602 Commits

Author SHA1 Message Date
Hezkore
ae51f0cf09 Updated readme 2021-11-19 17:53:45 +01:00
Hezkore
22020108f6 Updated readme 2021-11-19 17:53:24 +01:00
Hezkore
2931fa5cfe Fixed launch cwd path for Linux 2021-11-19 17:42:44 +01:00
Hezkore
35b73e2b2e Fixed TopAlphaSpeed 2021-11-19 16:34:49 +01:00
Hezkore
f6b9b54616 Updated readme 2021-11-19 16:32:02 +01:00
Hezkore
0dcb8d0c10 Updated readme 2021-11-19 16:31:11 +01:00
Hezkore
984bcf893d Throttle particles 2021-11-19 16:30:00 +01:00
Hezkore
c1c5176b17 Particle experiment 2021-11-19 15:20:47 +01:00
Hezkore
06a05476cb Updated readme 2021-11-19 14:39:24 +01:00
Hezkore
dff5f5bf61 Camera: fixed incorrect negative value 2021-11-19 13:47:47 +01:00
Hezkore
5d1725b634 Camera: adjusted camera acc values 2021-11-19 13:30:46 +01:00
withmorten
3233ffe1c4 Merge pull request #1233 from madebr/cmake-fixes
Fix cmake installation with conan
2021-09-03 00:38:46 +02:00
Sergeanur
3569b7edfe Fix ped comments on oal 2021-09-02 19:22:29 +03:00
Sergeanur
a15d5589b3 Fix reflection counter 2021-09-02 18:49:49 +03:00
Sergeanur
d23c045d11 Audio: small refactoring 2021-09-02 18:30:15 +03:00
Sergeanur
3bc6aa85da Audio: a bit more PS2 changes 2021-09-02 17:52:11 +03:00
Sergeanur
5aa149f0bc PS2 ProcessReverb 2021-09-02 12:58:42 +03:00
Sergeanur
8c1f1cc7b8 PS2 mission audio length 2021-09-02 12:43:15 +03:00
Sergeanur
9b511d28ec Audio: PS2 cAudioManager::ServicePoliceRadioChannel 2021-09-02 08:31:22 +03:00
Sergeanur
c41239ed5e Ped comments fixes 2021-09-02 08:00:04 +03:00
Sergeanur
787f1922f4 Audio: fix types for IsSampleBankLoaded/IsPedCommentLoaded, reverse ProcessSpecial from PS2 2021-09-02 07:13:35 +03:00
withmorten
6d44cee7c2 fix librw to be most recent 2021-09-01 15:57:05 +02:00
Sergeanur
6c3cb330c1 Audio: PS2 mission audio 2021-09-01 13:25:47 +03:00
Sergeanur
57757e6c6f Audio: PS2 pager code 2021-09-01 10:44:38 +03:00
Sergeanur
1c426fdff1 Audio: some PS2 code 2021-09-01 08:09:33 +03:00
Sergeanur
bcdeb71070 Audio: ps2 code ifdef 2021-08-30 11:25:14 +03:00
Nikolay Korolev
9bb34fab25 ps2 fix 2021-08-29 19:45:52 +03:00
Nikolay Korolev
8593fff48b fix PS2 script 2021-08-29 19:36:44 +03:00
Sergeanur
55e950fe84 Audio: fixing bugs, fixing types, making code more accurate to original 2021-08-29 09:42:24 +03:00
Nikolay
af543350db Merge pull request #1322 from x87/master
Mention CLEO Redux
2021-08-28 14:16:45 +03:00
x87
9c71524583 Mention CLEO Redux 2021-08-27 13:29:32 -04:00
Nikolay Korolev
399fb28f77 fix debug teleport 2021-08-26 21:50:19 +03:00
Sergeanur
2e02aed5d5 Fix acceleration sound on exiting the vehicle 2021-08-26 08:15:03 +03:00
Nikolay Korolev
885467bcd0 keep noinline only for broken vs versions 2021-08-26 01:24:31 +03:00
Sergeanur
5017e09dd0 Refactor cPedComments 2021-08-25 13:41:29 +03:00
Sergeanur
ee93e4bc7d Audio: refactoring, type fixes, renaming cAudioManager fields 2021-08-25 08:49:42 +03:00
Sergeanur
9ecca45bf3 Audio: fix PS2 ifdefs 2021-08-24 15:24:28 +03:00
Sergeanur
38f4ea7aa3 Audio enhancements:
* redo high fps fix
* make releasing vehicle sounds attach to entities
* fix bug with reusing audio entity that is still being used
* use time scale to modify sound speed
2021-08-24 13:11:36 +03:00
erorcun
e9a61ca38c Adjust plane free cam values for sparks to be visible in Dodo 2021-08-23 21:56:22 +03:00
Sergeanur
ceb65eafa5 Make ped comments update position and volume 2021-08-23 11:15:03 +03:00
erorcun
6110f74ad6 Add forgotten bit from X11 detection 2021-08-22 13:00:33 +03:00
erorcun
c52aebe8e7 Fix an original bug about entering boat sometimes takes 2 key press 2021-08-21 19:07:26 +03:00
erorcun
f86bdb2cdb Fix map teleport Z coordinate 2021-08-21 17:15:30 +03:00
erorcun
e33b56b49a VC bits 2021-08-21 15:13:23 +03:00
Sergeanur
b683c047dc Remove cMissionAudio, move cAMCrime array outside of cPoliceRadioQueue (R* vision) 2021-08-21 12:18:45 +03:00
Nikolay Korolev
7d5b1e6c2e fix 2021-08-20 20:38:24 +03:00
Nikolay Korolev
aa104bb0aa small refactoring 2021-08-20 17:49:51 +03:00
Sergeanur
ef0b5f857d A few small audio changes 2021-08-20 14:28:18 +03:00
Sergeanur
c168786b42 Audio refactoring:
* renamed tSound fields, added descriptions for each field
* getting rid of term 'intensity' in favour of 'max distance'
* renamed two cAudioManager fields
* fix volume not being reduced for stopping sounds that are looped
* reverse a few PS2 bits
2021-08-20 13:02:58 +03:00
aap
0e5ffb8c34 CAutomobile fixes 2021-08-20 10:29:33 +02:00
withmorten
d3e7ab933d update librw 2021-08-19 17:02:26 +02:00
Sergeanur
eda2c05448 Audio: ifdef more things that aren't on ps2 2021-08-18 21:07:33 +03:00
Sergeanur
01c70dfb76 Fix acceleration sound playing when exiting the vehicle 2021-08-18 18:37:10 +03:00
Sergeanur
597802ff2e One more type fix 2021-08-18 15:37:31 +03:00
Sergeanur
5c562c3adc More type fixes in audio 2021-08-18 15:31:58 +03:00
aap
d4175c5315 update librw 2021-08-17 23:21:27 +02:00
aap
6b4b11d80e fix opengl; update librw 2021-08-17 12:59:30 +02:00
Sergeanur
16ff379ebe Add AUDIO_REFLECTIONS define, fix a bunch of types, fix heli chatter intensity 2021-08-17 13:58:48 +03:00
Sergeanur
2526503743 Remove FIX_BUGS that wasn't needed 2021-08-17 10:50:53 +03:00
erorcun
e0ecbeee39 Auto-detect X11 dependency 2021-08-16 21:06:52 +03:00
erorcun
79856dac25 Fix impossible bullets & turn speed on heavy guns 2021-08-16 21:06:06 +03:00
erorcun
8641e9d0bb Switch PR & remove X11 part from CMakeLists 2021-08-16 20:02:40 +03:00
Sergeanur
076b324539 Fix ped comments playing at full volume behind the wall 2021-08-16 14:21:51 +03:00
Sergeanur
bcb5b4f94d Remove not needed entry from config 2021-08-16 10:29:44 +03:00
Sergeanur
ab03fbb6c8 Make UpdateReflections a bit more binary exact + small code changes to sync with miami 2021-08-16 09:59:08 +03:00
aap
97aeb85d84 some CAutomobile fixes 2021-08-16 00:25:47 +02:00
Nikolay Korolev
4b4aefe339 bruh 2021-08-15 18:40:38 +03:00
Nikolay Korolev
c48f6e9bda actual fix 2021-08-15 18:35:47 +03:00
Nikolay Korolev
5fe04940be lil fix 2021-08-15 18:27:30 +03:00
Sergeanur
854ee12d9d Fix ifdef for audio reflection members 2021-08-15 14:11:20 +03:00
Sergeanur
5ddd0649e3 Fix cAudioManager::ProcessVehicleEngine return type, document PS2 changes, rename Sound Intensity 2021-08-15 13:14:16 +03:00
Sergeanur
886650a887 Fix CW build 2021-08-15 13:12:10 +03:00
erorcun
747ae04279 Fix premature .ini saving leading to missing bindings 2021-08-15 04:07:48 +03:00
erorcun
df89e5091e Revert "map memory usage high default"
This reverts commit b7c7c883d7.
2021-08-13 00:16:16 +03:00
withmorten
b7c7c883d7 map memory usage high default 2021-08-12 23:07:54 +02:00
Sergeanur
8759c2edf0 Sync fixes from miami 2021-08-12 15:01:58 +03:00
Sergeanur
033d89a9ab Refactor cAudioManager::ProcessActiveQueues, fix doppler effect 2021-08-12 13:01:07 +03:00
Sergeanur
f1545daeae Rename unused audio member 2021-08-12 11:46:10 +03:00
Sergeanur
4f8993e19b Replace static_assert with #error 2021-08-12 11:39:34 +03:00
Sergeanur
2ef43e8d1a Fix sampman_null 2021-08-12 11:39:34 +03:00
Sergeanur
ce78081a7f Put more things under ifdef 2021-08-12 11:39:34 +03:00
Sergeanur
6c2d179aad Add define to enable/disable external 3d audio simulation 2021-08-12 11:39:34 +03:00
Sergeanur
2eb0390dc9 Fix unset emitting volume for sawmill 2021-08-11 13:35:50 +03:00
Sergeanur
f131f70761 Fix unset emitting volume for moan sound 2021-08-11 12:10:48 +03:00
Sergeanur
1f98f01dcb Fix a bunch of CModelInfo::GetModelInfo->GetColModel calls 2021-08-09 18:14:19 +03:00
Sergeanur
8ea411e4c5 Add sprite to the waypoint marker 2021-08-09 18:07:42 +03:00
withmorten
858f913fac small fix 2021-08-09 16:34:05 +02:00
Nikolay Korolev
35dd465c19 Revert "small fix"
This reverts commit bd96584433.
2021-08-08 17:41:35 +03:00
Nikolay Korolev
bd96584433 small fix 2021-08-08 17:34:03 +03:00
Nikolay Korolev
947f67dfb7 small fix 2021-08-08 17:17:20 +03:00
Nikolay Korolev
63046894b0 small refactoring 2021-08-08 16:57:37 +03:00
Nikolay Korolev
15f770531c fixed tab 2021-08-08 15:42:44 +03:00
aap
4f461bd7be CVehicle fixes and cleanup 2021-08-04 13:54:04 +02:00
aap
09748d094a CPhysical fixes and cleanup 2021-08-02 20:02:35 +02:00
Sergeanur
cb5586e658 Merge pull request #1268 from Nick007J/master
move debug stuff to a separate file
2021-08-02 15:06:40 +03:00
Sergeanur
865ce46fdb Fix waypoint disappearing after each save 2021-08-02 14:26:00 +03:00
Nikolay Korolev
2b99f2634b sync 2021-08-01 14:00:16 +03:00
Nikolay Korolev
6d7dec96af move debug script stuff to a separate file 2021-08-01 13:58:15 +03:00
erorcun
0542b1bd4d Fix radio scroll when player controls disabled 2021-07-31 23:03:59 +03:00
Sergeanur
232b5a04ba Merge pull request #1251 from Sergeanur/HigherDrawDist
Make cars and peds to not despawn when you look away
2021-07-31 20:07:29 +03:00
Sergeanur
9d25e7f315 Merge pull request #1248 from davicr/radar-cutscene-bugfix
Fix blip rendering during scripted sequences
2021-07-31 20:06:20 +03:00
aap
3c5bae164f CVisibilityPlugins and CRenderer fixes 2021-07-29 19:43:47 +02:00
Sergeanur
6cea1de9e6 Reverse unused audio functions from mobile 2021-07-29 00:40:32 +03:00
Sergeanur
81673ab304 Fix comments 2021-07-28 10:36:18 +03:00
Sergeanur
d0666a8702 One more type fix 2021-07-27 22:38:35 +03:00
Sergeanur
16e2e3d091 Type fix 2021-07-27 22:32:47 +03:00
Sergeanur
5240dce018 cAudioManager::GetCollisionOneShotRatio cleanup 2021-07-27 22:01:17 +03:00
erorcun
1eedf7f0ae Merge pull request #1257 from Nopey/fixbugs_pedgaplist
Fix bug triggering gnNumTempPedList assertion
2021-07-27 21:51:28 +03:00
Magnus Larsen
55e83982c3 Remove static_assert from previous commit 2021-07-27 00:23:40 -07:00
Magnus Larsen
388dd5cb00 Allow sector ped count to exceed gap-list size
This solves the gnNumTempPedList assertion.
To prove this works, change gapTempPedList's length to 12, and visit the
Triad's basketball court.
2021-07-26 19:50:10 -07:00
withmorten
d77ed4608f fix 2021-07-26 20:25:36 +02:00
Sergeanur
f19a1aebd4 Remove deceiving comment 2021-07-26 09:16:20 +03:00
Sergeanur
bc3734cae3 Fix smooth spray when shooting with colt or usi while using PC controls 2021-07-26 09:13:16 +03:00
Sergeanur
cafc0f3c10 Fix ridiculously accurate bullets when you shoot behind with enabled free camera 2021-07-26 08:28:01 +03:00
Sergeanur
f73dfa12e6 Make cars and peds to not despawn when you look away 2021-07-26 04:43:26 +03:00
Sergeanur
6a94299eac Fix 2021-07-26 04:42:15 +03:00
Sergeanur
a064b3a687 Audio changes:
- Reorder AudioCollision.cpp functions into original order
- Add missing cAudioCollision::Reset()
- Move cAudioCollision ctor into .h (like original)
- Fix argument types for ped comment functions and more
- Fix wrong names of ped comment functions
- Fix incorrect ped comments
- Remove getters
- Reorder declarations of cAudioManager
- Wrap PC only functions around ifdef
- Add cAudioManager methods from PS2 and mobile
2021-07-26 04:34:55 +03:00
Nikolay Korolev
a7e673c2ec sync 2021-07-24 00:47:04 +03:00
Sergeanur
3adf37a3a9 Fix aiming with flamethrower with PC controls 2021-07-22 22:54:30 +03:00
Davi
bd3c3849fe Properly fix blip rendering during scripted sequences
Changes conditionals from "DrawBlips" and "ShowRadarTrace", "ShowRadarTraceWithHeight" to allow blips to be rendered during scripted sequences when "MENU_MAP" is enabled.
2021-07-22 16:10:15 -03:00
Sergeanur
1d1f10d68c Fixes from miami 2021-07-22 20:56:15 +03:00
withmorten
a437d2bc26 fix garbage data written in garage save block 2021-07-19 23:43:51 +02:00
Sergeanur
d0404cbdb7 render -> renderer (original name) 2021-07-18 00:04:26 +03:00
withmorten
8018e40ebf Merge pull request #1217 from Nopey/master
Fix debug script loader crashing missions
2021-07-15 23:09:28 +02:00
Sergeanur
2ce36a48b9 Make PS2 VB files work together with PC audio files 2021-07-15 18:06:02 +03:00
Sergeanur
4f78733836 Remove stupid cast 2021-07-15 00:47:11 +03:00
erorcun
d2e594db2b Merge pull request #1236 from Nopey/fix_nearPeds
Fix NearPed count going negative
2021-07-13 18:10:59 +03:00
Magnus Larsen
894495689f Fix NearPed count going negative 2021-07-12 23:51:28 -07:00
Adrian Graber
207378c947 Use svcGetInfo definitions from libnx
Co-authored-by: Anonymous Maarten <madebr@users.noreply.github.com>
2021-07-13 00:50:49 +02:00
Adrian Graber
a7b38e1b34 Save current usable memory for Switch application 2021-07-13 00:50:49 +02:00
Adrian Graber
5cab196718 Finish cmake stuff for Switch build
* SDL2 for OpenAL not needed anymore
* Add re3_platform_target function and use that instead of manually building NRO
2021-07-13 00:50:49 +02:00
Adrian Graber
3bde84f6c8 Move assets to dedicated folder and redefine GLFW mappings for Switch 2021-07-13 00:50:49 +02:00
Adrian Graber
a99a04ed49 Add Switch controller asset and configuration
* Add GXT string for the Nintendo Switch Controller
* Add frontend and button textures for Nintendo Switch controllers
* Fix wrong #ifndef when hiding screen resolution option on GTA_HANDHELD
2021-07-13 00:50:49 +02:00
Adrian Graber
b09b489ae7 Fix WINDOWS -> WIN32 on cmake 2021-07-13 00:50:49 +02:00
Anonymous Maarten
a247d53367 cmake: fix OpenAL on Switch + using X11 on Linux 2021-07-13 00:50:49 +02:00
Adrian Graber
ca5d3c8811 Replace GTA_SWITCH macro and use GAMEPAD_MENU
* Replace GTA_SWITCH macro with __SWITCH__ for platform specific stuff and GTA_HANDHELD for the rest (which could be used by other ports)
* Use GAMEPAD_MENU on GTA_HANDHELD, which will replace the usual controller setup (which contains some useless features for handhelds)
* Fix some identation inconsistencies
* Disable PC_PLAYER_CONTROLS on GTA_HANDHELD builds
2021-07-13 00:50:49 +02:00
Adrian Graber
02ec56e8f7 Add platform specific functions for glfw vibration
With implementation for Switch vibration through libnx hid/pad API
2021-07-13 00:50:45 +02:00
Adrian Graber
6da20aa723 Enable Gamepad Menu on Switch 2021-07-13 00:49:21 +02:00
Adrian Graber
28f266302f Add Nintendo Switch initial support 2021-07-13 00:49:13 +02:00
withmorten
a4b92fe9be fix premake 2021-07-12 23:26:49 +02:00
Anonymous Maarten
152148d71f conan: copy gamefiles to source folder so cmake install succeeds 2021-07-12 18:00:04 +02:00
Anonymous Maarten
3d922c90e9 cmake: add _INSTALL cmake option 2021-07-12 18:00:02 +02:00
withmorten
f50026828a Vanilla config for Windows and win-x86 only 2021-07-12 04:24:10 +02:00
withmorten
ac3905123e fix 2021-07-12 03:10:02 +02:00
Sergeanur
b4364c3672 Reorganize config.h 2021-07-12 03:34:37 +03:00
erorcun
3515363df5 Merge pull request #1218 from withmorten/ini
switch out current ini_parser.hpp with pulzed/mINI
2021-07-12 02:40:15 +03:00
withmorten
c0cbf8045f switch out current ini_parser.hpp with pulzed/mINI 2021-07-12 01:19:22 +02:00
erorcun
a8fd3f828a Merge pull request #1149 from withmorten/saves
finish COMPATIBLE_SAVES and FIX_INCOMPATIBLE_SAVES
2021-07-12 01:06:59 +03:00
erorcun
291213ed40 Unite all sliders 2021-07-12 00:51:45 +03:00
erorcun
2a6f9c2757 Add ped and car density slider to menu, remove dumb collision "optimization" 2021-07-12 00:12:25 +03:00
Sergeanur
11434f96cc Add PED DENSITY and CAR DENSITY lines to GXT 2021-07-11 23:52:55 +03:00
withmorten
3194fdb2c1 fix the fix (and another fix) 2021-07-11 03:34:43 +02:00
withmorten
d7ceb4870c tiny diff fixes 2021-07-11 03:26:21 +02:00
erorcun
e9baf31ad8 Physical: division by zero fix 2021-07-10 23:24:27 +03:00
erorcun
d82dbf91ef Merge/sync fixes after threaded audio 2021-07-10 23:14:13 +03:00
erorcun
db4ae18e5d Remove waiting for stream closure in multi-thread audio 2021-07-10 23:14:08 +03:00
erorcun
5458632c40 Multi-threaded audio fixes 2021-07-10 23:13:51 +03:00
erorcun
ab73c2f539 Multi-threaded audio streams
Under MULTITHREADED_AUDIO define.
2021-07-10 23:13:42 +03:00
Magnus Larsen
12efd1209b Fix Cheat menu debug script loader 2021-07-10 10:18:32 -07:00
Magnus Larsen
33c45e4ae0 Fix debug script loader crashing missions
* open_script is now exposed in Script.h, perhaps it should be namespaced
as a static method on CTheScripts? I'm unsure what is preferred.
* I've moved the joypad code out of open_script to prevent buttons held
  down at mission load time from changing the scriptToLoad.
2021-07-10 09:34:17 -07:00
withmorten
011aafa043 finish COMPATIBLE_SAVES and FIX_INCOMPATIBLE_SAVES 2021-07-10 17:30:27 +02:00
withmorten
71f28c8cf5 readme: fix lto option 2021-07-10 01:17:03 +02:00
withmorten
4eb9a149e4 recompile german.gxt 2021-07-10 01:06:34 +02:00
withmorten
f09da45823 Merge pull request #1134 from RuesanG/master
German is 100%
2021-07-10 01:06:01 +02:00
Sergeanur
d824a321b9 Update GXT compiler with fix of German 2021-07-10 02:02:42 +03:00
withmorten
9a68f94c54 Update german.txt 2021-07-10 00:43:22 +02:00
withmorten
a7ab4cc23a Update german.txt 2021-07-10 00:20:26 +02:00
withmorten
5b390ade40 Update german.txt 2021-07-10 00:19:02 +02:00
IgorPolyakov
f184c43b9b Update russian.txt 2021-07-10 01:10:25 +03:00
withmorten
37b6d491e7 fix jittery cars at 15fps 2021-07-09 18:50:33 +02:00
withmorten
e2ae17d994 add librw defines to vanilla defines undefs 2021-07-09 18:02:36 +02:00
Sergeanur
47f153fe76 Use CPad functions to check key states in script loader 2021-07-08 03:24:47 +03:00
withmorten
f9a2f1daf7 fix macro redefinition warnings on win-glfw build 2021-07-08 01:40:58 +02:00
withmorten
dadc56ccf9 fix sampman_null build 2021-07-07 01:54:16 +02:00
erorcun
164623d58e Merge pull request #1188 from mssx86/echo_to_printf
fix: printHash.sh; replace echo -n, check if $1 is set.
2021-07-05 21:04:05 +03:00
erorcun
386b113603 Merge pull request #1187 from mssx86/musl_fix
fix: add missing limits.h includes to enable bulding on musl.
2021-07-05 20:50:18 +03:00
withmorten
8916fe1820 fix cmake workflow 2021-07-05 19:07:47 +02:00
erorcun
ab7513cc85 Merge pull request #1202 from AGraber/librw_update
Update librw
2021-07-04 19:34:28 +03:00
Adrian Graber
6edb8d9610 Update librw 2021-07-04 18:14:24 +02:00
withmorten
52e4cd19ce Update README.md 2021-07-03 23:10:50 +02:00
erorcun
ec45ba68cd Add MacOS to Readme 2021-07-03 16:34:55 +03:00
Sergeanur
77f31105de Fix overflow in audio code 2021-07-03 15:57:48 +03:00
erorcun
3136ce6451 Fix Mac M1 premake 2021-07-03 15:33:40 +03:00
withmorten
060c1181bc fix previous PED_SKIN commit, add comments 2021-07-03 02:52:54 +02:00
withmorten
be6e273930 premake: add no-full-paths option for CI builds, rename lto to with-lto 2021-07-03 02:40:25 +02:00
withmorten
63d9d9c148 disable PED_SKIN and PEDS_REPORT_CRIMES_ON_PHONE when COMPATIBLE_SAVES is disabled 2021-07-03 01:32:04 +02:00
erorcun
51042e15aa Remove redundant part of 'Sanitizer fixes 2' 2021-07-03 01:53:43 +03:00
erorcun
a8549e86a7 Sanitizer fixes 2 2021-07-03 01:42:24 +03:00
erorcun
424a6d90bd Peds: Efforts to find the reason of crashes on GCC 7.5.0
* Prevent deleted peds to be in nearPeds list (was always needed, might be unrelated to crashes)
* Add asserts to nearPeds and PedIK ctor (crash reasons)
* Shouldn't fix reported crashes since they were caused by null peds.
2021-07-03 01:30:54 +03:00
erorcun
70fa7fc239 Sanitizer fixes 2021-07-03 01:28:32 +03:00
Sergeanur
7df71c9673 Refactor OnscreenTimer 2021-07-02 10:18:22 +03:00
withmorten
f7816c577f fix compilation when ctype.h is included 2021-07-01 21:49:01 +02:00
mssx86
de64bbe875 fix: printHash.sh; replace echo -n, check if $1 is set. 2021-07-01 20:14:46 +03:00
mssx86
b8e80a67ea fix: add missing limits.h includes to enable bulding on musl. 2021-07-01 20:12:28 +03:00
withmorten
2071abd295 zero out work_buff before writing padding in save 2021-07-01 18:08:48 +02:00
Sergeanur
a3964dfd4a Pause radio when game is paused 2021-06-30 21:36:11 +03:00
withmorten
3383d8c6e7 fix some string sizes to be MAX_PATH 2021-06-30 16:23:44 +02:00
erorcun
22e8e0eff8 Fix MP3 finding stack crash 2021-06-28 17:35:25 +03:00
withmorten
cb3b3855b8 rename clamp macro to Clamp to fix compilation with g++11 2021-06-28 13:31:35 +02:00
erorcun
cc235be3aa Less invasive red tint on Delete Game page 2021-06-27 18:14:34 +03:00
erorcun
53a4b6936b Revert "Use PS2-y global names on SampMan"
We know that they changed all those names on PC.

