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https://github.com/halpz/re3.git
synced 2025-07-22 01:19:48 +00:00
implemented most of streamed collisions and big buildings
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@ -27,6 +27,7 @@
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#include "Zones.h"
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#include "Bones.h"
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#include "Debug.h"
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#include "Renderer.h"
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int gBuildings;
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@ -51,6 +52,9 @@ CEntity::CEntity(void)
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bRenderScorched = false;
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bHasBlip = false;
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bIsBIGBuilding = false;
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#ifdef MIAMI
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bStreamBIGBuilding = false;
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#endif
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bRenderDamaged = false;
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bBulletProof = false;
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@ -59,8 +63,10 @@ CEntity::CEntity(void)
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bMeleeProof = false;
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bOnlyDamagedByPlayer = false;
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bStreamingDontDelete = false;
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#ifdef GTA_ZONECULL
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bZoneCulled = false;
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bZoneCulled2 = false;
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#endif
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bRemoveFromWorld = false;
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bHasHitWall = false;
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@ -147,6 +153,17 @@ CEntity::GetIsOnScreenComplex(void)
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return TheCamera.IsBoxVisible(boundBox, &TheCamera.GetCameraMatrix());
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}
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bool
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CEntity::GetIsOnScreenAndNotCulled(void)
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{
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#ifdef GTA_ZONECULL
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return GetIsOnScreen() && CRenderer::IsEntityCullZoneVisible(this);
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#else
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return GetIsOnScreen();
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#endif
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}
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void
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CEntity::Add(void)
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{
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@ -331,6 +348,11 @@ CEntity::SetupBigBuilding(void)
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bStreamingDontDelete = true;
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bUsesCollision = false;
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m_level = CTheZones::GetLevelFromPosition(GetPosition());
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#ifdef MIAMI
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if(mi->m_lodDistances[0] <= 2000.0f)
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bStreamBIGBuilding = true;
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// TODO: the stuff down there isn't right yet
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#endif
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if(m_level == LEVEL_NONE){
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if(mi->GetTxdSlot() != CTxdStore::FindTxdSlot("generic")){
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mi->SetTexDictionary("generic");
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@ -953,8 +975,10 @@ CEntity::SaveEntityFlags(uint8*& buf)
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if (bMeleeProof) tmp |= BIT(27);
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if (bOnlyDamagedByPlayer) tmp |= BIT(28);
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if (bStreamingDontDelete) tmp |= BIT(29);
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#ifdef GTA_ZONECULL
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if (bZoneCulled) tmp |= BIT(30);
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if (bZoneCulled2) tmp |= BIT(31);
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#endif
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WriteSaveBuf<uint32>(buf, tmp);
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@ -1006,8 +1030,10 @@ CEntity::LoadEntityFlags(uint8*& buf)
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bMeleeProof = !!(tmp & BIT(27));
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bOnlyDamagedByPlayer = !!(tmp & BIT(28));
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bStreamingDontDelete = !!(tmp & BIT(29));
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#ifdef GTA_ZONECULL
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bZoneCulled = !!(tmp & BIT(30));
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bZoneCulled2 = !!(tmp & BIT(31));
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#endif
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tmp = ReadSaveBuf<uint32>(buf);
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@ -59,7 +59,9 @@ public:
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uint32 bRenderScorched : 1;
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uint32 bHasBlip : 1;
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uint32 bIsBIGBuilding : 1; // Set if this entity is a big building
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// VC inserts one more flag here: if drawdist <= 2000
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#ifdef MIAMI
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uint32 bStreamBIGBuilding : 1; // set when draw dist <= 2000
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#endif
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uint32 bRenderDamaged : 1; // use damaged LOD models for objects with applicable damage
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// flagsC
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@ -69,8 +71,10 @@ public:
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uint32 bMeleeProof : 1;
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uint32 bOnlyDamagedByPlayer : 1;
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uint32 bStreamingDontDelete : 1; // Dont let the streaming remove this
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#ifdef GTA_ZONECULL
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uint32 bZoneCulled : 1;
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uint32 bZoneCulled2 : 1; // only treadables+10m
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#endif
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// flagsD
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uint32 bRemoveFromWorld : 1; // remove this entity next time it should be processed
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@ -89,7 +93,12 @@ public:
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uint16 m_scanCode;
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uint16 m_randomSeed;
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int16 m_modelIndex;
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#ifndef MIAMI
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uint16 m_level; // int16
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#else
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int8 m_level;
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int8 m_area;
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#endif
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CReference *m_pFirstReference;
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public:
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@ -147,6 +156,7 @@ public:
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bool GetIsTouching(CVector const ¢er, float r);
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bool GetIsOnScreen(void);
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bool GetIsOnScreenComplex(void);
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bool GetIsOnScreenAndNotCulled(void);
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bool IsVisible(void) { return m_rwObject && bIsVisible && GetIsOnScreen(); }
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bool IsVisibleComplex(void) { return m_rwObject && bIsVisible && GetIsOnScreenComplex(); }
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int GetModelIndex(void) { return m_modelIndex; }
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