) {
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strncpy_s(tempstr, s, MAX_STR_LEN);
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strncpy(tempstr, s, MAX_STR_LEN);
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tempstr[MAX_STR_LEN-1] = '\0';
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s += MAX_STR_LEN - 1;
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AddOneLine(tempstr, r, g, b);
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@ -4,7 +4,7 @@
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class CParticle;
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enum
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enum
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{
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ZCHECK_FIRST = BIT(0),
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ZCHECK_STEP = BIT(1),
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@ -60,14 +60,12 @@ struct tParticleSystemData
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uint8 m_InitialColorVariation;
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RwRGBA m_FadeDestinationColor;
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uint32 m_ColorFadeTime;
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RwRaster **m_ppRaster;
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CParticle *m_pParticles;
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};
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#ifdef CHECK_STRUCT_SIZES
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VALIDATE_SIZE(tParticleSystemData, 0x88);
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#endif
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class cParticleSystemMgr
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{
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@ -121,14 +119,12 @@ public:
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tParticleSystemData m_aParticles[MAX_PARTICLES];
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cParticleSystemMgr();
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void Initialise();
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void LoadParticleData();
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void RangeCheck(tParticleSystemData *pData) { }
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};
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#ifdef CHECK_STRUCT_SIZES
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VALIDATE_SIZE(cParticleSystemMgr, 0x2420);
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#endif
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extern cParticleSystemMgr mod_ParticleSystemManager;
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extern cParticleSystemMgr mod_ParticleSystemManager;
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@ -123,7 +123,7 @@ void
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CPlayerSkin::BeginFrontendSkinEdit(void)
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{
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LoadPlayerDff();
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RpClumpForAllAtomics(gpPlayerClump, CClumpModelInfo::SetAtomicRendererCB, CVisibilityPlugins::RenderPlayerCB);
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RpClumpForAllAtomics(gpPlayerClump, CClumpModelInfo::SetAtomicRendererCB, (void*)CVisibilityPlugins::RenderPlayerCB);
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CWorld::Players[0].LoadPlayerSkin();
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gOldFov = CDraw::GetFOV();
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CDraw::SetFOV(30.0f);
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@ -645,7 +645,7 @@ CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, flo
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PolePos.x += -CTimeCycle::GetSunPosition().x * (fPoleHeight / 2);
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PolePos.y += -CTimeCycle::GetSunPosition().y * (fPoleHeight / 2);
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StoreStaticShadow((uint32)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
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StoreStaticShadow((uintptr)pPole + nID + _TODOCONST(51), SHADOWTYPE_DARK, gpPostShadowTex, &PolePos,
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-CTimeCycle::GetSunPosition().x * (fPoleHeight / 2),
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-CTimeCycle::GetSunPosition().y * (fPoleHeight / 2),
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CTimeCycle::GetShadowSideX() * fPoleWidth,
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@ -1516,7 +1516,7 @@ CShadows::UpdatePermanentShadows(void)
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// timePassed == aPermanentShadows[i].m_nLifeTime -> 0
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float fMult = 1.0f - float(timePassed - (aPermanentShadows[i].m_nLifeTime * 3 / 4)) / (aPermanentShadows[i].m_nLifeTime / 4);
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StoreStaticShadow((uint32)&aPermanentShadows[i],
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StoreStaticShadow((uintptr)&aPermanentShadows[i],
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aPermanentShadows[i].m_nType,
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aPermanentShadows[i].m_pTexture,
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&aPermanentShadows[i].m_vecPos,
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@ -1533,7 +1533,7 @@ CShadows::UpdatePermanentShadows(void)
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}
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else
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{
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StoreStaticShadow((uint32)&aPermanentShadows[i],
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StoreStaticShadow((uintptr)&aPermanentShadows[i],
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aPermanentShadows[i].m_nType,
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aPermanentShadows[i].m_pTexture,
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&aPermanentShadows[i].m_vecPos,
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@ -52,9 +52,7 @@ public:
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{ }
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};
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#ifdef CHECK_STRUCT_SIZES
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VALIDATE_SIZE(CStoredShadow, 0x30);
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#endif
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class CPolyBunch
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{
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@ -69,9 +67,7 @@ public:
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{ }
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};
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#ifdef CHECK_STRUCT_SIZES
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VALIDATE_SIZE(CPolyBunch, 0x6C);
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#endif
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class CStaticShadow
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{
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@ -93,16 +89,14 @@ public:
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bool m_bRendered;
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bool m_bTemp;
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RwTexture *m_pTexture;
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CStaticShadow()
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{ }
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void Free();
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};
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#ifdef CHECK_STRUCT_SIZES
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VALIDATE_SIZE(CStaticShadow, 0x40);
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#endif
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class CPermanentShadow
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{
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@ -120,7 +114,7 @@ public:
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uint32 m_nTimeCreated;
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uint32 m_nLifeTime;
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RwTexture *m_pTexture;
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CPermanentShadow()
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{ }
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};
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@ -168,7 +162,7 @@ public:
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static void GeneratePolysForStaticShadow (int16 nStaticShadowID);
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static void CastShadowSectorList (CPtrList &PtrList, float fStartX, float fStartY, float fEndX, float fEndY,
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CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
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static void CastShadowEntity (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
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static void CastShadowEntity (CEntity *pEntity, float fStartX, float fStartY, float fEndX, float fEndY,
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CVector *pPosn, float fFrontX, float fFrontY, float fSideX, float fSideY, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, float fScale, CPolyBunch **ppPolyBunch);
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static void UpdateStaticShadows (void);
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static void UpdatePermanentShadows (void);
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