This reverts commit 091a65996e.
2021-06-27 17:59:50 +03:00
erorcun
091a65996e Use PS2-y global names on SampMan 2021-06-27 17:53:14 +03:00
erorcun
a923728877 Fix map texture leak 2021-06-27 00:34:46 +03:00
withmorten
4819d195d8 fix WriteSaveHeader 2021-06-26 19:19:45 +02:00
withmorten
f3a931e1c9 Revert "Revert "Redo ReadSaveBuf + common.h cleanup""
This reverts commit af7573ddbe.
2021-06-26 19:14:46 +02:00
Sergeanur
090fa619b4 Merge pull request #1155 from leanndroguedes/master
re3: Update Linux 64bit build download link
2021-06-26 18:22:31 +03:00
Leandro Guedes
2c92accb8e re3: Update Linux 64bit build download link 2021-06-26 12:11:29 -03:00
withmorten
171d9fd036 fix screenshot name space 2021-06-26 13:13:07 +02:00
withmorten
036eff2c48 swap out codewarrior re3.mcp with xml export 2021-06-26 03:32:08 +02:00
withmorten
fff899ec16 fix tabs in premake 2021-06-26 03:19:52 +02:00
Sergeanur
6cb8c11285 Fix premature CTimer calls 2021-06-26 04:09:45 +03:00
Sergeanur
3092b9a46e Small timer fix 2021-06-26 01:56:29 +03:00
erorcun
9b5caa190e Pool fixes
Mostly for Linux
2021-06-26 00:27:20 +03:00
erorcun
af7573ddbe Revert "Redo ReadSaveBuf + common.h cleanup"
This reverts commit 2b67aba94c.
2021-06-26 00:25:59 +03:00
withmorten
4bab6d5356 Merge pull request #1147 from withmorten/githash
add no-git-hash option to premake
2021-06-25 19:51:45 +02:00
Sergeanur
2b67aba94c Redo ReadSaveBuf + common.h cleanup 2021-06-25 19:03:51 +03:00
erorcun
6152f02333 Update invite link 2021-06-25 16:22:20 +03:00
withmorten
84fb48825d add no-git-hash option to premake 2021-06-25 02:40:42 +02:00
withmorten
a83ecc123d fix cmake build? 2021-06-25 02:32:41 +02:00
Sergeanur
1f082a85cb Refactor CTimer::Update 2021-06-25 02:33:40 +03:00
Sergeanur
5c1af537af Don't restart OAL device when switching EAX 2021-06-24 21:32:44 +03:00
Sergeanur
a446dbefaa Fix police scanner on high fps 2021-06-24 21:32:44 +03:00
Sergeanur
2592da2273 Remove frameTime, fix pause mode timer 2021-06-24 21:32:44 +03:00
Sergeanur
b90784da90 Make times more accurate 2021-06-24 21:32:44 +03:00
Sergeanur
f741101e44 Fix redone + add hud fix 2021-06-24 21:32:44 +03:00
Sergeanur
cacec36dd1 Fix cut off sfx on high framerates 2021-06-24 21:32:44 +03:00
Sergeanur
f2390deaa9 Make sampman stream functions default to stream 0 2021-06-24 21:32:44 +03:00
Sergeanur
8fc99387f5 Fix use of enum in ped comment banks switch 2021-06-24 21:32:44 +03:00
Sergeanur
939d0c59a3 Add macros to set sample loop offsets 2021-06-24 21:32:44 +03:00
Sergeanur
edc25a689f Fix typo 2021-06-24 21:32:44 +03:00
Sergeanur
68b5270fe4 Fix some timer calls 2021-06-24 21:32:43 +03:00
Sergeanur
a11bf19b93 Fix sin & cos calls 2021-06-24 21:32:43 +03:00
Sergeanur
2ad3a75be5 Fix IsSphereVisible calls 2021-06-24 21:32:43 +03:00
aap
50058371ef CEntity and C(Vu)Vector fixes and cleanup 2021-06-24 21:32:43 +03:00
Sergeanur
ce0a097392 Undef PS2_AUDIO_CHANNELS for SQUEEZE_PERFORMANCE and VANILLA_DEFINES 2021-06-24 21:32:43 +03:00
Sergeanur
1e084dfab7 Set number of stereo sources 2021-06-24 21:32:43 +03:00
Sergeanur
5a55d3a949 Patch PolRadio 2021-06-24 21:32:43 +03:00
Sergeanur
7a2dbd9112 Increase the number of audio channels to PS2 count and some small audio fixes 2021-06-24 21:32:43 +03:00
Sergeanur
c9804510d1 This means sound should be panned right, not volume 2021-06-24 21:32:43 +03:00
Sergeanur
c37f4c3c1a Fix cAudioManager::SetupJumboFlySound 2021-06-24 21:32:43 +03:00
Sergeanur
319bf9d8d2 Fix return type 2021-06-24 21:32:43 +03:00
Sergeanur
786e101acf Use bool8 in audio code 2021-06-24 21:32:43 +03:00
Sergeanur
596e12b897 Fix C3dMarkers::PlaceMarker calls in Radar 2021-06-24 21:32:43 +03:00
Sergeanur
4a9d890ae9 Fix quiet police scanner on OpenAL 2021-06-24 21:32:43 +03:00
Sergeanur
873c4fc81e Make gang members react to sexy females 2021-06-24 21:32:43 +03:00
Sergeanur
f518676b76 fabs -> fabsf 2021-06-24 21:32:43 +03:00
Sergeanur
0f6583560d small RoadBlock fix 2021-06-24 21:32:43 +03:00
Sergeanur
6537dfe7f1 Use some GetMatrix/SetMatrix logic based on SA + CutsceneHead fix 2021-06-24 21:32:43 +03:00
aap
f2b59f5097 update librw 2021-06-24 21:32:43 +03:00
erorcun
8ae4859398 Fix FPE 2021-06-24 21:32:43 +03:00
aap
c4f231deb4 experiment: sorted building list for new renderer 2021-06-24 21:32:43 +03:00
aap
c58d98a39e fix new renderer 2021-06-24 21:32:43 +03:00
aap
77ca9c593f fix postfx fix 2021-06-24 21:32:43 +03:00
erorcun
8488dc791a Pointless fixes 2021-06-24 21:32:39 +03:00
aap
df1ad8e122 fix postfx 2021-02-28 15:29:58 +01:00
aap
931bc690cd proper radar clipping 2021-02-28 14:55:01 +01:00
aap
087174c6a6 update librw; little fix 2021-02-28 14:15:22 +01:00
Sergeanur
9fce8636b0 Fix muzzleflash rotation 2021-02-26 20:37:22 +02:00
Sergeanur
5bdbb5f802 Uhh, right 2021-02-26 11:05:37 +02:00
Sergeanur
59c9ae29cf PoliceRadio -> PolRadio (original name) 2021-02-26 10:56:26 +02:00
Sergeanur
82ebd8aae1 Fix controls 2021-02-22 17:47:58 +02:00
withmorten
a3f1601fd1 Merge pull request 'Fix potential stack corruption in HandleGraphEvent in 64bit arch' (#2) from HaydnTrigg/re3:master into master 2021-02-21 16:13:56 +00:00
Haydn Trigg
620155ac8d Fix stack corruption in HandleGraphEvent 2021-02-21 11:38:32 +00:00
aap
9a7fa47857 make debug render groups optional 2021-02-19 18:41:31 +01:00
withmorten
0b1d3669bc remove nightly 2021-02-19 18:21:04 +01:00
withmorten
8128e8e817 tiny sync with miami 2021-02-19 16:33:37 +01:00
withmorten
73fce903b8 nil -> false 2021-02-19 16:23:52 +01:00
erorcun
b52356f6b5 Update librw to fix Mac hi-dpi 2021-02-19 16:56:42 +03:00
erorcun
139c6bfcf3 Fix MP3 player 2021-02-19 14:30:41 +03:00
RuesanG
53631f97db Add files via upload 2021-02-19 03:41:59 +01:00
RuesanG
006254fc9c Add files via upload
Fixed strings
2021-02-19 03:37:59 +01:00
erorcun
bf7280b55b Get keyboard input from X11 on Linux 2021-02-19 02:36:47 +03:00
withmorten
48cec4a786 add NoMovies ini option, rename gDrawVersionText, always save ini after loading 2021-02-18 22:40:32 +01:00
aap
6245a17e16 update librw; render groups only if extension supported 2021-02-18 20:31:46 +01:00
nick7
1402b9ed72 CMake: MSS / mpg123 compilation fixes 2021-02-18 20:00:43 +01:00
aap
253021866c d3d9 debug render groups 2021-02-18 13:08:22 +01:00
aap
e8b435a624 fix last commit 2021-02-18 12:23:26 +01:00
aap
9db87fc636 add debug render groups 2021-02-18 12:21:47 +01:00
aap
1a429bb3c4 update librw 2021-02-18 11:10:11 +01:00
aap
a4412e8d63 update librw; gl cleanup 2021-02-18 01:58:36 +01:00
aap
c3af33f97d add ps2 particle.txd 2021-02-18 01:19:16 +01:00
Fire-Head
68cc5fe965 remove particle 2021-02-18 00:50:39 +03:00
withmorten
6227aee863 update librw 2021-02-17 14:34:38 +01:00
Sergeanur
ee6b7152c7 Fix endless vibration in pause menu 2021-02-17 15:04:53 +02:00
withmorten
53e3bc6092 update librw 2021-02-17 13:58:31 +01:00
withmorten
7db2df33e8 fix premake workflows 2021-02-17 13:33:52 +01:00
aap
b4c96bca93 update librw; get rid of glew 2021-02-17 13:12:33 +01:00
aap
c488ce166e add hires particle.txd 2021-02-17 11:03:05 +01:00
erorcun
4d8f340827 Merge pull request #1050 from swills/controller_config_segfault_fix
Fix seg fault when configuring controller
2021-02-16 22:29:55 +03:00
erorcun
eccf87acc7 Merge pull request #1090 from AGraber/patch-1
Fix buffer overflow on re3_sem_open/close
2021-02-16 20:19:07 +03:00
Adrian Graber
19b39f49fa Fix buffer overflow on re3_sem_open/close 2021-02-16 18:12:21 +01:00
Steve Wills
e482ab6292 Fix mistake 2021-02-16 11:13:20 -05:00
Steve Wills
20d9498fdb Put fix behind ifdef 2021-02-16 10:55:11 -05:00
erorcun
1a64053da5 Merge pull request #986 from AGraber/nx-upstream
Add toggle for (un)named semaphores and prevent linux header inclusion on non-linux paltforms
2021-02-16 18:27:31 +03:00
erorcun
5ee4931fb6 Fix FindClose->closedir 2021-02-16 18:26:44 +03:00
erorcun
49fd99119d Fix rare stream deadlock on Windows 2021-02-16 17:45:29 +03:00
erorcun
179b11151e Add PR rules to Readme 2021-02-16 16:49:42 +03:00
erorcun
3baccc9d3e PR rules 2021-02-16 16:46:09 +03:00
aap
edc77d7f00 removed some f suffixes from shaders 2021-02-15 15:06:45 +01:00
withmorten
fec39e87c0 Revert "always console for windows Debug builds"
This reverts commit a826091dc9.
2021-02-15 14:57:19 +01:00
withmorten
a826091dc9 always console for windows Debug builds 2021-02-15 14:24:07 +01:00
Fire-Head
a3eae736e7 readme update 2021-02-15 00:58:42 +03:00
Steve Wills
a666de46aa Fix seg fault when configuring controller
Since controllerAction can be -2 (line 2105)
2021-02-14 14:06:37 -05:00
erorcun
e35c56ceb3 More compatible she-bang line 2021-02-14 21:09:48 +03:00
erorcun
be55085303 Try to fix streams stop after a while 2021-02-14 20:45:58 +03:00
Fire-Head
0b6e46b1e4 cannon fix 2021-02-14 20:11:23 +03:00
withmorten
b2b243e803 update invite link 2021-02-14 16:02:32 +01:00
aap
475a4d71d8 optimize performance -> readme to-do 2021-02-14 09:48:35 +01:00
withmorten
0dd5be788f 1 more readme fix 2021-02-14 03:09:22 +01:00
withmorten
4e8f42f6f6 1 more fix 2021-02-14 03:01:44 +01:00
withmorten
9f575a70c1 even more readme fixes 2021-02-14 02:57:14 +01:00
Sergeanur
f372420dc0 Update invite link 2021-02-13 20:07:42 +02:00
withmorten
2183e25081 more readme fixes 2021-02-13 17:16:51 +01:00
withmorten
8d27dba4cd glfw window icon 2021-02-13 17:01:47 +01:00
Sergeanur
02ac7c309e Disable RANDOMSPLASH only if loading screen is disabled 2021-02-13 16:16:02 +02:00
Sergeanur
4907c56231 Disable RANDOMSPLASH 2021-02-13 16:10:14 +02:00
withmorten
42952743ba readme fixes 2021-02-13 14:59:36 +01:00
aap
04345643a0 new icon 2021-02-13 14:54:44 +01:00
aap
80aabfe0aa Merge branch 'master' of github.com:GTAmodding/re3 2021-02-13 14:22:22 +01:00
aap
9c7d83ebc1 dbg menu again 2021-02-13 14:22:11 +01:00
aap
465f156e03 Merge pull request #1031 from aap/master
debugmenu cleanup
2021-02-13 13:51:11 +01:00
aap
d0fbba19d1 debugmenu cleanup 2021-02-13 13:47:03 +01:00
aap
f407c5a25f Update issue templates 2021-02-13 00:33:26 +01:00
aap
c1a274d91c Update issue templates 2021-02-13 00:25:36 +01:00
aap
0f8614221b debugmenu cleanup 2021-02-13 00:00:02 +01:00
Fire-Head
291cdd4bfb iii icon fix 2021-02-13 01:35:48 +03:00
aap
2ce946584e add history section to readme 2021-02-12 21:52:33 +01:00
aap
78cc2aa9cc license information 2021-02-12 21:08:38 +01:00
aap
9553478d9c update librw 2021-02-12 20:12:43 +01:00
erorcun
6689b0be02 Fix XInput hotplug 2021-02-12 19:50:26 +03:00
erorcun
a44d7d86cb Merge pull request #1029 from erorcun/master
Remove version text, add toggleable debug info(with commit hash!)
2021-02-12 18:15:51 +03:00
erorcun
8659b9d77c Fix sha1 on premake linux 2021-02-12 17:23:29 +03:00
Filip Gawin
1b8d03f3aa Cmake version for hash 2021-02-12 16:38:03 +03:00
Sergeanur
bf1db80e4f Update TXDs 2021-02-12 12:59:10 +02:00
Sergeanur
e7a4a3516f Add english strings to translations as stubs, also translation notice 2021-02-12 07:52:21 +02:00
Sergeanur
2c194df591 Fix RW33 2021-02-12 05:37:30 +02:00
Sergeanur
6580ddd6cb Recompile GXTs 2021-02-12 05:32:44 +02:00
Sergeanur
a3a5e5b824 Merge remote-tracking branch 'origin/master'
* origin/master:
  imrove readme; enable screenshots with F12
  better controller menu txds
  use better quality button textures, add generic.txd
2021-02-12 05:31:38 +02:00
Sergeanur
788ab8d3a8 Merge branch 'master' of https://github.com/IlDucci/re3
# Conflicts:
#	gamefiles/TEXT/french.gxt
#	gamefiles/TEXT/german.gxt
#	gamefiles/TEXT/italian.gxt
#	gamefiles/TEXT/spanish.gxt
2021-02-12 05:31:13 +02:00
erorcun
9e1c048e20 Remove version text, add toggleable debug info(with commit hash!) 2021-02-12 05:28:08 +03:00
aap
a1903e025c Merge branch 'master' of github.com:GTAmodding/re3 2021-02-12 00:07:05 +01:00
aap
f3bfdd7857 imrove readme; enable screenshots with F12 2021-02-12 00:06:54 +01:00
withmorten
c7dae2aca6 better controller menu txds 2021-02-11 21:50:14 +01:00
withmorten
69138fc08b use better quality button textures, add generic.txd 2021-02-11 21:32:27 +01:00
Sergeanur
a6b56e6b7a Merge remote-tracking branch 'origin/master'
* origin/master:
  startproject now depends on librw
  Ped jump teleport/kill fix
2021-02-11 06:53:29 +02:00
Sergeanur
c9f804486d Fix setup 4 texts 2021-02-11 06:53:00 +02:00
withmorten
1d8d2bd7b7 startproject now depends on librw 2021-02-10 18:46:54 +01:00
erorcun
a6d402e8fd Ped jump teleport/kill fix 2021-02-10 15:34:48 +03:00
aap
25703b04a2 fix clouds 2021-02-09 19:59:55 +01:00
Sergeanur
62f28cc4ac Use VEHICLE_FIREWEAPON in GXTs 2021-02-09 14:50:21 +02:00
erorcun
d460c3863e Also check font textures for new languages 2021-02-08 18:21:00 +03:00
erorcun
0eb1913713 Merge branch 'master' of https://github.com/GTAmodding/re3 2021-02-08 13:21:53 +03:00
erorcun
d224f8b7ee Don't show menu map and new languages if gamefiles isn't copied 2021-02-07 20:38:53 +03:00
aap
6662e60b63 reorganize shaders; use modulate flag; update librw 2021-02-06 16:33:17 +01:00
erorcun
c7ba01b034 Detect joystick menu for XInput 2021-02-05 18:23:50 +03:00
withmorten
2bd8be5872 Fix inverted vertical camera 2021-02-05 12:08:14 +01:00
aap
5385d004ec fix generic.txd crash 2021-02-05 10:51:12 +01:00
withmorten
bf299e5c17 fix MASTER crashes 2021-02-04 23:41:10 +01:00
withmorten
7aaaaa953b CHud::Draw fix 2021-02-04 18:28:24 +01:00
IlDucci
ad87a6d185 And adding the missing GXT. 2021-02-04 16:59:39 +01:00
IlDucci
e653f4f7dd Adding missing "AUTO" string. 2021-02-04 16:59:19 +01:00
IlDucci
95208bc3dd GXT additions for the Gamepad Menu
- Spanish: restoring LCS's name of the Red Light District. Thanks to ForeverL for pointing it out.
 - Spanish: Adding strings for the new controller menu.
 - French, German, Italian: copypastingthe official strings from the old controller menu into the new one.
2021-02-04 16:56:47 +01:00
withmorten
263a766d8e revert Fix RW build 2021-02-04 01:40:45 +01:00
Sergeanur
61618389e1 Fix crash on changing anti aliasing 2021-02-04 01:52:57 +02:00
withmorten
e6d86bfab5 fix VC_PED_PORTS build 2021-02-03 23:37:10 +01:00
withmorten
f7959d5646 reduce warnings in msvc librw build 2021-02-03 23:26:19 +01:00
Sergeanur
e077a6bf28 Fix RW build 2021-02-03 22:21:16 +02:00
erorcun
c002dd6cba MP3 player fixes 2021-02-03 23:12:55 +03:00
withmorten
f2cd511d9c standalone windows links to premake 2021-02-03 20:55:06 +01:00
Sergeanur
3f8bf89e72 Merge pull request #851 from cirno-999/master
Updated Polish translation
2021-02-03 21:48:07 +02:00
Sergeanur
91c3bdfa15 Merge pull request #1019 from Sergeanur/ControllerMenu2
Controller menu
2021-02-03 21:43:25 +02:00
withmorten
bd368b29b1 and a space 2021-02-03 20:26:59 +01:00
withmorten
2e8429858e remove accidental comment from premake workflows 2021-02-03 20:24:37 +01:00
withmorten
862f83cc40 add gamefiles and dlls to premake workflows 2021-02-03 18:37:19 +01:00
withmorten
ac339f4724 Update README.md 2021-02-03 14:33:16 +01:00
Nikolay Korolev
aeccd8c166 Merge remote-tracking branch 'upstream/master' 2021-02-03 15:35:14 +03:00
Nikolay Korolev
f6326606b7 fix 2021-02-03 15:35:06 +03:00
erorcun
f541520040 Merge branch 'master' of https://github.com/gtamodding/re3 2021-02-03 15:12:24 +03:00
erorcun
7ff899bd22 OAL Loops, fixes 2021-02-03 15:10:27 +03:00
erorcun
f42f785c78 Merge pull request #1020 from erorcun/master
MusicManager fixes
2021-02-03 14:22:33 +03:00
erorcun
1667ffdd8f MusicManager fixes 2021-02-03 14:08:28 +03:00
Sergeanur
a7e11d134f Add undef 2021-02-03 02:53:54 +02:00
Sergeanur
adf07aab47 Fix compilation 2021-02-03 02:47:45 +02:00
Sergeanur
91612eb45a Controller menu 2021-02-03 02:41:12 +02:00
Sergeanur
b47a23ab79 Merge pull request #1001 from Sergeanur/animNames
Use original animation names from VCS
2021-02-03 02:14:48 +02:00
Sergeanur
e28188edd9 Merge pull request #1017 from IlDucci/master
[Master] Adding strings to re3's GXTs, recompiling GXT files
2021-02-03 02:14:35 +02:00
withmorten
b65f8a3fe2 no advanced script log when log level is 0 2021-02-02 11:35:16 +01:00
IlDucci
8d4c134f80 Adding strings to re3's GXT, recompiling GXT files
- Adding the Radio Off string (thank you!) to the Spanish translation.
 - Added translations for the new languages to the French/German/Italian translations (using WordReference, no automated translation) as well as the Radio Off string (taken from LCS's official translations and uppercased). It's a bandaid, I know.
