Remove Miami stuff
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@@ -20,10 +20,6 @@
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#include "SurfaceTable.h"
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#include "Lines.h"
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#include "Collision.h"
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#ifdef MIAMI
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#include "Camera.h"
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#include "ColStore.h"
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#endif
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enum Direction
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{
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@@ -38,32 +34,22 @@ enum Direction
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eLevelName CCollision::ms_collisionInMemory;
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CLinkList<CColModel*> CCollision::ms_colModelCache;
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//--MIAMI: done
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void
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CCollision::Init(void)
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{
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ms_colModelCache.Init(NUMCOLCACHELINKS);
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ms_collisionInMemory = LEVEL_NONE;
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#ifdef MIAMI
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CColStore::Initialise();
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#endif
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}
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//--MIAMI: done
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void
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CCollision::Shutdown(void)
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{
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ms_colModelCache.Shutdown();
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#ifdef MIAMI
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CColStore::Shutdown();
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#endif
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}
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//--MIAMI: done
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void
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CCollision::Update(void)
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{
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#ifndef MIAMI
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CVector playerCoors;
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playerCoors = FindPlayerCoors();
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eLevelName level = CTheZones::m_CurrLevel;
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@@ -97,10 +83,8 @@ CCollision::Update(void)
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if(ms_collisionInMemory != CGame::currLevel)
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LoadCollisionWhenINeedIt(forceLevelChange);
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CStreaming::HaveAllBigBuildingsLoaded(CGame::currLevel);
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#endif
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}
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//--MIAMI: unused
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eLevelName
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GetCollisionInSectorList(CPtrList &list)
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{
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@@ -117,7 +101,6 @@ GetCollisionInSectorList(CPtrList &list)
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return LEVEL_NONE;
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}
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//--MIAMI: unused
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// Get a level this sector is in based on collision models
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eLevelName
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GetCollisionInSector(CSector §)
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@@ -138,11 +121,9 @@ GetCollisionInSector(CSector §)
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return (eLevelName)level;
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}
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//--MIAMI: done
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void
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CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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{
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#ifndef MIAMI
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eLevelName level, l;
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bool multipleLevels;
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CVector playerCoors;
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@@ -229,14 +210,11 @@ CCollision::LoadCollisionWhenINeedIt(bool forceChange)
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CTimer::Update();
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DMAudio.SetEffectsFadeVol(127);
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}
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#endif
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}
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//--MIAMI: done
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void
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CCollision::SortOutCollisionAfterLoad(void)
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{
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#ifndef MIAMI
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if(ms_collisionInMemory == CGame::currLevel)
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return;
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@@ -248,10 +226,6 @@ CCollision::SortOutCollisionAfterLoad(void)
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}
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ms_collisionInMemory = CGame::currLevel;
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CGame::TidyUpMemory(true, false);
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#else
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CColStore::LoadCollision(TheCamera.GetPosition());
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CStreaming::LoadAllRequestedModels(false);
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#endif
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}
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void
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@@ -2000,11 +1974,7 @@ CColModel::CColModel(void)
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vertices = nil;
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triangles = nil;
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trianglePlanes = nil;
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#ifndef MIAMI
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level = CGame::currLevel;
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#else
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level = 0; // generic col slot
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#endif
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ownsCollisionVolumes = true;
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}
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