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Merge branch 'master' into master
This commit is contained in:
@ -121,15 +121,15 @@ void CHud::Draw()
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int32 WeaponType = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_weapons[CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_currentWeapon].m_eWeaponType;
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int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
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if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKET || Mode == CCam::MODE_M16FIRSTPERSON_34 || Mode == CCam::MODE_EDITOR)
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if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_EDITOR)
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Mode_FirstPerson = 1;
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if (Mode == CCam::MODE_FIRSTPERSONPEDONPC_41 || Mode == CCam::MODE_SNIPER_RUN_AROUND)
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if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
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Mode_RunAround = 1;
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/*
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Draw Crosshairs
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*/
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if (TheCamera.Cams->Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_FIRSTPERSONPEDONPC_40) {
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if (TheCamera.Cams->Using3rdPersonMouseCam() && (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
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if (CWorld::Players[CWorld::PlayerInFocus].m_pPed) {
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int32 State = CWorld::Players[CWorld::PlayerInFocus].m_pPed->m_nPedState;
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if (State != PED_ENTER_CAR && State != PED_CARJACK) {
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@ -180,8 +180,8 @@ void CHud::Draw()
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}
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}
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else {
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if (Mode == CCam::MODE_M16FIRSTPERSON_34 ||
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Mode == CCam::MODE_FIRSTPERSONPEDONPC_41 ||
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if (Mode == CCam::MODE_M16_1STPERSON ||
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Mode == CCam::MODE_M16_1STPERSON_RUNABOUT ||
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Mode == CCam::MODE_EDITOR) {
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rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f);
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rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f);
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@ -189,7 +189,7 @@ void CHud::Draw()
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rect.bottom = (SCREEN_HEIGHT / 2) + SCREEN_SCALE_Y(32.0f);
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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}
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else if (Mode == CCam::MODE_ROCKET_RUN_AROUND) {
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else if (Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) {
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rect.left = (SCREEN_WIDTH / 2) - SCREEN_SCALE_X(32.0f * 0.7f);
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rect.top = (SCREEN_HEIGHT / 2) - SCREEN_SCALE_Y(32.0f * 0.7f);
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rect.right = (SCREEN_WIDTH / 2) + SCREEN_SCALE_X(32.0f * 0.7f);
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@ -197,7 +197,7 @@ void CHud::Draw()
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Sprites[HUD_SITEM16].Draw(CRect(rect), CRGBA(255, 255, 255, 255));
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}
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else if (Mode == CCam::MODE_ROCKET || Mode == CCam::MODE_SNIPER_RUN_AROUND) {
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else if (Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_SNIPER_RUNABOUT) {
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDONE);
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@ -353,7 +353,7 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
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}else{
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if(mi->m_type != MITYPE_SIMPLE){
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if(FindPlayerVehicle() == ent &&
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FIRSTPERSON){
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_1STPERSON){
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// Player's vehicle in first person mode
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if(TheCamera.Cams[TheCamera.ActiveCam].DirectionWasLooking == LOOKING_FORWARD ||
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ent->GetModelIndex() == MI_RHINO ||
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@ -642,8 +642,8 @@ CRenderer::ScanWorld(void)
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RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
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m_loadingPriority = false;
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 ||
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED){
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
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CRect rect;
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int x1, x2, y1, y2;
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LimitFrustumVector(vectors[CORNER_FAR_TOPLEFT], vectors[CORNER_CAM], -100.0f);
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@ -753,8 +753,8 @@ CRenderer::RequestObjectsInFrustum(void)
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vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
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RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 ||
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED){
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED){
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CRect rect;
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int x1, x2, y1, y2;
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LimitFrustumVector(vectors[CORNER_FAR_TOPLEFT], vectors[CORNER_CAM], -100.0f);
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@ -532,8 +532,8 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
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float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
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bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1
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|| TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED
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bool bSpecialCam = TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN
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|| TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED
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|| CCutsceneMgr::IsRunning();
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float fDrawDistance = 27.0f;
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@ -98,8 +98,8 @@ CVisibilityPlugins::SetRenderWareCamera(RwCamera *camera)
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ms_pCamera = camera;
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ms_pCameraPosn = RwMatrixGetPos(RwFrameGetMatrix(RwCameraGetFrame(camera)));
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN1 ||
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWNPED)
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
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TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOP_DOWN_PED)
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ms_cullCompsDist = 1000000.0f;
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else
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ms_cullCompsDist = sq(TheCamera.LODDistMultiplier * 20.0f);
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