 - Recompiled the GXT files. Russian will probably have differences, but since the last recompilation was rejected because of Russian, I've removed its binary version.
2021-02-01 11:54:31 +01:00
Sergeanur
4afa7b86ae Add radio off text 2021-01-31 23:44:30 +02:00
Filip Gawin
3d4791f291 Revert "First batch of fixes (CallAndMessage)"
This reverts commit 7a3b80a9b7.
2021-01-31 21:06:38 +01:00
Filip Gawin
7a3b80a9b7 First batch of fixes (CallAndMessage) 2021-01-31 20:44:39 +01:00
shfil
5de4e88d7a fix realloc 2021-01-31 15:00:36 +01:00
Adrian Graber
b60baf46f6 Only include sys/syscall.h when __linux__ is defined 2021-01-31 14:27:06 +01:00
Adrian Graber
d76b58cc72 Add unnamed semaphore define toggle for CdStreamPosix 2021-01-31 14:27:00 +01:00
withmorten
da378077f7 renderer fix from miami 2021-01-31 02:08:42 +01:00
erorcun
f61a91c97d Merge branch 'master' of https://github.com/GTAmodding/re3 2021-01-29 19:30:27 +03:00
erorcun
d52b917c54 Some regular fixes and UB fixes 2021-01-29 19:23:02 +03:00
withmorten
f7fc919d98 add NewRenderer ini read/write 2021-01-29 16:46:03 +01:00
erorcun
2e7405b76c CdStreamPosix fixes 2021-01-29 16:31:13 +03:00
shfil
3dfffdf351 Update build-cmake-conan.yml 2021-01-28 23:19:58 +01:00
shfil
1a7810efe1 Update CMakeLists.txt 2021-01-28 23:19:12 +01:00
shfil
6700c5fd46 Update README.md 2021-01-28 23:14:44 +01:00
shfil
f05cfe2627 Make it look a bit nicer 2021-01-28 23:14:27 +01:00
shfil
69cb133c57 Add direct links 2021-01-28 23:04:44 +01:00
Nikolay Korolev
7c38e2db24 fix 2021-01-28 23:23:49 +03:00
aap
64a4ed6db6 fixed uninitialized nearclip 2021-01-28 17:40:15 +01:00
aap
ebb615d080 fix some little UB 2021-01-28 15:30:32 +01:00
erorcun
2d0562412e Use previous naming & fix LineOfSightSectorList too 2021-01-28 03:49:50 +03:00
erorcun
a74f597d45 Merge pull request #996 from withmorten/vanilla
add Vanilla config to premake and premake CI
2021-01-28 02:44:34 +03:00
erorcun
2b269ff1c0 Fix some Collision NaN/inf's 2021-01-28 02:18:04 +03:00
erorcun
e9054f2980 Merge pull request #1004 from GaryOderNichts/fix1
Fix texture conversion box
2021-01-28 01:08:49 +03:00
GaryOderNichts
d2cf090ace Fix texture conversion box 2021-01-27 23:06:43 +01:00
erorcun
93ffe6123d Change joystick DB with latest offical one 2021-01-27 22:14:47 +03:00
erorcun
8846f50cb7 Attempt to fix input delays on GLFW 2021-01-27 18:26:48 +03:00
erorcun
843dd9b5e1 Clean up POSIX streaming code 2021-01-27 18:26:08 +03:00
Sergeanur
0f623c2354 Use original animation names from VCS 2021-01-26 19:35:40 +02:00
Sergeanur
f27e1ec818 Fix doubles in ZoneCull 2021-01-26 19:26:28 +02:00
Sergeanur
d3cd707db7 Merge pull request #923 from IlDucci/master
Minor typo fixes on GXT files and updates to the Spanish re3 strings.
2021-01-25 23:48:00 +02:00
IlDucci
7afb8ff679 Attempt to restore the old GXT files. GXTS MUST BE RECOMPILED.
Attempt to restore the old GXT files.
2021-01-25 22:45:09 +01:00
Sergeanur
b4e0c97469 Update OpenAL 2021-01-25 18:49:29 +02:00
erorcun
cb34060f00 Support pads without L2-R2, add comments 2021-01-25 16:48:41 +03:00
aap
4564f7aeea modelinfo fixes 2021-01-24 23:24:41 +01:00
shfil
1d3b4d1e9a Add cmake option for sanitizers 2021-01-24 21:34:53 +01:00
erorcun
5336620f5c Ped: car enter anim. fix 2021-01-24 20:05:43 +03:00
erorcun
a0bf47cfd2 Fix out of bound binding orders 2021-01-24 19:39:31 +03:00
withmorten
d7c00841d6 add Vanilla config to premake and premake CI 2021-01-24 17:06:50 +01:00
shfil
3e6bb267f3 Fix CCollision::DistToLine 2021-01-24 12:34:40 +01:00
withmorten
5183d7cf0f enable default resolution for vanilla defines 2021-01-23 23:18:05 +01:00
withmorten
db6b7b473d whitespace fix 2021-01-23 23:02:22 +01:00
Nikolay Korolev
6bdc0365ee another backport 2021-01-23 23:15:50 +03:00
Nikolay Korolev
921ca7712e use ARRAY_SIZE 2021-01-23 23:10:59 +03:00
Nikolay Korolev
35258b9b9c added some missing functions 2021-01-23 15:29:00 +03:00
withmorten
2650fa9a92 VANILLA_BUILD fixes 2021-01-23 02:17:28 +01:00
withmorten
6f4e2ab491 get rid of unsupported LIBRW in config.h 2021-01-22 22:47:29 +01:00
withmorten
5988c0e95a fix tabs in crossplatform 2021-01-22 22:01:00 +01:00
erorcun
fd461ca702 Merge branch 'master' of https://github.com/GTAmodding/re3 2021-01-22 23:59:19 +03:00
erorcun
0ea72af60c Peds reporting to phone changes for GTA3D 2021-01-22 23:58:57 +03:00
erorcun
6118ed89bb Merge pull request #978 from erorcun/master
No more resetting bindings for joypad, create .ini at the first start…
2021-01-22 23:54:32 +03:00
erorcun
226e3b83da No more resetting bindings for joypad, create .ini at the first start, joystick hotplug for Linux 2021-01-22 23:43:49 +03:00
withmorten
f6c846d27a fix 2021-01-22 21:27:18 +01:00
withmorten
3b4e79f073 small fix regarding codewarrior and AUDIO_MSS 2021-01-22 21:10:49 +01:00
withmorten
2e5898490c cw: remove extras folder 2021-01-22 20:44:11 +01:00
withmorten
d58f090198 fix RW33 build, undef ANISOTROPIC_FILTERING for vanilla build 2021-01-22 20:33:29 +01:00
Filip Gawin
e9adf8162b fix 2021-01-22 19:59:27 +01:00
Filip Gawin
a034661bc9 Merge branch 'master' of github.com:GTAmodding/re3 2021-01-22 19:55:07 +01:00
Filip Gawin
609cad506f Better output for validating size assert 2021-01-22 19:54:43 +01:00
withmorten
950a3e82c1 cw: fix linking order 2021-01-22 19:35:24 +01:00
aap
d77846bb16 Merge pull request #973 from withmorten/wantedlevel
m_nWantedLevel -> GetWantedLevel()
2021-01-22 10:34:01 +01:00
withmorten
497e0b801f m_nWantedLevel -> GetWantedLevel() 2021-01-22 00:19:44 +01:00
withmorten
a511d79bf0 free cam fixes 2021-01-21 23:21:03 +01:00
aap
69500eed56 how the hell did that happen? 2021-01-21 22:35:11 +01:00
aap
c67273e92a fixed anisotropic filtering; updated librw 2021-01-21 22:30:20 +01:00
withmorten
ef24783bff Merge pull request #968 from withmorten/cw
make building with Codewarrior 7 possible
2021-01-21 21:55:33 +01:00
withmorten
034df61f3c codewarrior: finishing touches 2021-01-21 19:42:51 +01:00
aap
3c221d9466 update librw 2021-01-21 10:19:43 +01:00
aap
6df52f06b6 enable screenshots for librw 2021-01-21 10:19:01 +01:00
withmorten
f2596b3759 Merge remote-tracking branch 'upstream/master' into cw 2021-01-21 03:20:31 +01:00
withmorten
ac0f759b27 make building with Codewarrior 7 possible 2021-01-21 03:18:15 +01:00
Nikolay Korolev
8e825fa629 fixed saving 2021-01-20 22:16:11 +03:00
Sergeanur
c54f5c4b4f Merge pull request #971 from Sergeanur/PoolFlags
Get rid of bitfields in CPool
2021-01-20 18:59:49 +02:00
Sergeanur
9b193a47a2 Merge pull request #966 from Sergeanur/matrix
Get rid of RwMatrix in CMatrix
2021-01-20 18:59:33 +02:00
aap
505438cd90 Merge branch 'master' of github.com:GTAmodding/re3 2021-01-19 21:33:17 +01:00
aap
bb66028e74 pc radar fix 2021-01-19 21:33:09 +01:00
Sergeanur
a9b8d30ce0 Get rid of bitfields in CPool 2021-01-19 21:32:55 +02:00
Sergeanur
e6ef164441 Get rid of VuVector 2021-01-19 18:38:10 +02:00
withmorten
25d3066eae fix RWLIBS build without GTA_PS2_STUFF 2021-01-19 12:05:38 +01:00
Nikolay Korolev
ef59c623fd Merge remote-tracking branch 'upstream/master' 2021-01-18 23:59:16 +03:00
Nikolay Korolev
8c1f4ba65d fix 2021-01-18 23:59:07 +03:00
Sergeanur
91093305d6 Get rid of RwMatrix in CMatrix 2021-01-18 21:06:59 +02:00
aap
7687ce84ed wrong ifdef 2021-01-18 20:03:24 +01:00
withmorten
da29203219 sync milessdk with re3mss 2021-01-17 22:15:49 +01:00
withmorten
a6faa0384b fix common.h d3d includes 2021-01-17 22:10:04 +01:00
erorcun
deaaf3d22f Migrate from old .ini to new .ini 2021-01-17 21:33:53 +01:00
erorcun
448e41ecaa Store all settings in .INI 2021-01-17 21:33:53 +01:00
erorcun
5a47379bf5 Includes overhaul, fix some compiler warnings 2021-01-17 21:32:54 +01:00
aap
357b67e3f5 vehicle fixes 2021-01-17 10:00:34 +01:00
Sergeanur
caa7d3177c Use of sized bool types for CFont 2021-01-16 16:05:27 +02:00
shfil
a06bd7f735 Fix typo 2021-01-14 18:02:28 +01:00
shfil
260591cc54 Update README.md 2021-01-14 18:00:22 +01:00
Nikolay Korolev
ad908f5dde fix 2021-01-14 00:16:55 +03:00
erorcun
a844cbbc3d hud ammo fix 2021-01-13 23:16:25 +03:00
erorcun
011a9cc775 Merge branch 'master' of https://github.com/GTAmodding/re3 2021-01-13 16:54:45 +03:00
erorcun
7f15e11b1b fix save loading, hopefully 2021-01-13 16:54:36 +03:00
withmorten
e8727cf4a1 remove scriptspath from premake 2021-01-13 14:34:58 +01:00
aap
6aab948be2 more renames 2021-01-13 13:41:24 +01:00
aap
083aa700e9 anim velocity union 2021-01-13 13:06:31 +01:00
aap
7c3e43aa2e rename m_vehEnterType -> m_vehDoor 2021-01-13 13:01:11 +01:00
erorcun
d88a3cf558 Merge branch 'master' of https://github.com/GTAmodding/re3 2021-01-13 14:49:15 +03:00
shfil
b9dc81d600 Update README.md 2021-01-13 12:22:55 +01:00
erorcun
57201187de Fix build without FIX_BUGS, divide to 0 fixes 2021-01-13 14:22:31 +03:00
Filip Gawin
4097c20bdd Make cmake files more generic 2021-01-13 12:15:22 +01:00
aap
fb1bd1a5bd fix !FREE_CAM build 2021-01-13 10:48:55 +01:00
erorcun
4837969e09 Update README.md 2021-01-13 05:05:19 +03:00
shfil
ef0b2291a0 Typo 2021-01-13 02:39:53 +01:00
shfil
29172e9ee2 Update README.md 2021-01-13 02:38:50 +01:00
shfil
66b8c870f4 Update README.md 2021-01-13 02:35:05 +01:00
withmorten
6103677914 more securom fixes 2021-01-13 00:28:07 +01:00
withmorten
005ddf26c1 Merge pull request #954 from withmorten/master
move stuff back into class; securom comments
2021-01-13 00:21:20 +01:00
withmorten
c210e1bae6 move stuff back into class; securom comments 2021-01-13 00:18:34 +01:00
shfil
4fe64d1b0d Fix 2021-01-12 23:46:11 +01:00
shfil
461e9fe5c2 Disable opus in conan file as default option 2021-01-12 23:41:11 +01:00
aap
ad1d0ffc5a Merge pull request #953 from withmorten/master
fix CreateInstance virtual overload order
2021-01-12 23:30:59 +01:00
withmorten
4a96c7c9f2 fix CreateInstance virtual overload order 2021-01-12 23:25:12 +01:00
Filip Gawin
3ae4c00562 Disable building on travis 2021-01-12 21:57:58 +01:00
Filip Gawin
13d5c5e7e6 A bit more of cleanup of CI 2021-01-12 21:57:58 +01:00
Filip Gawin
8929e55bff Shorten job name 2021-01-12 21:47:19 +01:00
Filip Gawin
11ecab3ca1 Disable opus for now (as default option) 2021-01-12 21:47:19 +01:00
aap
48ce6151f9 fix building with PED_SKIN 2021-01-12 18:55:21 +01:00
aap
fe1d82c9c3 Merge pull request #945 from withmorten/master
premake: add startrpoject; add lto option; fix copying of binary to gamedir; update premake5.exe
2021-01-12 10:29:19 +01:00
Sergeanur
be1e09aad4 Fix collective commands 2021-01-12 02:26:37 +02:00
Fire-Head
06fbbaa43f fix explosion jet 2021-01-11 21:12:11 +03:00
Nikolay Korolev
31dd135075 fuck 2021-01-11 20:53:03 +03:00
Nikolay Korolev
08e5c8e010 fixes 2021-01-11 17:22:07 +03:00
Anonymous Maarten
3519cbd3e5 conan: build re3 + librw with RelWithDebInfo build_type 2021-01-11 11:24:25 +01:00
Anonymous Maarten
6b8374f391 cmake: install files ready for copying in game folder 2021-01-11 11:24:25 +01:00
Anonymous Maarten
96e2ba19f8 cmake: add resource (settings windows icon) 2021-01-11 11:24:25 +01:00
Anonymous Maarten
a78e4a3366 conan: allow repeated executions of conan build 2021-01-11 11:24:25 +01:00
Anonymous Maarten
b375e20c75 cmake: opus is now optional + libsndfile only when using openal 2021-01-11 11:24:25 +01:00
Anonymous Maarten
d9f6a05b7e ci: build using github actions 2021-01-11 11:24:25 +01:00
Anonymous Maarten
64b585efa1 cmake: let cpack create nice binary package 2021-01-11 11:24:25 +01:00
Anonymous Maarten
54b88cdfbe Add conanfile 2021-01-11 11:24:25 +01:00
Anonymous Maarten
e9adfd8663 cmake: search for miles import library 2021-01-11 11:24:25 +01:00
Anonymous Maarten
8d0b4ede68 cmake: use openal/opusfile/mpg123/libsndfile correctly 2021-01-11 11:24:25 +01:00
Anonymous Maarten
9707eeb8cb audio: only use #pragma comment(lib, "xxx.lib") on MSVC 2021-01-11 11:24:25 +01:00
Anonymous Maarten
2f48d0c828 cmake: null audio is not possible + add cmake opus support 2021-01-11 11:24:25 +01:00
Anonymous Maarten
2ff9270279 cmake: make librw non-vendorable + rename Findmpg123 + create targets for dependencies 2021-01-11 11:24:25 +01:00
Anonymous Maarten
8a157eee0a audio: only use #pragma comment(lib, xxx.lib) on MSVC 2021-01-11 01:12:44 +01:00
erorcun
8aaa3c4884 Automobile: fix 2021-01-10 23:52:37 +01:00
withmorten
59825a5268 premake: add startrpoject; add lto option; fix copying of binary to gamedir; update premake5.exe 2021-01-10 20:55:40 +01:00
aap
cc2cebffb6 update librw 2021-01-10 18:43:11 +01:00
aap
4bb6740bf4 moved new renderer, fixed a bug 2021-01-09 18:22:02 +01:00
aap
9693184cea boat fix 2021-01-09 16:13:33 +01:00
aap
822f0bd40b cam sector fix 2021-01-09 12:11:52 +01:00
Fire-Head
02f6ed7da3 fix last commit, debugmenu options 2021-01-08 23:55:13 +03:00
Fire-Head
39a121351d Merge branch 'master' of https://github.com/GTAmodding/re3 2021-01-08 23:30:35 +03:00
Fire-Head
00d23c61d9 .ini for scaling, radar, sprites 2021-01-08 23:30:30 +03:00
Sergeanur
8eed6ae179 Use original names 2021-01-08 21:50:59 +02:00
Fire_Head
6e42c791cf Merge pull request #909 from Fire-Head/master
Sprite Scaling Option
2021-01-08 19:43:31 +03:00
Fire-Head
368d2f3279 bb .ini hello defines 2021-01-08 19:31:48 +03:00
Nikolay
c594d89dc5 Merge pull request #930 from Nick007J/master
PS2 combinations for our cheats
2021-01-08 18:52:37 +03:00
aap
223b49e3be little fixes 2021-01-08 13:51:50 +01:00
aap
ec61964bce unused var 2021-01-08 01:44:08 +01:00
Sergeanur
d8a04c9e43 Add MPG123_QUIET to mp3 files 2021-01-07 22:15:30 +02:00
Sergeanur
ef13866af6 Make opus available alongside other formats 2021-01-07 22:13:46 +02:00
Nikolay Korolev
168d3d7ddb PS2 combinations for our cheats 2021-01-07 19:30:12 +03:00
Nikolay Korolev
2173ceae95 missing changes 2021-01-07 18:36:02 +03:00
Nikolay Korolev
416a898943 minor refactoring 2021-01-07 16:33:42 +03:00
Sergeanur
02a28996f4 Cleanup and fixes for new decoders 2021-01-06 20:22:09 +02:00
Filip Gawin
36996af82b Fixes for CVbFile 2021-01-06 18:14:44 +01:00
Filip Gawin
145bd243e8 Small fixes for new wav decoder 2021-01-06 17:56:23 +01:00
Filip Gawin
4cb00d3801 Remove fastmath from premake's config 2021-01-06 17:22:05 +01:00
Fire-Head
148383ff53 upd 2021-01-06 18:56:13 +03:00
Sergeanur
493f6cb578 Implementing our own WAV decoder to replace SndFile 2021-01-06 15:46:59 +02:00
aap
a6409fb445 fix 2021-01-05 20:58:39 +01:00
Sergeanur
d94e8e8faf duh 2021-01-05 21:31:49 +02:00
Sergeanur
fd4c2172f5 Add support of PS2 audio streams to OpenAL 2021-01-05 21:23:27 +02:00
erorcun
2e734a4750 Automobile: more pointless fixes 2021-01-05 13:45:20 +03:00
aap
e6ef2f12de first version of new renderer 2021-01-05 11:12:48 +01:00
Fire-Head
11de714d9d remake 2021-01-05 04:17:18 +03:00
Sergeanur
042e21115e More audio fix 2021-01-05 00:50:51 +02:00
Sergeanur
63e9f6d826 Audio fixes 2021-01-05 00:32:03 +02:00
Sergeanur
150f5302b7 Handle stereo panning in OAL manually for streams 2021-01-04 22:48:43 +02:00
Sergeanur
047f9c49ec Fix CEntity::UpdateRwFrame 2021-01-04 22:28:44 +02:00
aap
0f43523a16 Merge pull request #925 from Cimmerian-Iter/master
Update backface culling blacklist with new object
2021-01-04 18:15:25 +01:00
Samilop Iter
8d782a1027 Update FileLoader.cpp 2021-01-04 18:07:39 +01:00
Samilop Iter
c2ff171364 Update FileLoader.cpp 2021-01-04 18:04:50 +01:00
erorcun
3b1400eaed Fixes from miami Entity/Physical proof-read 1 2021-01-04 16:28:30 +03:00
erorcun
2860f6e4a9 cfo fix 2021-01-04 16:03:54 +03:00
Filip Gawin
bbbfe65870 Port nerf of rain particles from miami 2021-01-04 00:16:32 +01:00
IlDucci
ab788a5316 Removing some minor extra spaces, tweaking the Spanish translation for re3 strings. 2021-01-03 21:06:43 +01:00
IlDucci
f1660d8e05 Revert "Fixing an original issue: removing unneeded white color codes in subtitles"
This reverts commit bb5d2c501c.
2021-01-03 21:00:38 +01:00
IlDucci
eac0d0c99a Revert "Restoring original English typos."
This reverts commit 52df1e65de.
2021-01-03 21:00:32 +01:00
IlDucci
52df1e65de Restoring original English typos. 2021-01-03 20:59:02 +01:00
IlDucci
bb5d2c501c Fixing an original issue: removing unneeded white color codes in subtitles
This is an original issue. It seems that certain cutscenes had a white color control code in their subtitles when
 - It's not needed for subtitles.
 - The ~w~ control code isn't pure white, but light gray, so those subtitles look different than the rest.

