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https://github.com/halpz/re3.git
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@ -93,6 +93,7 @@
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#include "WaterCreatures.h"
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#include "postfx.h"
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#include "custompipes.h"
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#include "screendroplets.h"
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eLevelName CGame::currLevel;
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int32 CGame::currArea;
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@ -401,6 +402,9 @@ bool CGame::Initialise(const char* datFile)
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CPed::Initialise();
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CRouteNode::Initialise();
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CEventList::Initialise();
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::Initialise();
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#endif
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LoadingScreen("Loading the Game", "Find big buildings", nil);
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CRenderer::Init();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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@ -568,6 +572,9 @@ void CGame::ReInitGameObjectVariables(void)
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currArea = AREA_MAIN_MAP;
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CPed::Initialise();
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CEventList::Initialise();
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::Initialise();
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#endif
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CWeapon::InitialiseWeapons();
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CPopulation::Initialise();
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@ -246,10 +246,18 @@ enum Config {
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#ifdef LIBRW
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define SCREEN_DROPLETS // neo water droplets
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//#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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//#define MULTISAMPLING // adds MSAA option TODO
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the front- (or back-)buffer for this effect
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#endif
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#ifndef EXTENDED_PIPELINES
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#undef SCREEN_DROPLETS // we need neo.txd
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#endif
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#ifdef LIBRW
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// these are not supported with librw yet
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# undef MULTISAMPLING
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@ -68,7 +68,9 @@
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#include "Clock.h"
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#include "Occlusion.h"
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#include "Ropes.h"
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#include "postfx.h"
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#include "custompipes.h"
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#include "screendroplets.h"
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GlobalScene Scene;
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@ -401,6 +403,9 @@ Initialise3D(void *param)
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bool ret = CGame::InitialiseRenderWare();
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#ifdef EXTENDED_PIPELINES
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CustomPipes::CustomPipeInit(); // need Scene.world for this
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#endif
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::InitDraw();
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#endif
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return ret;
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}
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@ -411,6 +416,9 @@ Initialise3D(void *param)
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static void
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Terminate3D(void)
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{
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#ifdef SCREEN_DROPLETS
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ScreenDroplets::Shutdown();
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#endif
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#ifdef EXTENDED_PIPELINES
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CustomPipes::CustomPipeShutdown();
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#endif
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@ -1246,10 +1254,17 @@ Idle(void *arg)
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RenderDebugShit();
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RenderEffects();
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tbStartTimer(0, "RenderMotionBlur");
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if((TheCamera.m_BlurType == MOTION_BLUR_NONE || TheCamera.m_BlurType == MOTION_BLUR_LIGHT_SCENE) &&
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TheCamera.m_ScreenReductionPercentage > 0.0f)
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TheCamera.SetMotionBlurAlpha(150);
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#ifdef SCREEN_DROPLETS
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CPostFX::GetBackBuffer(Scene.camera);
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ScreenDroplets::Process();
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ScreenDroplets::Render();
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#endif
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tbStartTimer(0, "RenderMotionBlur");
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TheCamera.RenderMotionBlur();
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tbEndTimer("RenderMotionBlur");
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