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https://github.com/halpz/re3.git
synced 2025-06-29 11:46:35 +00:00
fixed questionable RW usage; changed radar mask to PS2 techinque
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@ -182,17 +182,17 @@ CAutomobile::CAutomobile(int32 id, uint8 CreatedBy)
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m_weaponDoorTimerRight = m_weaponDoorTimerLeft;
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if(GetModelIndex() == MI_DODO){
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RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
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RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
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CMatrix mat1;
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mat1.Attach(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_RF]));
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CMatrix mat2(RwFrameGetMatrix(m_aCarNodes[CAR_WHEEL_LF]));
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mat1.GetPosition() += CVector(mat2.GetPosition().x + 0.1f, 0.0f, mat2.GetPosition().z);
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mat1.UpdateRW();
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}else if(GetModelIndex() == MI_MIAMI_SPARROW || GetModelIndex() == MI_MIAMI_RCRAIDER){
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RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
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RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]), 0);
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RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0);
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RpAtomicSetFlags(GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0);
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RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LF]), 0);
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RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RF]), 0);
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RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_LB]), 0);
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RpAtomicSetFlags((RpAtomic*)GetFirstObject(m_aCarNodes[CAR_WHEEL_RB]), 0);
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}else if(GetModelIndex() == MI_RHINO){
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bExplosionProof = true;
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bBulletProof = true;
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@ -94,7 +94,7 @@ CBoat::GetComponentWorldPosition(int32 component, CVector &pos)
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pos = *RwMatrixGetPos(RwFrameGetLTM(m_aBoatNodes[component]));
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}
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RxObjSpace3DVertex KeepWaterOutVertices[4];
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RwIm3DVertex KeepWaterOutVertices[4];
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RwImVertexIndex KeepWaterOutIndices[6];
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void
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@ -103,7 +103,7 @@ CBoat::Render()
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CMatrix matrix;
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if (m_aBoatNodes[1] != nil) {
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matrix.Attach(&m_aBoatNodes[1]->modelling);
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matrix.Attach(RwFrameGetMatrix(m_aBoatNodes[1]));
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CVector pos = matrix.GetPosition();
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matrix.SetRotateZ(m_fMovingHiRotation);
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@ -111,7 +111,7 @@ CBoat::Render()
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matrix.UpdateRW();
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if (CVehicle::bWheelsOnlyCheat) {
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RpAtomicRenderMacro((RpAtomic*)GetFirstObject(m_aBoatNodes[1]));
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RpAtomicRender((RpAtomic*)GetFirstObject(m_aBoatNodes[1]));
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}
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}
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m_fMovingHiRotation += 0.05f;
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@ -130,47 +130,23 @@ CBoat::Render()
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KeepWaterOutIndices[5] = 3;
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switch (GetModelIndex()) {
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case MI_SPEEDER:
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KeepWaterOutVertices[0].objVertex.x = -1.15f;
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KeepWaterOutVertices[0].objVertex.y = 3.61f;
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KeepWaterOutVertices[0].objVertex.z = 1.03f;
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KeepWaterOutVertices[1].objVertex.x = 1.15f;
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KeepWaterOutVertices[1].objVertex.y = 3.61f;
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KeepWaterOutVertices[1].objVertex.z = 1.03f;
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KeepWaterOutVertices[2].objVertex.x = -1.15f;
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KeepWaterOutVertices[2].objVertex.y = 0.06f;
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KeepWaterOutVertices[2].objVertex.z = 1.03f;
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KeepWaterOutVertices[3].objVertex.x = 1.15f;
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KeepWaterOutVertices[3].objVertex.y = 0.06f;
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KeepWaterOutVertices[3].objVertex.z = 1.03f;
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RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.15f, 3.61f, 1.03f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.15f, 3.61f, 1.03f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.15f, 0.06f, 1.03f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.15f, 0.06f, 1.03f);
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break;
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case MI_REEFER:
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KeepWaterOutVertices[2].objVertex.x = -1.9f;
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KeepWaterOutVertices[2].objVertex.y = 2.83f;
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KeepWaterOutVertices[2].objVertex.z = 1.0f;
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KeepWaterOutVertices[3].objVertex.x = 1.9f;
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KeepWaterOutVertices[3].objVertex.y = 2.83f;
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KeepWaterOutVertices[3].objVertex.z = 1.0f;
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KeepWaterOutVertices[0].objVertex.x = -1.66f;
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KeepWaterOutVertices[0].objVertex.y = -4.48f;
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KeepWaterOutVertices[0].objVertex.z = 0.83f;
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KeepWaterOutVertices[1].objVertex.x = 1.66f;
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KeepWaterOutVertices[1].objVertex.y = -4.48f;
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KeepWaterOutVertices[1].objVertex.z = 0.83f;
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RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.9f, 2.83f, 1.0f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.9f, 2.83f, 1.0f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.66f, -4.48f, 0.83f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.66f, -4.48f, 0.83f);
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break;
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case MI_PREDATOR:
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default:
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KeepWaterOutVertices[0].objVertex.x = -1.45f;
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KeepWaterOutVertices[0].objVertex.y = 1.9f;
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KeepWaterOutVertices[0].objVertex.z = 0.96f;
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KeepWaterOutVertices[1].objVertex.x = 1.45f;
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KeepWaterOutVertices[1].objVertex.y = 1.9f;
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KeepWaterOutVertices[1].objVertex.z = 0.96f;
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KeepWaterOutVertices[2].objVertex.x = -1.45f;
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KeepWaterOutVertices[2].objVertex.y = -3.75f;
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KeepWaterOutVertices[2].objVertex.z = 0.96f;
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KeepWaterOutVertices[3].objVertex.x = 1.45f;
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KeepWaterOutVertices[3].objVertex.y = -3.75f;
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KeepWaterOutVertices[3].objVertex.z = 0.96f;
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RwIm3DVertexSetPos(&KeepWaterOutVertices[0], -1.45f, 1.9f, 0.96f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[1], 1.45f, 1.9f, 0.96f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[2], -1.45f, -3.75f, 0.96f);
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RwIm3DVertexSetPos(&KeepWaterOutVertices[3], 1.45f, -3.75f, 0.96f);
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break;
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}
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KeepWaterOutVertices[0].u = 0.0f;
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