I've also fixed a couple of unwanted spaces found in French and German, and also tweaked one string in Spanish and added the translation for the new Waypoint string.
2021-01-03 20:59:02 +01:00
Nikolay Korolev
213a8eb905 fixed intro text line defaults 2021-01-03 18:59:03 +03:00
erorcun
ee05c7fe42 Frontend: disable windowed mode selector in game 2021-01-03 18:30:50 +03:00
erorcun
28ec412369 Ped: PlayerPed: sync with master 2021-01-03 18:29:09 +03:00
Sergeanur
941e70a701 Sync miami things 2021-01-03 16:44:21 +02:00
aap
0d05be4e31 slightly better variable name 2021-01-02 20:30:12 +01:00
aap
78fed0dfe7 "clarification" of handling code 2021-01-02 20:15:01 +01:00
erorcun
cdb65e9ced fix fix 2021-01-02 18:30:00 +03:00
erorcun
482ff4562f Vehicle: Automobile: fixes and style things 2021-01-02 18:27:11 +03:00
Sergeanur
38bca2332d Fix arg 2021-01-02 13:42:27 +02:00
Sergeanur
c587203ebe Pad2 fix 2021-01-02 13:28:10 +02:00
aap
716e322246 increase screen droplet splash dist 2021-01-01 23:33:25 +01:00
shfil
3a0d99d24c Merge pull request #914 from ShFil119/utf8
Encode files to UTF-8
2021-01-01 21:02:30 +01:00
Filip Gawin
d3b11c2b8c Encode files to UTF-8 2021-01-01 20:55:35 +01:00
shfil
e6914355dd Merge pull request #913 from ShFil119/oal_cache
Overhaul and enable cache for openal build
2021-01-01 17:39:11 +01:00
Filip Gawin
b3581bc0b4 Overhaul and enable cache for openal build 2021-01-01 16:43:26 +01:00
Sergeanur
c9a7fd9435 small CWorld fixes 2021-01-01 12:47:11 +02:00
Fire-Head
bc7161754f fix compiling 2020-12-31 18:10:08 +03:00
Fire-Head
7a360b1181 hud cleanup 2020-12-31 07:56:50 +03:00
Fire-Head
8fadca196b gxt key, default value 2020-12-29 22:16:52 +03:00
Fire-Head
30236a804d fix ini key 2020-12-29 21:01:36 +03:00
Fire-Head
24eb7c98f2 gxt changes 2020-12-29 20:58:15 +03:00
Fire_Head
89e2709304 Merge pull request #1 from GTAmodding/master
update
2020-12-29 20:51:37 +03:00
Fire-Head
7b9e58f7c6 master gxt 2020-12-29 20:50:29 +03:00
Fire-Head
737d41e184 Revert "fix gxt"
This reverts commit 97f83c9fb2.
2020-12-29 20:35:03 +03:00
Fire-Head
97f83c9fb2 fix gxt 2020-12-29 20:34:00 +03:00
Fire-Head
224e805fe4 Sprite Scaling option 2020-12-29 20:24:16 +03:00
Cirno
9e8faebcd6 Updated Polish TL. 2020-12-07 16:54:30 +01:00
Cirno
bc4d3a32eb Updated Polish translation 2020-11-29 13:11:58 +01:00
510 changed files with 132207 additions and 155548 deletions

