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bb .ini hello defines
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@ -20,12 +20,6 @@ uint8 CDraw::FadeRed;
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uint8 CDraw::FadeGreen;
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uint8 CDraw::FadeBlue;
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#ifdef ASPECT_RATIO_SCALE
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int32 CDraw::ms_nScalingMode = SCL_PS2;
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int32 CDraw::ms_bFixRadar = true;
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int32 CDraw::ms_bFixSprites = true;
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#endif
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float
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CDraw::FindAspectRatio(void)
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{
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@ -81,16 +75,4 @@ CDraw::SetFOV(float fov)
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ms_fScaledFOV = fov;
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#endif
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ms_fFOV = fov;
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}
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#ifdef ASPECT_RATIO_SCALE
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float CDraw::ScaleY(float y)
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{
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switch ( ms_nScalingMode )
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{
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case SCL_PC: return y * ((float)DEFAULT_SCREEN_HEIGHT/SCREEN_HEIGHT_NTSC);
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default:
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return y;
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}
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}
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#endif
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}
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@ -14,12 +14,6 @@ enum eAspectRatio
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AR_MAX,
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};
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enum eSpriteScalingMode
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{
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SCL_PC,
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SCL_PS2,
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};
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class CDraw
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{
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private:
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@ -40,11 +34,6 @@ public:
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static uint8 FadeRed;
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static uint8 FadeGreen;
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static uint8 FadeBlue;
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#ifdef ASPECT_RATIO_SCALE
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static int32 ms_nScalingMode;
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static int32 ms_bFixRadar;
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static int32 ms_bFixSprites;
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#endif
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static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
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static float GetNearClipZ(void) { return ms_fNearClipZ; }
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@ -67,8 +56,4 @@ public:
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#else
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static float GetAspectRatio(void) { return FindAspectRatio(); }
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#endif
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#ifdef ASPECT_RATIO_SCALE
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static float ScaleY(float y);
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#endif
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};
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@ -1059,18 +1059,10 @@ void CHud::Draw()
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/*
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DrawRadar
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*/
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#ifdef ASPECT_RATIO_SCALE
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// The values are from an early screenshot taken before R* broke radar
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#define _RADAR_WIDTH ((CDraw::ms_bFixRadar) ? (82.0f) : (RADAR_WIDTH))
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#define _RADAR_HEIGHT ((CDraw::ms_bFixRadar) ? (82.0f) : (RADAR_HEIGHT))
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#else
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#define _RADAR_WIDTH RADAR_WIDTH
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#define _RADAR_HEIGHT RADAR_HEIGHT
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#endif
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if (m_ItemToFlash == ITEM_RADAR && CTimer::GetFrameCounter() & 8 || m_ItemToFlash != ITEM_RADAR) {
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CRadar::DrawMap();
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CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(_RADAR_WIDTH), SCREEN_SCALE_Y(_RADAR_HEIGHT));
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rect.Translate(SCREEN_SCALE_X_FIX(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + _RADAR_HEIGHT));
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CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
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rect.Translate(SCREEN_SCALE_X_FIX(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
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#ifdef PS2_HUD
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#ifdef FIX_BUGS
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@ -37,13 +37,12 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
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// this is used to scale correctly if you zoom in with sniper rifle
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float fovScale = fov / CDraw::GetFOV();
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#ifdef FIX_SPRITES
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*outw = fovScale * recip * SCREEN_HEIGHT;
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#else
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*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
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*outh = fovScale * recip * SCREEN_HEIGHT;
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#ifdef ASPECT_RATIO_SCALE
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if ( CDraw::ms_bFixSprites )
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*outw = fovScale * recip * SCREEN_HEIGHT;
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#endif
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*outh = fovScale * recip * SCREEN_HEIGHT;
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return true;
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}
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