mirror of
https://github.com/halpz/re3.git
synced 2025-07-25 12:12:47 +00:00
PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes
This commit is contained in:
@ -129,7 +129,7 @@ CClouds::Render(void)
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CSprite::InitSpriteBuffer();
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float minute = CClock::GetHours()*60 + CClock::GetMinutes() + CClock::GetSeconds()/60.0f;
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RwV3d campos = *(RwV3d*)&TheCamera.GetPosition();
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RwV3d campos = TheCamera.GetPosition();
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// Moon
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float moonfadeout = Abs(minute - 180.0f); // fully visible at 3AM
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@ -271,7 +271,7 @@ CCoronas::Render(void)
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CVector spriteCoors;
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float spritew, spriteh;
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if(!CSprite::CalcScreenCoors(aCoronas[i].coors, spriteCoors, &spritew, &spriteh, true)){
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if(!CSprite::CalcScreenCoors(aCoronas[i].coors, &spriteCoors, &spritew, &spriteh, true)){
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aCoronas[i].offScreen = true;
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aCoronas[i].sightClear = false;
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}else{
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@ -478,7 +478,7 @@ CCoronas::RenderReflections(void)
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CVector spriteCoors;
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float spritew, spriteh;
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if(CSprite::CalcScreenCoors(coors, spriteCoors, &spritew, &spriteh, true)){
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if(CSprite::CalcScreenCoors(coors, &spriteCoors, &spritew, &spriteh, true)) {
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float drawDist = 0.75f * aCoronas[i].drawDist;
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drawDist = Min(drawDist, 55.0f);
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if(spriteCoors.z < drawDist){
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@ -669,7 +669,7 @@ CCoronas::DoSunAndMoon(void)
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CVector spriteCoors;
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float spritew, spriteh;
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if(CSprite::CalcScreenCoors(sunCoors, spriteCoors, &spritew, &spriteh, true)){
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if(CSprite::CalcScreenCoors(sunCoors, &spriteCoors, &spritew, &spriteh, true)) {
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SunScreenX = spriteCoors.x;
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SunScreenY = spriteCoors.y;
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}else{
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@ -756,7 +756,7 @@ void CScrollBar::Render()
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// Render main coronas
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if (m_MessageBar[i] & (1 << j))
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{
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if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
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if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
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{
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CSprite::RenderBufferedOneXLUSprite(
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screenCoord.x, screenCoord.y, screenCoord.z,
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@ -768,7 +768,7 @@ void CScrollBar::Render()
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// Render smaller and faded coronas for a trailing effect
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else if (m_MessageBar[i - 1] & (1 << j))
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{
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if (CSprite::CalcScreenCoors(coronaCoord, screenCoord, &screenW, &screenH, true))
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if (CSprite::CalcScreenCoors(coronaCoord, &screenCoord, &screenW, &screenH, true))
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{
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CSprite::RenderBufferedOneXLUSprite(
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screenCoord.x, screenCoord.y, screenCoord.z,
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@ -941,7 +941,7 @@ CParticle *CParticle::AddParticle(tParticleType type, CVector const &vecPos, CVe
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CVector screen;
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float w, h;
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if ( !CSprite::CalcScreenCoors(vecPos, screen, &w, &h, true) )
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if ( !CSprite::CalcScreenCoors(vecPos, &screen, &w, &h, true) )
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return nil;
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pParticle->m_vecPosition = screen;
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@ -2034,7 +2034,7 @@ void CParticle::Render()
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float w;
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float h;
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if ( CSprite::CalcScreenCoors(particle->m_vecPosition, coors, &w, &h, true) )
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if ( CSprite::CalcScreenCoors(particle->m_vecPosition, &coors, &w, &h, true) )
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{
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if ( i == PARTICLE_ENGINE_STEAM
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@ -2189,7 +2189,7 @@ void CParticle::Render()
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float fTrailLength;
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CVector vecScreenPosition;
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if ( CSprite::CalcScreenCoors(vecPrevPos, vecScreenPosition, &fTrailLength, &fRotation, true) )
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if ( CSprite::CalcScreenCoors(vecPrevPos, &vecScreenPosition, &fTrailLength, &fRotation, true) )
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{
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CVector2D vecDist
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(
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@ -239,7 +239,7 @@ CPointLights::RenderFogEffect(void)
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// more intensity the closer to line
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intensity *= 1.0f - sq(Sqrt(linedistsq) / FOG_AREA_WIDTH);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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if(CSprite::CalcScreenCoors(fogcoors, &spriteCoors, &spritew, &spriteh, true)) {
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float rotation = (CTimer::GetTimeInMilliseconds()&0x1FFF) * 2*3.14f / 0x2000;
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float size = FogSizes[r>>1];
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CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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@ -287,7 +287,7 @@ CPointLights::RenderFogEffect(void)
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intensity *= 1.0f - sq(lightdist / FOG_AREA_RADIUS);
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CVector fogcoors(xi, yi, groundZ + 1.6f);
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if(CSprite::CalcScreenCoors(fogcoors, spriteCoors, &spritew, &spriteh, true)){
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if(CSprite::CalcScreenCoors(fogcoors, &spriteCoors, &spritew, &spriteh, true)) {
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float rotation = (CTimer::GetTimeInMilliseconds()&0x3FFF) * 2*3.14f / 0x4000;
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float size = FogSizes[r>>1];
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CSprite::RenderBufferedOneXLUSprite_Rotate_Aspect(spriteCoors.x, spriteCoors.y, spriteCoors.z,
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@ -1302,7 +1302,7 @@ CRenderer::ScanWorld(void)
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vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
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vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
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vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
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RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
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RwV3dTransformPoints(vectors, vectors, 9, cammatrix);
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m_loadingPriority = false;
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
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@ -1422,7 +1422,7 @@ CRenderer::RequestObjectsInFrustum(void)
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vectors[CORNER_PRIO_RIGHT].x = vectors[CORNER_LOD_RIGHT].x * 0.2f;
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vectors[CORNER_PRIO_RIGHT].y = vectors[CORNER_LOD_RIGHT].y * 0.2f;
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vectors[CORNER_PRIO_RIGHT].z = vectors[CORNER_LOD_RIGHT].z;
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RwV3dTransformPoints((RwV3d*)vectors, (RwV3d*)vectors, 9, cammatrix);
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RwV3dTransformPoints(vectors, vectors, 9, cammatrix);
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if(TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_TOPDOWN ||
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#ifdef FIX_BUGS
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@ -2229,7 +2229,7 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
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sphere.Set(2.0f, center);
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RwV3d point;
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RwV3dTransformPoints(&point, center, 1, &invMatrix);
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RwV3dTransformPoints(&point, ¢er, 1, &invMatrix);
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CColSphere colSphere;
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colSphere.Set(2.0f, CVector(point), 0, 0);
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@ -2252,7 +2252,7 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
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p[1] += offset;
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p[2] += offset;
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if ( !ShadowRenderTriangleCB((RwV3d *)p, n, &proj) )
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if ( !ShadowRenderTriangleCB(p, &n, &proj) )
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break;
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}
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i++;
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