24
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
View File

@@ -0,0 +1,24 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ''
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior.
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Version**
Tell us what version you're running. Find out using the debug menu (Ctrl-M, Debug -> Version Text)
If you send a screenshot just enable it beforehand.

13
.github/pull_request_template.md vendored Normal file
View File

@@ -0,0 +1,13 @@
As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries.
We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
We accept only these kinds of PRs;
- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
- Game, UI or UX bug fixes (if it's a fix to R* code, it should be behind FIX_BUGS)
- Platform-specific and/or unused code that's not been reversed yet
- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
- A new cross-platform skeleton/compatibility layer, or improvements to them
- Translation fixes, for languages R* supported/outsourced
- Code that increase maintainability

View File

@@ -1,4 +1,4 @@
name: reVC conan+cmake
name: re3 conan+cmake
on:
pull_request:
push:
@@ -23,11 +23,11 @@ jobs:
# - os: 'windows-latest'
# platform: 'd3d9'
# audio: 'miles'
- os: 'ubuntu-latest'
- os: 'ubuntu-18.04'
platform: 'gl3'
gl3_gfxlib: 'glfw'
audio: 'openal'
# - os: 'ubuntu-latest'
# - os: 'ubuntu-18.04'
# platform: 'gl3'
# gl3_gfxlib: 'sdl2'
# audio: 'openal'
@@ -63,8 +63,9 @@ jobs:
python -m pip install conan
conan config init
conan config set log.print_run_commands=True
conan remote add bincrafters https://api.bintray.com/conan/bincrafters/public-conan
conan remote add madebr_ps2dev https://api.bintray.com/conan/madebr/ps2dev
conan config set general.revisions_enabled=1
conan remote add bincrafters https://bincrafters.jfrog.io/artifactory/api/conan/public-conan
# conan remote add madebr_ps2dev https://api.bintray.com/conan/madebr/ps2dev
- name: "Add os=playstation2 + gcc.version=3.2 to .conan/settings.yml"
shell: python
run: |
@@ -85,7 +86,7 @@ jobs:
fi
- name: "Export Playstation 2 CMake toolchain conan recipe"
run: |
conan export vendor/librw/cmake/ps2toolchain ps2dev-cmaketoolchain/master@
conan export vendor/librw/cmake/ps2/cmaketoolchain ps2dev-cmaketoolchain/master@
- name: "Export librw conan recipe"
run: |
conan export vendor/librw librw/master@
@@ -95,13 +96,13 @@ jobs:
conan export re3mss miles-sdk/master@
- name: "Download/build dependencies (conan install)"
run: |
conan install ${{ github.workspace }} reVC/master@ -if build -o reVC:audio=${{ matrix.audio }} -o librw:platform=${{ matrix.platform }} -o librw:gl3_gfxlib=${{ matrix.gl3_gfxlib || 'glfw' }} --build missing -pr:h ./host_profile -pr:b default -s reVC:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
conan install ${{ github.workspace }} re3/master@ -if build -o re3:audio=${{ matrix.audio }} -o librw:platform=${{ matrix.platform }} -o librw:gl3_gfxlib=${{ matrix.gl3_gfxlib || 'glfw' }} --build missing -pr:h ./host_profile -pr:b default -s re3:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
env:
CONAN_SYSREQUIRES_MODE: enabled
- name: "Build reVC (conan build)"
- name: "Build re3 (conan build)"
run: |
conan build ${{ github.workspace }} -if build -bf build -pf package
- name: "Package reVC (conan package)"
- name: "Package re3 (conan package)"
run: |
conan package ${{ github.workspace }} -if build -bf build -pf package
- name: "Create binary package (cpack)"
@@ -112,5 +113,5 @@ jobs:
uses: actions/upload-artifact@v2
with:
name: "${{ matrix.os }}-${{ matrix.platform }}"
path: build/*.tar.xz
path: build/*.zip
if-no-files-found: error

28
.github/workflows/build-switch.yml vendored Normal file
View File

@@ -0,0 +1,28 @@
name: re3 cmake devkitA64 (Nintendo Switch)
on:
pull_request:
push:
release:
types: published
jobs:
build-nintendo-switch:
runs-on: ubuntu-latest
container: devkitpro/devkita64:latest
steps:
- uses: actions/checkout@v2
with:
submodules: 'true'
- name: "Build files"
run: |
/opt/devkitpro/portlibs/switch/bin/aarch64-none-elf-cmake -S. -Bbuild -DRE3_AUDIO=OAL -DLIBRW_PLATFORM=GL3 -DLIBRW_GL3_GFXLIB=GLFW -DRE3_WITH_OPUS=False -DRE3_VENDORED_LIBRW=True -DRE3_INSTALL=True
cmake --build build --parallel
- name: "Create binary package (cpack)"
working-directory: ./build
run: |
cpack
- name: "Archive binary package (github artifacts)"
uses: actions/upload-artifact@v2
with:
name: "switch-gl3"
path: build/*.zip
if-no-files-found: error

View File

@@ -1,4 +1,4 @@
name: reVC premake amd64
name: re3 premake amd64
on:
pull_request:
@@ -6,13 +6,9 @@ on:
release:
types: published
env:
GLEW_VER: "2.1.0"
GLFW_VER: "3.3.2"
GLEW_BASE: "glew-2.1.0"
GLFW_BASE: "glfw-3.3.2.bin.WIN64"
GLEW_FILE: "glew-2.1.0-win32.zip"
GLFW_FILE: "glfw-3.3.2.bin.WIN64.zip"
GLEW_URL: "https://github.com/nigels-com/glew/releases/download/glew-2.1.0/glew-2.1.0-win32.zip"
GLFW_URL: "https://github.com/glfw/glfw/releases/download/3.3.2/glfw-3.3.2.bin.WIN64.zip"
jobs:
build:
@@ -20,18 +16,13 @@ jobs:
strategy:
matrix:
platform: [win-amd64-librw_d3d9-oal, win-amd64-librw_gl3_glfw-oal]
buildtype: [Debug, Release, Vanilla]
buildtype: [Debug, Release]
steps:
- name: Add msbuild to PATH
uses: microsoft/setup-msbuild@v1.0.2
- uses: actions/checkout@v2
with:
submodules: 'true'
- if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
name: Download glew
uses: carlosperate/download-file-action@v1.0.3
with:
file-url: ${{env.GLEW_URL}}
- if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
name: Download glfw
uses: carlosperate/download-file-action@v1.0.3
@@ -40,21 +31,20 @@ jobs:
- if: ${{ matrix.platform }} == "win-amd64-librw_gl3_glfw-mss"
name: Unpack archives
run: |
7z x ${{env.GLEW_FILE}}
7z x ${{env.GLFW_FILE}}
- name: Configure build
run: |
./premake5 vs2019 --with-librw --glewdir=${{env.GLEW_BASE}} --glfwdir64=${{env.GLFW_BASE}}
./premake5 vs2019 --with-librw --no-full-paths --glfwdir64=${{env.GLFW_BASE}}
- name: Build
run: |
msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
msbuild -m build/re3.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
# - name: Pack artifacts
# run: |
# 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
# 7z a re3_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
- name: Move binaries to gamefiles
run: |
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/re3.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/re3.pdb ./gamefiles/
- name: Move dynamic dependencies to gamefiles
run: |
mv ./vendor/mpg123/dist/Win64/libmpg123-0.dll ./gamefiles/
@@ -62,12 +52,12 @@ jobs:
- name: Upload artifact to actions
uses: actions/upload-artifact@v2
with:
name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
name: re3_${{matrix.buildtype}}_${{matrix.platform}}
path: ./gamefiles/*
# - name: Upload artifact to Bintray
# uses: hpcsc/upload-bintray-docker-action@v1
# with:
# repository: reVC
# repository: re3
# package: ${{matrix.buildtype}}_${{matrix.platform}}
# version: 1.0-$(echo ${GITHUB_SHA}
# sourcePath: ./bin/${{matrix.platform}}/${{matrix.buildtype}}

View File

@@ -1,4 +1,4 @@
name: reVC premake x86
name: re3 premake x86
on:
pull_request:
@@ -6,13 +6,9 @@ on:
release:
types: published
env:
GLEW_VER: "2.1.0"
GLFW_VER: "3.3.2"
GLEW_BASE: "glew-2.1.0"
GLFW_BASE: "glfw-3.3.2.bin.WIN32"
GLEW_FILE: "glew-2.1.0-win32.zip"
GLFW_FILE: "glfw-3.3.2.bin.WIN32.zip"
GLEW_URL: "https://github.com/nigels-com/glew/releases/download/glew-2.1.0/glew-2.1.0-win32.zip"
GLFW_URL: "https://github.com/glfw/glfw/releases/download/3.3.2/glfw-3.3.2.bin.WIN32.zip"
jobs:
build:
@@ -27,11 +23,6 @@ jobs:
- uses: actions/checkout@v2
with:
submodules: 'true'
- if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
name: Download glew
uses: carlosperate/download-file-action@v1.0.3
with:
file-url: ${{env.GLEW_URL}}
- if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
name: Download glfw
uses: carlosperate/download-file-action@v1.0.3
@@ -40,21 +31,20 @@ jobs:
- if: ${{ matrix.platform }} == "win-x86-librw_gl3_glfw-mss"
name: Unpack archives
run: |
7z x ${{env.GLEW_FILE}}
7z x ${{env.GLFW_FILE}}
- name: Configure build
run: |
./premake5 vs2019 --with-librw --glewdir=${{env.GLEW_BASE}} --glfwdir32=${{env.GLFW_BASE}}
./premake5 vs2019 --with-librw --no-full-paths --glfwdir32=${{env.GLFW_BASE}}
- name: Build
run: |
msbuild -m build/reVC.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
msbuild -m build/re3.sln /property:Configuration=${{matrix.buildtype}} /property:Platform=${{matrix.platform}}
# - name: Pack artifacts
# run: |
# 7z a reVC_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
# 7z a re3_${{matrix.buildtype}}_${{matrix.platform}}.zip ./bin/${{matrix.platform}}/${{matrix.buildtype}}/*
- name: Move binaries to gamefiles
run: |
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/reVC.pdb ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/re3.exe ./gamefiles/
mv ./bin/${{matrix.platform}}/${{matrix.buildtype}}/re3.pdb ./gamefiles/
- if: contains(matrix.platform, 'oal')
name: Move dynamic dependencies to gamefiles
run: |
@@ -63,12 +53,12 @@ jobs:
- name: Upload artifact to actions
uses: actions/upload-artifact@v2
with:
name: reVC_${{matrix.buildtype}}_${{matrix.platform}}
name: re3_${{matrix.buildtype}}_${{matrix.platform}}
path: ./gamefiles/*
# - name: Upload artifact to Bintray
# uses: hpcsc/upload-bintray-docker-action@v1
# with:
# repository: reVC
# repository: re3
# package: ${{matrix.buildtype}}_${{matrix.platform}}
# version: 1.0-$(echo ${GITHUB_SHA}
# sourcePath: ./bin/${{matrix.platform}}/${{matrix.buildtype}}

