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some cutscene opcodes and heli guns
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@ -123,6 +123,7 @@ char CCutsceneMgr::ms_cutsceneName[CUTSCENENAMESIZE];
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CAnimBlendAssocGroup CCutsceneMgr::ms_cutsceneAssociations;
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CVector CCutsceneMgr::ms_cutsceneOffset;
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float CCutsceneMgr::ms_cutsceneTimer;
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bool CCutsceneMgr::ms_wasCutsceneSkipped;
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uint32 CCutsceneMgr::ms_cutsceneLoadStatus;
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RpAtomic *
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@ -145,6 +146,7 @@ CCutsceneMgr::Initialise(void)
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{
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ms_numCutsceneObjs = 0;
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ms_loaded = false;
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ms_wasCutsceneSkipped = false;
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ms_running = false;
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ms_animLoaded = false;
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ms_cutsceneProcessing = false;
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@ -169,9 +171,10 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
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CPlayerPed *pPlayerPed;
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ms_cutsceneProcessing = true;
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ms_wasCutsceneSkipped = false;
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if (!strcasecmp(szCutsceneName, "jb"))
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ms_useLodMultiplier = true;
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CTimer::Stop();
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CTimer::Suspend();
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ms_pCutsceneDir->numEntries = 0;
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ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
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@ -225,18 +228,19 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
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ms_cutsceneOffset = CVector(0.0f, 0.0f, 0.0f);
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pPlayerPed = FindPlayerPed();
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CTimer::Update();
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pPlayerPed->m_pWanted->ClearQdCrimes();
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pPlayerPed->bIsVisible = false;
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pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
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CPad::GetPad(0)->DisablePlayerControls |= PLAYERCONTROL_DISABLED_80;
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CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(true);
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CTimer::Resume();
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}
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void
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CCutsceneMgr::FinishCutscene()
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{
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ms_wasCutsceneSkipped = true;
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CCutsceneMgr::ms_cutsceneTimer = TheCamera.GetCutSceneFinishTime() * 0.001f;
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TheCamera.FinishCutscene();
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@ -258,11 +262,14 @@ CCutsceneMgr::SetupCutsceneToStart(void)
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if (CAnimBlendAssociation *pAnimBlendAssoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)ms_pCutsceneObjects[i]->m_rwObject)) {
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assert(pAnimBlendAssoc->hierarchy->sequences[0].HasTranslation());
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ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + ((KeyFrameTrans*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrame(0))->translation);
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CWorld::Add(ms_pCutsceneObjects[i]);
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pAnimBlendAssoc->SetRun();
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} else {
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ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset);
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}
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CWorld::Add(ms_pCutsceneObjects[i]);
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if (RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP) {
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ms_pCutsceneObjects[i]->UpdateRpHAnim();
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}
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}
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CTimer::Update();
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@ -289,6 +296,12 @@ CCutsceneMgr::SetCutsceneAnim(const char *animName, CObject *pObject)
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pAnimBlendClumpData->link.Prepend(&pNewAnim->link);
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}
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void
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CCutsceneMgr::SetCutsceneAnimToLoop(const char* animName)
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{
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ms_cutsceneAssociations.GetAnimation(animName)->flags |= ASSOC_REPEAT;
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}
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CCutsceneHead *
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CCutsceneMgr::AddCutsceneHead(CObject *pObject, int modelId)
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{
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@ -329,6 +342,7 @@ void
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CCutsceneMgr::DeleteCutsceneData(void)
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{
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if (!ms_loaded) return;
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CTimer::Suspend();
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ms_cutsceneProcessing = false;
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ms_useLodMultiplier = false;
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@ -359,9 +373,8 @@ CCutsceneMgr::DeleteCutsceneData(void)
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if (CGeneral::faststricmp(ms_cutsceneName, "bet"))
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DMAudio.ChangeMusicMode(MUSICMODE_GAME);
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}
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CTimer::Stop();
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CGame::DrasticTidyUpMemory(TheCamera.GetScreenFadeStatus() == 2);
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CTimer::Update();
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CTimer::Resume();
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}
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void
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@ -21,6 +21,7 @@ class CCutsceneMgr
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static CAnimBlendAssocGroup ms_cutsceneAssociations;
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static CVector ms_cutsceneOffset;
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static float ms_cutsceneTimer;
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static bool ms_wasCutsceneSkipped;
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static bool ms_cutsceneProcessing;
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public:
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static CDirectory *ms_pCutsceneDir;
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@ -30,6 +31,7 @@ public:
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static bool IsRunning(void) { return ms_running; }
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static bool HasLoaded(void) { return ms_loaded; }
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static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
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static bool WasCutsceneSkipped(void) { return ms_wasCutsceneSkipped; }
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static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
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static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
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static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
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@ -43,6 +45,7 @@ public:
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static void FinishCutscene(void);
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static void SetupCutsceneToStart(void);
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static void SetCutsceneAnim(const char *animName, CObject *pObject);
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static void SetCutsceneAnimToLoop(const char *animName);
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static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
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static CCutsceneObject *CreateCutsceneObject(int modelId);
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static void DeleteCutsceneData(void);
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