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Merge branch 'lcs' into lcs-dev
This commit is contained in:
@ -2353,7 +2353,7 @@ CCamera::StartTransition(int16 newMode)
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while(deltaBeta < -PI) deltaBeta += 2*PI;
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deltaBeta = Abs(deltaBeta);
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door = FindPlayerPed()->m_vehEnterType;
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door = FindPlayerPed()->m_vehDoor;
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if(deltaBeta > HALFPI){
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if(((CPed*)pTargetEntity)->m_carInObjective){
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if(((CPed*)pTargetEntity)->m_carInObjective->IsUpsideDown()){
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@ -462,7 +462,7 @@ bool CGame::Initialise(const char* datFile)
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TestModelIndices();
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LoadingScreen("Loading the Game", "Setup water", nil);
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WaterLevelInitialise("DATA\\WATER.DAT");
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CWaterLevel::Initialise("DATA\\WATER.DAT");
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TheConsole.Init();
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CDraw::SetFOV(120.0f);
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CDraw::ms_fLODDistance = 500.0f;
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@ -390,8 +390,8 @@ CPlayerInfo::Process(void)
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_PASSENGER, carBelow);
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} else if (carBelow->IsBoat()) {
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if (!carBelow->pDriver) {
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m_pPed->m_vehEnterType = 0;
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m_pPed->SetEnterCar(carBelow, m_pPed->m_vehEnterType);
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m_pPed->m_vehDoor = 0;
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m_pPed->SetEnterCar(carBelow, m_pPed->m_vehDoor);
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}
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} else {
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m_pPed->SetObjective(OBJECTIVE_ENTER_CAR_AS_DRIVER, carBelow);
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@ -240,12 +240,16 @@ enum Config {
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# define TIMEBARS // print debug timers
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#endif
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#define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
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#define FIX_BUGS // fixes bugs that we've came across during reversing. You can undefine this only on release builds.
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//#define MORE_LANGUAGES // Add more translations to the game
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#define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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#define FIX_HIGH_FPS_BUGS_ON_FRONTEND
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#if defined(__LP64__) || defined(_WIN64)
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#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
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#endif
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// Just debug menu entries
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#ifdef DEBUGMENU
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#define RELOADABLES // some debug menu options to reload TXD files
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@ -1426,11 +1426,13 @@ Idle(void *arg)
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CSprite2d::InitPerFrame();
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CFont::InitPerFrame();
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PUSH_MEMID(MEMID_GAME_PROCESS);
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CPointLights::InitPerFrame();
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tbStartTimer(0, "CGame::Process");
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CGame::Process();
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tbEndTimer("CGame::Process");
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POP_MEMID();
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tbStartTimer(0, "DMAudio.Service");
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DMAudio.Service();
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@ -1452,6 +1454,8 @@ Idle(void *arg)
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if(arg == nil)
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return;
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PUSH_MEMID(MEMID_RENDER);
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if(!FrontEndMenuManager.m_bMenuActive && TheCamera.GetScreenFadeStatus() != FADE_2)
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{
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// This is from SA, but it's nice for windowed mode
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