3
.gitignore vendored
View File

@@ -355,7 +355,8 @@ vendor/glfw-3.3.2.bin.WIN64/
sdk/
codewarrior/reVC_Data/
codewarrior/re3.mcp
codewarrior/re3_Data/
codewarrior/Release/
codewarrior/Debug/

View File

@@ -26,6 +26,24 @@
"compilerArgs": ["-ggdb"],
"cStandard": "gnu11",
"cppStandard": "gnu++14"
},
{
"name": "devkitPro aarch64 (Nintendo Switch)",
"compilerPath": "${env:DEVKITPRO}/devkitA64/bin/aarch64-none-elf-g++",
"includePath": [
"${default}",
"${env:DEVKITPRO}/portlibs/switch/include",
"${env:DEVKITPRO}/libnx/include"
],
"intelliSenseMode": "gcc-arm64",
"cStandard": "gnu11",
"cppStandard": "gnu++11",
"defines": [
"__SWITCH__",
"LIBRW",
"RW_GL3",
"AUDIO_OAL"
]
}
],
"version": 4

4
.vscode/launch.json vendored
View File

@@ -3,7 +3,7 @@
{
"MIMode": "gdb",
"args": [],
"cwd": "${workspaceFolder}",
"cwd": "${workspaceFolder}/bin/linux-amd64-librw_gl3_glfw-oal/Debug",
"environment": [],
"externalConsole": false,
"name": "(gdb) Launch (Linux Debug)",
@@ -24,7 +24,7 @@
{
"MIMode": "gdb",
"args": [],
"cwd": "${workspaceFolder}",
"cwd": "${workspaceFolder}/bin/linux-amd64-librw_gl3_glfw-oal/Release",
"environment": [],
"externalConsole": false,
"name": "(gdb) Launch (Linux Release)",

12
.vscode/settings.json vendored
View File

@@ -2,8 +2,13 @@
"C_Cpp.default.cStandard": "gnu11",
"C_Cpp.default.cppStandard": "gnu++14",
"C_Cpp.default.includePath": [
"src",
"src/animation",
"src/audio",
"src/audio/eax",
"src/audio/oal",
"src/buildings",
"src/collision",
"src/control",
"src/core",
"src/entities",
@@ -13,10 +18,11 @@
"src/modelinfo",
"src/objects",
"src/peds",
"src/render",
"src/renderer",
"src/rw",
"src/save",
"src/skel",
"src/save/",
"src/skel/",
"src/skel/glfw",
"src/text",
"src/vehicles",
"src/weapons",

View File

@@ -1,15 +1,26 @@
cmake_minimum_required(VERSION 3.8)
cmake_minimum_required(VERSION 3.14)
set(EXECUTABLE reVC)
set(PROJECT REVC)
set(EXECUTABLE re3)
set(PROJECT RE3)
project(${EXECUTABLE} C CXX)
set(${PROJECT}_AUTHOR "${PROJECT} Team")
list(APPEND CMAKE_MODULE_PATH "${PROJECT_SOURCE_DIR}/cmake")
include(GetGitRevisionDescription)
get_git_head_revision(GIT_REFSPEC GIT_SHA1 "ALLOW_LOOKING_ABOVE_CMAKE_SOURCE_DIR")
message(STATUS "Building ${CMAKE_PROJECT_NAME} GIT SHA1: ${GIT_SHA1}")
if(NINTENDO_SWITCH)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_LIST_DIR}/cmake/nx")
include(NXFunctions)
endif()
if(NOT COMMAND re3_platform_target)
function(re3_platform_target)
endfunction()
endif()
if(WIN32)
set(${PROJECT}_AUDIOS "OAL" "MSS")
else()
@@ -18,6 +29,7 @@ endif()
set(${PROJECT}_AUDIO "OAL" CACHE STRING "Audio")
option(${PROJECT}_INSTALL "Enable installation of ${EXECUTABLE} + gamefiles" OFF)
option(${PROJECT}_WITH_OPUS "Build ${EXECUTABLE} with opus support" OFF)
option(${PROJECT}_WITH_LIBSNDFILE "Build ${EXECUTABLE} with libsndfile (instead of internal decoder)" OFF)
@@ -66,6 +78,8 @@ if(${PROJECT}_INSTALL)
set(os "-apple")
elseif(UNIX)
set(os "-linux")
elseif(NINTENDO_SWITCH)
set(os "-switch")
else()
set(compiler "-UNK")
message(WARNING "Unknown os. Created cpack package will be wrong. (override using cpack -P)")
@@ -81,6 +95,6 @@ if(${PROJECT}_INSTALL)
set(CPACK_PACKAGE_INSTALL_DIRECTORY "${CPACK_PACKAGE_NAME}")
set(CPACK_SOURCE_PACKAGE_FILE_NAME "${CPACK_PACKAGE_NAME}")
set(CPACK_PACKAGE_FILE_NAME "${CPACK_PACKAGE_NAME}")
set(CPACK_GENERATOR "TXZ")
set(CPACK_GENERATOR "ZIP")
include(CPack)
endif()

