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https://github.com/halpz/re3.git
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Fixes, some thanks to ASan
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@ -366,6 +366,12 @@ COcclusion::ProcessBeforeRendering(void)
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}
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NumActiveOccluders--;
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i--;
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// Taken from Mobile!
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#ifdef FIX_BUGS
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if (i == -1) {
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i = 0;
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}
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#endif
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}
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}
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}
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@ -481,4 +487,4 @@ void COcclusion::Render() {
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DefinedState();
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}
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#endif
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#endif
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@ -1220,8 +1220,11 @@ void CParticle::Update()
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if ( psystem->m_Type == PARTICLE_HEATHAZE || psystem->m_Type == PARTICLE_HEATHAZE_IN_DIST )
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{
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#ifdef FIX_BUGS
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int32 nSinCosIndex = (int32(DEGTORAD((float)particle->m_nRotation) * float(SIN_COS_TABLE_SIZE) / TWOPI) + SIN_COS_TABLE_SIZE) % SIN_COS_TABLE_SIZE;
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#else
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int32 nSinCosIndex = int32(DEGTORAD((float)particle->m_nRotation) * float(SIN_COS_TABLE_SIZE) / TWOPI) % SIN_COS_TABLE_SIZE;
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#endif
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vecMoveStep.x = Sin(nSinCosIndex);
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vecMoveStep.y = Sin(nSinCosIndex);
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@ -1233,8 +1236,11 @@ void CParticle::Update()
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if ( psystem->m_Type == PARTICLE_BEASTIE )
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{
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#ifdef FIX_BUGS
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int32 nSinCosIndex = (int32(DEGTORAD((float)particle->m_nRotation) * float(SIN_COS_TABLE_SIZE) / TWOPI) + SIN_COS_TABLE_SIZE) % SIN_COS_TABLE_SIZE;
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#else
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int32 nSinCosIndex = int32(DEGTORAD((float)particle->m_nRotation) * float(SIN_COS_TABLE_SIZE) / TWOPI) % SIN_COS_TABLE_SIZE;
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#endif
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particle->m_vecVelocity.x = 0.50f * Cos(nSinCosIndex);
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particle->m_vecVelocity.y = Cos(nSinCosIndex);
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particle->m_vecVelocity.z = 0.25f * Sin(nSinCosIndex);
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@ -1750,7 +1756,11 @@ void CParticle::Update()
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}
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if ( particle->m_nRotationStep != 0 )
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#ifdef FIX_BUGS
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particle->m_nRotation = CGeneral::LimitAngle(particle->m_nRotation + particle->m_nRotationStep);
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#else
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particle->m_nRotation += particle->m_nRotationStep;
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#endif
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if ( particle->m_fCurrentZRadius != 0.0f )
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{
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@ -2403,7 +2413,7 @@ void CParticle::HandleShootableBirdsStuff(CEntity *entity, CVector const&camPos)
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{
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float fHeadingRad = entity->GetForward().Heading();
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float fHeading = RADTODEG(fHeadingRad);
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float fBirdAngle = Cos(DEGTORAD(1.5f));
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float fBirdAngle = ::Cos(DEGTORAD(1.5f));
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tParticleSystemData *psystem = &mod_ParticleSystemManager.m_aParticles[PARTICLE_BIRD_FRONT];
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CParticle *particle = psystem->m_pParticles;
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