mirror of
https://github.com/halpz/re3.git
synced 2025-07-26 08:32:43 +00:00
@ -1459,18 +1459,34 @@ CMenuManager::Draw()
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#else
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switch (m_PrefsUseWideScreen) {
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case AR_AUTO:
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sprintf(asciiTemp, "AUTO");
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rightText = TheText.Get("FEM_AUT");
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break;
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case AR_4_3:
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sprintf(asciiTemp, "4:3");
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AsciiToUnicode(asciiTemp, unicodeTemp);
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rightText = unicodeTemp;
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break;
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case AR_5_4:
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sprintf(asciiTemp, "5:4");
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AsciiToUnicode(asciiTemp, unicodeTemp);
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rightText = unicodeTemp;
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break;
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case AR_16_10:
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sprintf(asciiTemp, "16:10");
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AsciiToUnicode(asciiTemp, unicodeTemp);
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rightText = unicodeTemp;
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break;
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case AR_16_9:
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sprintf(asciiTemp, "16:9");
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AsciiToUnicode(asciiTemp, unicodeTemp);
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rightText = unicodeTemp;
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break;
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case AR_21_9:
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sprintf(asciiTemp, "21:9");
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AsciiToUnicode(asciiTemp, unicodeTemp);
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rightText = unicodeTemp;
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break;
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}
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AsciiToUnicode(asciiTemp, unicodeTemp);
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rightText = unicodeTemp;
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#endif
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break;
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case MENUACTION_RADIO:
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@ -5252,12 +5268,12 @@ CMenuManager::ProcessButtonPresses(void)
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case MENUACTION_WIDESCREEN:
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if (changeValueBy > 0) {
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m_PrefsUseWideScreen++;
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if (m_PrefsUseWideScreen > 2)
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if (m_PrefsUseWideScreen > AR_MAX-1)
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m_PrefsUseWideScreen = 0;
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} else {
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m_PrefsUseWideScreen--;
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if (m_PrefsUseWideScreen < 0)
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m_PrefsUseWideScreen = 2;
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m_PrefsUseWideScreen = AR_MAX-1;
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}
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DMAudio.PlayFrontEndSound(SOUND_FRONTEND_MENU_SETTING_CHANGE, 0);
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SaveSettings();
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@ -91,8 +91,26 @@ VALIDATE_SIZE(sRadarTrace, 0x30);
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#else
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#define RADAR_BOTTOM (47.0f)
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#endif
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#ifdef FIX_RADAR
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/*
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The values are from an early screenshot taken before R* broke radar
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*/
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#define RADAR_WIDTH (82.0f)
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#define RADAR_HEIGHT (82.0f)
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#else
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/*
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broken since forever, someone tried to fix size for 640x512(PAL)
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http://aap.rockstarvision.com/pics/gta3/ps2screens/gta3_interface.jpg
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but failed:
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http://aap.rockstarvision.com/pics/gta3/artwork/gta3_artwork_16.jpg
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most likely the guy used something like this:
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int y = 82 * (640.0/512.0)/(640.0/480.0);
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int x = y * (640.0/512.0);
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*/
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#define RADAR_WIDTH (94.0f)
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#define RADAR_HEIGHT (76.0f)
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#endif
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class CRadar
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{
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@ -121,7 +121,7 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#include "skeleton.h"
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#include "Draw.h"
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#if defined(USE_PROPER_SCALING)
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#if defined(PROPER_SCALING) || defined(PS2_HUD)
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#ifdef FORCE_PC_SCALING
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT (448)
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@ -155,8 +155,8 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#define SCREEN_HEIGHT ((float)RsGlobal.height)
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#endif
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#define SCREEN_HEIGHT_PAL (512)
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#define SCREEN_HEIGHT_NTSC (448)
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#define SCREEN_HEIGHT_PAL ((float)512)
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#define SCREEN_HEIGHT_NTSC ((float)448)
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#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
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#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
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@ -175,8 +175,7 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#ifdef ASPECT_RATIO_SCALE
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#define SCREEN_SCALE_AR(a) ((a) * DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO)
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extern float ScaleAndCenterX(float x);
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#define SCALE_AND_CENTER_X(x) ScaleAndCenterX(x)
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#define SCALE_AND_CENTER_X(x) ((SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH) ? (x) : (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X((x)))
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#else
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#define SCREEN_SCALE_AR(a) (a)
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#define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x)
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@ -241,6 +241,7 @@ enum Config {
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//# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
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// NB: keep this enabled unless your map IDEs have these flags baked in
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#define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio).
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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#define USE_TXD_CDIMAGE // generate and load textures from txd.img
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#define PS2_ALPHA_TEST // emulate ps2 alpha test
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@ -255,6 +256,8 @@ enum Config {
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#endif
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@ -283,6 +286,7 @@ enum Config {
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#define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// #define BETA_SLIDING_TEXT
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#define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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#define FIX_RADAR // use radar size from early version before R* broke it
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// #define XBOX_SUBTITLES // the infamous outlines
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#define RADIO_OFF_TEXT
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#define PC_MENU
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