101
README.md
View File

@@ -1,36 +1,46 @@
<img src="https://github.com/GTAmodding/re3/blob/miami/logo.png?raw=true" alt="reVC logo" width="200">
<img src="https://github.com/hezkore/re3/blob/master/res/images/logo_1024.png?raw=true" alt="re3 logo" width="200">
[![Build Status](https://img.shields.io/endpoint.svg?url=https%3A%2F%2Factions-badge.atrox.dev%2FGTAmodding%2Fre3%2Fbadge%3Fref%3Dmiami&style=flat)](https://actions-badge.atrox.dev/GTAmodding/re3/goto?ref=miami)
<a href="https://discord.gg/ERYg58ttcE"><img src="https://img.shields.io/badge/discord-join-7289DA.svg?logo=discord&longCache=true&style=flat" /></a>
## About this fork of re3
This fork fixes some issues I've had with the original re3.\
They're currently only applied to GTA 3.
* The camera now has the same vertical and horizontal speed.
* The mouse is generally slower, letting you adjust the mouse sensitivity at a finer-granularity level.
* Particles are no longer affected by framerate.\
_(via a dirty fixed rate hack)_
## Intro
In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/GTAmodding/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch).
In this repository you'll find the fully reversed source code for GTA III ([master](https://github.com/hezkore/re3/tree/master/) branch) and GTA VC ([miami](https://github.com/GTAmodding/re3/tree/miami/) branch).
It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\
It has been tested and works on Windows, Linux, MacOS and FreeBSD, on x86, amd64, arm and arm64.\
Rendering is handled either by original RenderWare (D3D8)
or the reimplementation [librw](https://github.com/aap/librw) (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).\
Audio is done with MSS (using dlls from original GTA) or OpenAL.
The project has also been ported to the [Nintendo Switch](https://github.com/AGraber/re3-nx/),
[Playstation Vita](https://github.com/Rinnegatamante/re3) and
[Nintendo Wii U](https://github.com/GaryOderNichts/re3-wiiu/).
We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
## How can I try it?
## Installation
- reVC requires game assets to work, so you **must** own [a copy of GTA Vice City](https://store.steampowered.com/app/12110/Grand_Theft_Auto_Vice_City/).
- Build reVC or download the latest nightly build:
- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_x86/miami/reVC_Release_win-x86-librw_d3d9-mss.zip)
- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_d3d9-oal.zip)
- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/reVC_msvc_amd64/miami/reVC_Release_win-amd64-librw_gl3_glfw-oal.zip)
- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/ubuntu-latest-gl3.zip)
- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/miami/macos-latest-gl3.zip)
- Extract the downloaded zip over your GTA VC directory and run reVC. The zip includes the gamefiles and in case of OpenAL the required dlls.
- re3 requires PC game assets to work, so you **must** own [a copy of GTA III](https://store.steampowered.com/app/12100/Grand_Theft_Auto_III/).
- Build re3 or download the latest build:
- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip)
- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_d3d9-oal.zip)
- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip)
- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-18.04-gl3.zip)
- [MacOS 64bit x86-64](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip)
- Extract the downloaded zip over your GTA 3 directory and run re3. The zip includes the binary, updated and additional gamefiles and in case of OpenAL the required dlls.
## Screenshots
![screen_ 1613087332](https://user-images.githubusercontent.com/1521437/107714111-f84f3200-6ccc-11eb-902e-d757481d579a.png)
![screen_ 1613086852](https://user-images.githubusercontent.com/1521437/107714115-fa18f580-6ccc-11eb-9de5-eb4cd04865d3.png)
![screen_ 1613086989](https://user-images.githubusercontent.com/1521437/107714103-f38a7e00-6ccc-11eb-88a3-c8c2033c51d6.png)
![screen_ 1613087193](https://user-images.githubusercontent.com/1521437/107714106-f4bbab00-6ccc-11eb-96a9-13821d9b9684.png)
![re3 2021-02-11 22-57-03-23](https://user-images.githubusercontent.com/1521437/107704085-fbdabd00-6cbc-11eb-8406-8951a80ccb16.png)
![re3 2021-02-11 22-43-44-98](https://user-images.githubusercontent.com/1521437/107703339-cbdeea00-6cbb-11eb-8f0b-07daa105d470.png)
![re3 2021-02-11 22-46-33-76](https://user-images.githubusercontent.com/1521437/107703343-cd101700-6cbb-11eb-9ccd-012cb90524b7.png)
![re3 2021-02-11 22-50-29-54](https://user-images.githubusercontent.com/1521437/107703348-d00b0780-6cbb-11eb-8afd-054249c2b95e.png)
## Improvements
@@ -40,22 +50,25 @@ Some of them can be toggled at runtime, some cannot.
* Fixed a lot of smaller and bigger bugs
* User files (saves and settings) stored in GTA root directory
* Settings stored in reVC.ini file instead of gta_vc.set
* Settings stored in re3.ini file instead of gta3.set
* Debug menu to do and change various things (Ctrl-M to open)
* Debug camera (Ctrl-B to toggle)
* Rotatable camera
* Xinput controller support (Windows)
* XInput controller support (Windows)
* No loading screens between islands ("map memory usage" in menu)
* Skinned ped support (models from Xbox or Mobile)
* Rendering
* Widescreen support (properly scaled HUD, Menu and FOV)
* PS2 MatFX (vehicle reflections)
* PS2 alpha test (better rendering of transparency)
* PS2 particles
* Xbox vehicle rendering
* Xbox world lightmap rendering (needs Xbox map)
* Xbox ped rim light
* Xbox screen rain droplets
* More customizable colourfilter
* Menu
* Map
* More options
* Controller configuration menu
* ...
@@ -68,16 +81,19 @@ The following things would be nice to have/do:
* Fix physics for high FPS
* Improve performance on lower end devices, especially the OpenGL layer on the Raspberry Pi (if you have experience with this, please get in touch)
* Compare code with PS2 code (tedious, no good decompiler)
* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
* Xbox port (not quite as important)
* reverse remaining unused/debug functions
* compare Codewarrior build with original binary for more accurate code (very tedious)
* compare CodeWarrior build with original binary for more accurate code (very tedious)
## Modding
Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.
Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will *not* work.
CLEO scripts work with [CLEO Redux](https://github.com/cleolibrary/CLEO-Redux).
Mods that make changes to the code (dll/asi, limit adjusters) will *not* work.
Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix),
others can easily be achieved (increasing limis, see `config.h`),
others will simply have to be rewritten and integrated into the code directly.
@@ -85,9 +101,9 @@ Sorry for the inconvenience.
## Building from Source
When using premake, you may want to point GTA_VC_RE_DIR environment variable to GTA Vice City root folder if you want the executable to be moved there via post-build script.
When using premake, you may want to point GTA_III_RE_DIR environment variable to GTA3 root folder if you want the executable to be moved there via post-build script.
Clone the repository with `git clone --recursive -b miami https://github.com/GTAmodding/re3.git reVC`. Then `cd reVC` into the cloned repository.
Clone the repository with `git clone --recursive https://github.com/GTAmodding/re3.git`. Then `cd re3` into the cloned repository.
<details><summary>Linux Premake</summary>
@@ -102,11 +118,17 @@ Install python and conan, and then run build.
conan export vendor/librw librw/master@
mkdir build
cd build
conan install .. reVC/master@ -if build -o reVC:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s reVC:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
conan install .. re3/master@ -if build -o re3:audio=openal -o librw:platform=gl3 -o librw:gl3_gfxlib=glfw --build missing -s re3:build_type=RelWithDebInfo -s librw:build_type=RelWithDebInfo
conan build .. -if build -bf build -pf package
```
</details>
<details><summary>MacOS Premake</summary>
For MacOS using premake, proceed: [Building on MacOS](https://github.com/GTAmodding/re3/wiki/Building-on-MacOS)
</details>
<details><summary>FreeBSD</summary>
For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTAmodding/re3/wiki/Building-on-FreeBSD)
@@ -117,22 +139,36 @@ For FreeBSD using premake, proceed: [Building on FreeBSD](https://github.com/GTA
Assuming you have Visual Studio 2015/2017/2019:
- Run one of the `premake-vsXXXX.cmd` variants on root folder.
- Open build/reVC.sln with Visual Studio and compile the solution.
- Open build/re3.sln with Visual Studio and compile the solution.
Microsoft recently discontinued its downloads of the DX9 SDK. You can download an archived version here: https://archive.org/details/dxsdk_jun10
**If you choose OpenAL on Windows** You must read [Running OpenAL build on Windows](https://github.com/GTAmodding/re3/wiki/Running-OpenAL-build-on-Windows).
</details>
> :information_source: premake has an `--lto` option if you want the project to be compiled with Link Time Optimization.
> :information_source: premake has an `--with-lto` option if you want the project to be compiled with Link Time Optimization.
> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/miami/src/core/config.h), you may want to take a look there.
> :information_source: There are various settings in [config.h](https://github.com/GTAmodding/re3/tree/master/src/core/config.h), you may want to take a look there.
> :information_source: reVC uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
> :information_source: re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
If you feel the need, you can also use Codewarrior 7 to compile reVC using the supplied codewarrior/reVC.mcp project - this requires the original RW34 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
If you feel the need, you can also use CodeWarrior 7 to compile re3 using the supplied codewarrior/re3.mcp project - this requires the original RW33 libraries, and the DX8 SDK. The build is unstable compared to the MSVC builds though, and is mostly meant to serve as a reference.
## Contributing
As long as it's not linux/cross-platform skeleton/compatibility layer, all of the code on the repo that's not behind a preprocessor condition(like FIX_BUGS) are **completely** reversed code from original binaries.
We **don't** accept custom codes, as long as it's not wrapped via preprocessor conditions, or it's linux/cross-platform skeleton/compatibility layer.
We accept only these kinds of PRs;
- A new feature that exists in at least one of the GTAs (if it wasn't in III/VC then it doesn't have to be decompilation)
- Game, UI or UX bug fixes (if it's a fix to original code, it should be behind FIX_BUGS)
- Platform-specific and/or unused code that's not been reversed yet
- Makes reversed code more understandable/accurate, as in "which code would produce this assembly".
- A new cross-platform skeleton/compatibility layer, or improvements to them
- Translation fixes, for languages original game supported
- Code that increase maintainability
We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
Do not use features from C++11 or later.
@@ -150,7 +186,8 @@ After a bit of work the project lay dormant for about a year
and was picked up again and pushed to github in May 2019.
At the time I (aap) had reversed around 10k lines of code and estimated
the final game to have around 200-250k.
Others quickly joined the effort and we made very quick progress
Others quickly joined the effort (Fire_Head, shfil, erorcun and Nick007J
in time order, and Serge a bit later) and we made very quick progress
throughout the summer of 2019
after which the pace slowed down a bit.

27
autoconf/LICENSE.txt Normal file
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@@ -0,0 +1,27 @@
Copyright (c) 2016 Blizzard Entertainment and individual contributors.
All rights reserved.
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
3. Neither the name of Premake nor the names of its contributors may be
used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

305
autoconf/api.lua Normal file
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@@ -0,0 +1,305 @@
---
-- Autoconfiguration.
-- Copyright (c) 2016 Blizzard Entertainment
-- Enhanced by re3
---
local p = premake
local autoconf = p.modules.autoconf
autoconf.cache = {}
autoconf.parameters = ""
---
-- register autoconfigure api.
---
p.api.register {
name = "autoconfigure",
scope = "config",
kind = "table"
}
---
-- Check for a particular include file.
--
-- @cfg : Current config.
-- @variable : The variable to store the result, such as 'HAVE_STDINT_H'.
-- @filename : The header file to check for.
---
function check_include(cfg, variable, filename)
local res = autoconf.cache_compile(cfg, variable, function ()
p.outln('#include <' .. filename .. '>')
p.outln('int main(void) { return 0; }')
end)
if res.value then
autoconf.set_value(cfg, variable, 1)
end
end
---
-- Check for size of a particular type.
--
-- @cfg : Current config.
-- @variable : The variable to use, such as 'SIZEOF_SIZE_T', this method will also add "'HAVE_' .. variable".
-- @type : The type to check.
-- @headers : An optional array of header files to include.
-- @defines : An optional array of defines to define.
---
function check_type_size(cfg, variable, type, headers, defines)
check_include(cfg, 'HAVE_SYS_TYPES_H', 'sys/types.h')
check_include(cfg, 'HAVE_STDINT_H', 'stdint.h')
check_include(cfg, 'HAVE_STDDEF_H', 'stddef.h')
local res = autoconf.cache_compile(cfg, variable .. cfg.platform,
function ()
if cfg.autoconf['HAVE_SYS_TYPES_H'] then
p.outln('#include <sys/types.h>')
end
if cfg.autoconf['HAVE_STDINT_H'] then
p.outln('#include <stdint.h>')
end
if cfg.autoconf['HAVE_STDDEF_H'] then
p.outln('#include <stddef.h>')
end
autoconf.include_defines(defines)
autoconf.include_headers(headers)
p.outln("")
p.outln("#define SIZE (sizeof(" .. type .. "))")
p.outln("char info_size[] = {'I', 'N', 'F', 'O', ':', 's','i','z','e','[',")
p.outln(" ('0' + ((SIZE / 10000)%10)),")
p.outln(" ('0' + ((SIZE / 1000)%10)),")
p.outln(" ('0' + ((SIZE / 100)%10)),")
p.outln(" ('0' + ((SIZE / 10)%10)),")
p.outln(" ('0' + (SIZE %10)),")
p.outln(" ']', '\\0'};")
p.outln("")
p.outln("int main(int argc, char *argv[]) {")
p.outln(" int require = 0;")
p.outln(" require += info_size[argc];")
p.outln(" (void)argv;")
p.outln(" return require;")
p.outln("}")
end,
function (e)
-- if the compile step succeeded, we should have a binary with 'INFO:size[*****]'
-- somewhere in there.
local content = io.readfile(e.binary)
if content then
local size = string.find(content, 'INFO:size')
if size then
e.size = tonumber(string.sub(content, size+10, size+14))
end
end
end
)
if res.size then
autoconf.set_value(cfg, 'HAVE_' .. variable, 1)
autoconf.set_value(cfg, variable, res.size)
end
end
---
-- Check if the given struct or class has the specified member variable
--
-- @cfg : current config.
-- @variable : variable to store the result.
-- @type : the name of the struct or class you are interested in
-- @member : the member which existence you want to check
-- @headers : an optional array of header files to include.
-- @defines : An optional array of defines to define.
---
function check_struct_has_member(cfg, variable, type, member, headers, defines)
local res = autoconf.cache_compile(cfg, variable, function ()
autoconf.include_defines(defines)
autoconf.include_headers(headers)
p.outln('int main(void) {')
p.outln(' (void)sizeof(((' .. type .. '*)0)->' .. member ..');')
p.outln(' return 0;')
p.outln('}')
end)
if res.value then
autoconf.set_value(cfg, variable, 1)
end
end
---
-- Check if a symbol exists as a function, variable, or macro
--
-- @cfg : current config.
-- @variable : variable to store the result.
-- @symbol : The symbol to check for.
-- @headers : an optional array of header files to include.
-- @defines : An optional array of defines to define.
---
function check_symbol_exists(cfg, variable, symbol, headers, defines)
local h = headers
local res = autoconf.cache_compile(cfg, variable, function ()
autoconf.include_defines(defines)
autoconf.include_headers(headers)
p.outln('int main(int argc, char** argv) {')
p.outln(' (void)argv;')
p.outln('#ifndef ' .. symbol)
p.outln(' return ((int*)(&' .. symbol .. '))[argc];')
p.outln('#else')
p.outln(' (void)argc;')
p.outln(' return 0;')
p.outln('#endif')
p.outln('}')
end)
if res.value then
autoconf.set_value(cfg, variable, 1)
end
end
---
-- try compiling a piece of c/c++
---
function autoconf.try_compile(cfg, cpp)
local ts = autoconf.toolset(cfg)
if ts then
return ts.try_compile(cfg, cpp, autoconf.parameters)
else
p.warnOnce('autoconf', 'no toolset found, autoconf always failing.')
end
end
function autoconf.cache_compile(cfg, entry, func, post)
if not autoconf.cache[entry] then
local cpp = p.capture(func)
local res = autoconf.try_compile(cfg, cpp)
if res then
local e = { binary = res, value = true }
if post then
post(e)
end
autoconf.cache[entry] = e
else
autoconf.cache[entry] = { }
end
end
return autoconf.cache[entry]
end
---
-- get the current configured toolset, or the default.
---
function autoconf.toolset(cfg)
local ts = p.config.toolset(cfg)
if not ts then
local tools = {
-- Actually we always return nil on msc. see msc.lua
['vs2010'] = p.tools.msc,
['vs2012'] = p.tools.msc,
['vs2013'] = p.tools.msc,
['vs2015'] = p.tools.msc,
['vs2017'] = p.tools.msc,
['vs2019'] = p.tools.msc,
['gmake'] = premake.tools.gcc,
['gmake2'] = premake.tools.gcc,
['codelite'] = premake.tools.gcc,
['xcode4'] = premake.tools.clang,
}
ts = tools[_ACTION]
end
return ts
end
---
-- store the value of the variable in the configuration
---
function autoconf.set_value(cfg, variable, value)
cfg.autoconf[variable] = value
end
---
-- write the cfg.autoconf table to the file
---
function autoconf.writefile(cfg, filename)
if cfg.autoconf then
local file = io.open(filename, "w+")
for variable, value in pairs(cfg.autoconf) do
file:write('#define ' .. variable .. ' ' .. tostring(value) .. (_eol or '\n'))
end
file:close()
end
end
---
-- Utility method to add a table of headers.
---
function autoconf.include_headers(headers)
if headers ~= nil then
if type(headers) == "table" then
for _, v in ipairs(headers) do
p.outln('#include <' .. v .. '>')
end
else
p.outln('#include <' .. headers .. '>')
end
end
end
function autoconf.include_defines(defines)
if defines ~= nil then
if type(defines) == "table" then
for _, v in ipairs(defines) do
p.outln('#define ' .. v)
end
else
p.outln('#define ' .. defines)
end
end
end
---
-- attach ourselfs to the running action.
---
p.override(p.action, 'call', function (base, name)
local a = p.action.get(name)
-- store the old callback.
local onBaseProject = a.onProject or a.onproject
-- override it with our own.
a.onProject = function(prj)
-- go through each configuration, and call the setup configuration methods.
for cfg in p.project.eachconfig(prj) do
cfg.autoconf = {}
if cfg.autoconfigure then
verbosef('Running auto config steps for "%s/%s".', prj.name, cfg.name)
for file, func in pairs(cfg.autoconfigure) do
func(cfg)
if not (file ~= "dontWrite") then
os.mkdir(cfg.objdir)
local filename = path.join(cfg.objdir, file)
autoconf.writefile(cfg, filename)
end
end
end
end
-- then call the old onProject.
if onBaseProject then
onBaseProject(prj)
end
end
-- now call the original action.call methods
base(name)
end)

18
autoconf/autoconf.lua Normal file
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@@ -0,0 +1,18 @@
---
-- Autoconfiguration.
-- Copyright (c) 2016 Blizzard Entertainment
---
local p = premake
if not premake.modules.autoconf then
p.modules.autoconf = {}
p.modules.autoconf._VERSION = p._VERSION
verbosef('Loading autoconf module...')
include('api.lua')
include('msc.lua')
include('clang.lua')
include('gcc.lua')
end
return p.modules.autoconf

27
autoconf/clang.lua Normal file
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@@ -0,0 +1,27 @@
---
-- Autoconfiguration.
-- Copyright (c) 2016 Blizzard Entertainment
---
local p = premake
local clang = p.tools.clang
function clang.try_compile(cfg, text, parameters)
-- write the text to a temporary file.
local cppFile = path.join(cfg.objdir, "temp.cpp")
if not io.writefile(cppFile, text) then
return nil
end
if parameters == nil then
parameters = ""
end
local outFile = path.join(cfg.objdir, "temp.out")
-- compile that text file.
if os.execute('clang "' .. cppFile .. '" ' .. parameters .. ' -o "' .. outFile ..'" &> /dev/null') then
return outFile
else
return nil
end
end

27
autoconf/gcc.lua Normal file
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@@ -0,0 +1,27 @@
---
-- Autoconfiguration.
-- Copyright (c) 2016 Blizzard Entertainment
---
local p = premake
local gcc = p.tools.gcc
function gcc.try_compile(cfg, text, parameters)
-- write the text to a temporary file.
local cppFile = path.join(cfg.objdir, "temp.cpp")
if not io.writefile(cppFile, text) then
return nil
end
if parameters == nil then
parameters = ""
end
local outFile = path.join(cfg.objdir, "temp.out")
-- compile that text file.
if os.execute('gcc "' .. cppFile .. '" ' .. parameters .. ' -o "' .. outFile ..'" &> /dev/null') then
return outFile
else
return nil
end
end

62
autoconf/msc.lua Normal file
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@@ -0,0 +1,62 @@
---
-- Autoconfiguration.
-- Copyright (c) 2016 Blizzard Entertainment
---
local p = premake
local msc = p.tools.msc
-- "parameters" is unused, matter of fact this file is unused - re3
function msc.try_compile(cfg, text, parameters)
return nil
--[[
-- write the text to a temporary file.
local cppFile = path.join(cfg.objdir, "temp.cpp")
if not io.writefile(cppFile, text) then
return nil
end
-- write out a batch file.
local batch = p.capture(function ()
p.outln('@echo off')
p.outln('SET mypath=%~dp0')
p.outln('pushd %mypath%')
local map = {
vs2010 = 'VS100COMNTOOLS',
vs2012 = 'VS110COMNTOOLS',
vs2013 = 'VS120COMNTOOLS',
vs2015 = 'VS140COMNTOOLS',
vs2017 = 'VS141COMNTOOLS',
vs2019 = 'VS142COMNTOOLS',
}
local a = map[_ACTION]
if a then
a = path.translate(os.getenv(a), '/')
a = path.join(a, '../../VC/vcvarsall.bat')
if cfg.platform == 'x86' then
p.outln('call "' .. a .. '" > NUL')
else
p.outln('call "' .. a .. '" amd64 > NUL')
end
p.outln('cl.exe /nologo temp.cpp > NUL')
else
error('Unsupported Visual Studio version: ' .. _ACTION)
end
end)
local batchFile = path.join(cfg.objdir, "compile.bat")
if not io.writefile(batchFile, batch) then
return nil
end
if os.execute(batchFile) then
return path.join(cfg.objdir, "temp.exe")
else
return nil
end
--]]
end

View File

@@ -28,7 +28,7 @@ find_package_handle_standard_args(MilesSDK DEFAULT_MSG MilesSDK_LIBRARIES MilesS
if(NOT TARGET MilesSDK::MilesSDK)
add_library(MilesSDK::MilesSDK UNKNOWN IMPORTED)
set_target_properties(MilesSDK::MilesSDK PROPERTIES
IMPORTED_LOCATION "${MilesSDK_LIBRARIES}
IMPORTED_LOCATION "${MilesSDK_LIBRARIES}"
INTERFACE_INCLUDE_DIRECTORIES "${MilesSDK_INCLUDE_DIR}"
)
endif()

View File

@@ -18,7 +18,7 @@ find_path(mpg123_INCLUDE_DIR mpg123.h
PATH_SUFFIXES include
)
find_library(mpg123_LIBRARIES NAMES mpg123 mpg123-0
find_library(mpg123_LIBRARIES NAMES mpg123 mpg123-0 libmpg123-0
HINTS ${PKG_MPG123_LIBRARIES}
PATHS "${mpg123_DIR}"
PATH_SUFFIXES lib

View File

@@ -0,0 +1,38 @@
if(NOT COMMAND nx_generate_nacp)
message(FATAL_ERROR "The `nx_generate_nacp` cmake command is not available. Please use an appropriate Nintendo Switch toolchain.")
endif()
if(NOT COMMAND nx_create_nro)
message(FATAL_ERROR "The `nx_create_nro` cmake command is not available. Please use an appropriate Nintendo Switch toolchain.")
endif()
set(CMAKE_EXECUTABLE_SUFFIX ".elf")
function(re3_platform_target TARGET)
cmake_parse_arguments(RPT "INSTALL" "" "" ${ARGN})
get_target_property(TARGET_TYPE "${TARGET}" TYPE)
if(TARGET_TYPE STREQUAL "EXECUTABLE")
nx_generate_nacp(${TARGET}.nacp
NAME "${TARGET}"
AUTHOR "${${PROJECT}_AUTHOR}"
VERSION "1.0.0-${GIT_SHA1}"
)
nx_create_nro(${TARGET}
NACP ${TARGET}.nacp
ICON "${PROJECT_SOURCE_DIR}/res/images/logo_256.jpg"
)
if(${PROJECT}_INSTALL AND RPT_INSTALL)
get_target_property(TARGET_OUTPUT_NAME ${TARGET} OUTPUT_NAME)
if(NOT TARGET_OUTPUT_NAME)
set(TARGET_OUTPUT_NAME "${TARGET}")
endif()
install(FILES "${CMAKE_CURRENT_BINARY_DIR}/${TARGET_OUTPUT_NAME}.nro"
DESTINATION "."
)
endif()
endif()
endfunction()

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@@ -5,8 +5,8 @@ import shutil
import textwrap
class ReVCConan(ConanFile):
name = "reVC"
class Re3Conan(ConanFile):
name = "re3"
version = "master"
license = "???" # FIXME: https://github.com/GTAmodding/re3/issues/794
settings = "os", "arch", "compiler", "build_type"
@@ -60,7 +60,7 @@ class ReVCConan(ConanFile):
self.requires("opusfile/0.12")
def export_sources(self):
for d in ("cmake", "src"):
for d in ("cmake", "gamefiles", "src"):
shutil.copytree(src=d, dst=os.path.join(self.export_sources_folder, d))
self.copy("CMakeLists.txt")
@@ -69,10 +69,10 @@ class ReVCConan(ConanFile):
raise ConanInvalidConfiguration("Only `glfw` is supported as gl3_gfxlib.")
#if not self.options.with_opus:
# if not self.options["libsndfile"].with_external_libs:
# raise ConanInvalidConfiguration("reVC with opus support requires a libsndfile built with external libs (=ogg/flac/opus/vorbis)")
# raise ConanInvalidConfiguration("re3 with opus support requires a libsndfile built with external libs (=ogg/flac/opus/vorbis)")
@property
def _reVC_audio(self):
def _re3_audio(self):
return {
"miles": "MSS",
"openal": "OAL",
@@ -111,16 +111,16 @@ class ReVCConan(ConanFile):
include("{}/conanbuildinfo.cmake")
conan_basic_setup(TARGETS NO_OUTPUT_DIRS)
add_subdirectory("{}" reVC)
add_subdirectory("{}" re3)
""").format(self.install_folder.replace("\\", "/"),
self.source_folder.replace("\\", "/")))
except FileNotFoundError:
pass
cmake = CMake(self)
cmake.definitions["REVC_AUDIO"] = self._reVC_audio
cmake.definitions["REVC_WITH_OPUS"] = self.options.with_opus
cmake.definitions["REVC_INSTALL"] = True
cmake.definitions["REVC_VENDORED_LIBRW"] = False
cmake.definitions["RE3_AUDIO"] = self._re3_audio
cmake.definitions["RE3_WITH_OPUS"] = self.options.with_opus
cmake.definitions["RE3_INSTALL"] = True
cmake.definitions["RE3_VENDORED_LIBRW"] = False
env = {}
if self._os_is_playstation2:
cmake.definitions["CMAKE_TOOLCHAIN_FILE"] = self.deps_user_info["ps2dev-cmaketoolchain"].cmake_toolchain_file

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@@ -0,0 +1,363 @@
; Author: Alexander Roger
; Date: 21/12/2000
;
; Author: Andrzej Madajczyk
; Date: 26/02/2001
; 14/03/2001 - Alpha (opacity) support added;
; 10/05/2001 - Drag/Friction Decceleration changed to constants;
; 28/08/2001 - Initial Color Variation added;
;
;
;
;
; Note! Last line of the file MUST BE ";the end\n", otherwise you'll get parsing error(s) of the file;
;
;
;
;Particle Systems Configuration Data:: Format
;
;
;A: Particle Type Name (max 20 chars)
;
;B/C/D: Render Colouring (r,g,b) (0-255)
;
;CV: Initial Color Variation (for r,g,b only, in %) (0-100);
; (i.e. Color=(100,100,100) and CV=20, then v=random(-20,20), real_color=(100+v, 100+v, 100+v));
;
;
;
;B2/C2/D2: Fade Destination Color (r,g,b) (0-255)
;
;FT: Color Fade Time for (B,C,D)->(B2,C2,D2), (0 for none);
;
;
;
;
;E: Default Initial Radius (float)
;F: Expansion Rate (float)
;
;
; Color "Fade-to-Black" options:
;G: Initial Intensity (0-255)
;H: Fade Time (time between fade steps in frames)
;I: Fade Amount (-255 to 255) can get brighter or dimmer
;
; "Fade Alpha" options:
;GA: Initial Intensity (0-255)
;HA: Fade Time (time between fade steps in frames)
;IA: Fade Amount
;
; "Z Rotation" options:
;GZA: Initial Angle (0-1023)
;HZA: Change Time (time between steps in frames)
;IZA: Angle Change Amount
;
;GZR: Initial Z Radius
;HZR: Change Time (time between steps in frames)
;IZR: Z Radius Change Amount
;
;
;J: Animation Speed (0=no animation)(time between steps msec)
;K: Start Animation Frame ( 0 -> )
;L: Final Animation Frame ( H -> )
;
;
;M: Rotation Speed (0=None,i-deg/frame)
;N: Gravitational Acceleration (0=none, float)
;O: Drag/Friction Decceleration (int: 0=none, 50=0.50, 80=0.80, 90=0.90, 95=0.95, 96=0.96, 99=0.99)
;
;P: Default Life-Span of Particle (msec)
;
;Q: Position Random Error [position += (+/-)rand(a)]
;R: Velocity Random Error [velocity += (+/-)rand(b)]
;S: Expansion Rate Error [exp_rate += (+)rand(c)]
;T: Rotation Rate Error [rot_speed = (+/-)rand(d)]
;U: Life-Span Error Shape [shape distribution, e=0->all at default, e->Inf then shape->0] (max=255!!)
;V: Trail Length Multiplier [length *= (float) multiplier] (only used if trail flag active)
;
;CR:Particle Create Range (in meters: 0=no check); if particles are created enough far away from camera, they are deleted (not added to particle system);
;
;
;Z: Flags! Guide: 1=ZCHECK_FIRST, 2=ZCHECK_STEP, 4=DRAW_OPAQUE, 8=SCREEN_TRAIL,
; 16=SPEED_TRAIL, 32=RAND_VERT_V, 64=CYCLE_ANIM, 128=DRAW_DARK, 256=VERT_TRAIL
; 1024=DRAWTOP2D, 2048=CLIPOUT2D
; 4096=ZCHECK_BUMP, 8192=ZCHECK_BUMP_FIRST
;
;
;
;default:
;GUNFLASH 255 255 255 0 0.1 0.0 255 0 128 0 0 0 0 0.0 1.0 250 0.0 0.0 0.0 0 0 1.0 0
;
;good idea for fire-smudge?
;GUNFLASH 255 255 255 0 1.0 0.0 255 0 32 100 0 3 0 0.0 1.0 400 0.0 0.0 0.0 0 0 1.0 0
;
;current:
;GUNFLASH 255 255 255 0 1.0 0.0 255 0 32 100 0 3 0 0.0 1.0 400 0.0 0.0 0.0 0 0 1.0 0
;
;
;SPARK_SMALL 255 255 128 0 0.005 0.0 255 0 0 0 0 0 0 0.0 1.0 500 0.0 0.05 0.0 0 0 0.5 40
;
;
;
;
;
;
;
; A B C D CV B2 C2 D2 FT E F G H I GA HA IA GZA HZA IZA GZR HZR IZR J K L M N O P Q R S T U V CR Z
;
SPARK 255 128 64 0 0 0 0 0 0.005 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.001 1 300 0.0 0.07 0.0 0 0 1.0 20.0 48
SPARK_SMALL 255 255 128 0 0 0 0 0 0.005 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.001 1 500 0.0 0.05 0.0 0 0 0.6 20.0 40
;
WHEEL_DIRT 8 24 8 0 0 0 0 0 0.05 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.002 1 1000 0.15 0.015 0.0 0 0 1.0 30.0 4
;
;
;WHEEL_WATER 24 24 24 0 0 0 0 0 0.05 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.002 1 1000 0.15 0.015 0.0 0 0 1.0 20.0 0
WHEEL_WATER 24 24 32 0 0 0 0 0 0.05 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.004 1 1000 0.15 0.015 0.0 0 0 1.0 20.0 1
;
;
BLOOD 128 128 128 0 0 0 0 0 0.02 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.03 1 2000 0.3 0.05 0.0 0 0 1.0 50.0 5
BLOOD_SMALL 255 32 32 0 0 0 0 0 0.007 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.005 1 2000 0.05 0.05 0.0 0 0 1.0 50.0 53
;BLOOD_SPLAT 128 128 128 0 0 0 0 0 0.1 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 200 0.3 0.0 0.0 0 0 1.0 400.0 36
BLOOD_SPURT 255 32 32 0 0 0 0 0 0.008 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.005 1 2000 0.0 0.01 0.0 0 0 2.0 50.0 52
DEBRIS 64 64 64 0 0 0 0 0 0.5 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.01 95 1000 0.2 0.0 0.0 0 0 1.0 50.0 4
DEBRIS2 64 64 64 0 0 0 0 0 0.04 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 5 0.01 99 1000 0.03 0.04 0.0 0 0 1.0 50.0 38
WATER 64 64 128 0 0 0 0 0 0.01 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 2000 0.0 0.0 0.0 0 0 1.0 100.0 0
;
;
;FLAME 255 74 30 0 0 0 0 0 0.2 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 0.0 1 100 0.05 0.0 0.0 0 0 1.0 400.0 0
;FLAME 255 74 30 0 0 255 0 400 0.8 -0.02 255 0 10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.005 1 2000 0.02 0.01 0.01 0 0 1.0 200.0 0
FLAME 255 74 30 0 0 0 0 0 0.8 -0.02 255 0 10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.005 1 2000 0.02 0.01 0.01 0 0 1.0 200.0 0
;
;
;
;FIREBALL 255 74 30 0 0 0 0 0 0.1 0.04 255 1 8 255 0 0 0 0 0 0.0 0 0.0 32 0 7 0 0.0 96 1000 0.1 0.0 0.0 0 0 1.0 400.0 0
;
;FIREBALL 255 74 30 0 0 0 0 0 0.1 0.05 255 0 6 255 0 0 0 0 0 0.0 0 0.0 1 0 7 0 -0.002 96 2000 0.1 0.02 0.02 3 0 1.0 200.0 0
FIREBALL 255 74 30 0 0 0 0 0 0.1 0.02 255 0 6 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.003 96 2000 0.1 0.03 0.014 2.5 0 1.0 200.0 0
;
;
;
GUNFLASH 170 170 170 0 0 0 0 0 0.1 0.0 255 1 50 255 0 0 0 0 0 0.0 0 0.0 51 0 3 0 0.0 1 250 0.0 0.0 0.0 0 0 1.0 35.0 0
GUNFLASH_NOANIM 128 128 128 0 0 0 0 0 0.1 0.0 255 1 128 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 25 0.0 0.0 0.0 0 0 1.0 35.0 0
;
GUNSMOKE 64 64 64 0 0 0 0 0 0.15 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 2 0 7 0 -0.002 95 1000 0.0 0.0 0.0 0 0 1.0 60.0 0
GUNSMOKE2 255 255 255 0 0 0 0 0 0.05 0.02 255 0 0 255 0 8 0 0 0 0.0 0 0.0 0 0 3 4 -0.001 80 1400 0.05 0.05 0.01 3 0 1.0 60.0 4
;
;
SMOKE 32 32 32 0 0 0 0 0 0.15 0.015 255 5 25 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 -0.01 95 1000 0.05 0.05 0.01 3 0 1.0 150.0 0
;SMOKE_SLOWMOTION 32 32 32 0 0 0 0 0 0.15 0.015 255 5 15 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 -0.003 95 1000 0.05 0.05 0.01 3 0 1.0 400.0 0
SMOKE_SLOWMOTION 32 32 32 0 0 0 0 0 0.15 0.015 128 5 11 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 -0.003 95 3000 0.05 0.05 0.01 3 0 1.0 150.0 0
;
;
;
;GARAGEPAINT_SPRAY 32 32 32 0 0 0 0 0 0.15 0.015 255 0 5 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 -0.001 95 2000 0.05 0.05 0.01 3 0 1.0 400.0 0
GARAGEPAINT_SPRAY 32 32 32 0 0 0 0 0 0.15 0.015 255 0 5 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 -0.0005 95 4000 0.05 0.05 0.01 3 0 1.0 100.0 0
SHARD 255 255 255 0 0 0 0 0 0.03 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 96 300 0.0 0.0 0.0 0 0 1.0 100.0 0
SPLASH 64 64 128 0 0 0 0 0 0.1 0.007 255 1 10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 1000 0.0 0.0 0.0 0 0 1.0 100.0 0
;BLOOD_SPLASH 24 64 0 0 0 0 0 0 0.1 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 96 300 0.0 0.0 0.0 0 0 1.0 100.0 0
;
;
;CARFLAME 255 74 30 0 0 0 0 0 0.5 0.04 255 2 20 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 0.0 1 1000 0.4 0.0 0.0 0 0 1.0 400.0 64
;CARFLAME 255 74 30 0 0 0 0 0 0.8 -0.02 255 0 10 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 -0.001 1 2000 0.4 0.01 0.01 0 0 1.0 400.0 64
;CARFLAME 255 74 30 0 0 0 0 0 0.8 -0.02 255 0 10 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 -0.001 1 2000 0.4 0.01 0.01 0 0 1.0 400.0 64
;
CARFLAME 255 74 30 0 0 0 0 0 0.8 -0.02 255 0 10 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.005 1 2000 0.02 0.01 0.01 0 0 1.0 100.0 0
;
;
STEAM 64 64 64 0 0 0 0 0 0.5 0.05 255 1 16 255 0 0 0 0 0 0.0 0 0.0 32 0 4 0 -0.005 95 2000 0.01 0.03 0.0 0 0 1.0 85.0 0
;
;default:
;STEAM2 255 255 255 0 0 0 0 0 0.5 0.05 255 0 0 128 2 8 0 0 0 0.0 0 0.0 32 0 4 0 -0.005 95 2000 0.01 0.03 0.0 0 0 1.0 400.0 4
STEAM2 255 255 255 0 0 0 0 0 0.5 0.015 255 0 0 192 0 1 0 0 10 0.5 1 0.02 32 0 4 0 -0.002 95 8000 0.01 0.03 0.0 0 0 1.0 85.0 4
;
;
;STEAM_NY 255 255 255 0 0 0 0 0 0.5 0.05 255 0 0 128 2 8 0 0 0 0.0 0 0.0 32 0 4 0 -0.005 95 2000 0.01 0.03 0.0 0 0 1.0 400.0 4
STEAM_NY 255 255 255 0 0 0 0 0 0.5 0.05 255 0 0 96 2 8 0 0 0 0.0 0 0.0 32 0 4 0 -0.005 95 1400 0.01 0.03 0.0 0 0 1.0 85.0 4
STEAM_NY_SLOWMOTION 255 255 255 0 0 0 0 0 0.5 0.05 255 0 0 96 2 8 0 0 0 0.0 0 0.0 32 0 4 0 -0.0015 95 1400 0.01 0.03 0.0 0 0 1.0 85.0 4
;
;
;ENGINE_STEAM 210 210 210 0 0 0 0 0 0.5 0.05 255 0 0 192 2 16 0 0 0 0.0 0 0.0 32 0 4 0 -0.005 95 2000 0.01 0.03 0.0 0 0 1.0 250.0 4
ENGINE_STEAM 210 210 210 0 0 0 0 0 0.5 0.05 255 0 0 192 0 10 0 0 0 0.0 0 0.0 32 0 4 1 -0.005 95 4000 0.03 0.03 0.02 0 0 1.0 85.0 4
;
;
;RAINDROP 32 32 32 0 0 0 0 0 0.6 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.025 1 1000 0.0 0.0 0.0 0 0 1.0 15.0 1
RAINDROP 64 64 64 0 0 0 0 0 0.4 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 3 0 0.05 1 1000 0.0 0.0 0.0 0 0 1.0 15.0 1
RAINDROP_SMALL 16 16 16 0 0 0 0 0 0.3 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.05 1 1000 0.0 0.0 0.0 0 0 1.0 15.0 1
RAIN_SPLASH 32 32 32 0 0 0 0 0 0.08 0.0 255 0 5 255 0 0 0 0 0 0.0 0 0.0 1 0 4 0 0.0 1 500 0.0 0.0 0.0 0 0 1.0 15.0 0
RAIN_SPLASH_BIGGROW 128 128 128 0 0 0 0 0 0.5 0.06 255 0 2 255 0 0 0 0 0 0.0 0 0.0 2 1 4 0 0.0 1 5500 0.0 0.0 0.0 0 0 1.0 15.0 0
RAIN_SPLASHUP 48 48 48 0 0 0 0 0 0.1 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 1 0 0.0 1 50 0.0 0.0 0.0 0 0 1.0 15.0 0
;
WATERSPRAY 64 64 64 0 0 0 0 0 0.2 0.0 255 0 25 255 0 0 0 0 0 0.0 0 0.0 3 0 2 0 0.002 1 800 0.05 0.0 0.01 0 0 1.0 20.0 0
;
;
;
;EXPLOSION_MEDIUM 80 80 80 0 0 0 0 0 0.6 0.04 255 5 8 255 0 0 0 0 0 0.0 0 0.0 8 0 11 0 0.0 96 15000 0.2 0.0 0.0 3 0 1.0 400.0 0
;EXPLOSION_LARGE 80 80 80 0 0 0 0 0 1.1 0.04 255 5 8 255 0 0 0 0 0 0.0 0 0.0 8 0 11 0 0.0 96 15000 0.8 0.0 0.0 3 0 1.0 400.0 0
;EXPLOSION_MEDIUM 80 80 80 0 0 0 0 0 0.6 0.04 255 1 4 255 0 0 0 0 0 0.0 0 0.0 1 0 11 0 0.0 96 7000 0.2 0.0 0.0 0 0 1.0 400.0 0
;EXPLOSION_LARGE 80 80 80 0 0 0 0 0 1.1 0.04 255 1 4 255 0 0 0 0 0 0.0 0 0.0 1 0 11 0 0.0 96 7000 0.8 0.0 0.0 0 0 1.0 400.0 0
;
;EXPLOSION_MEDIUM 80 80 80 0 0 0 0 0 0.6 0.04 255 0 3 255 0 0 0 0 0 0.0 0 0.0 1 0 11 0 -0.001 96 6000 0.2 0.0 0.0 0 0 1.0 400.0 0
;EXPLOSION_LARGE 80 80 80 0 0 0 0 0 1.1 0.04 255 0 3 255 0 0 0 0 0 0.0 0 0.0 1 0 11 0 -0.001 96 6000 0.8 0.0 0.0 0 0 1.0 400.0 0
EXPLOSION_MEDIUM 80 80 80 0 0 0 0 0 0.6 0.04 255 0 3 255 0 0 0 0 0 0.0 0 0.0 2 0 5 0 -0.001 96 6000 0.2 0.0 0.0 0 0 1.0 200.0 0
EXPLOSION_LARGE 80 80 80 0 0 0 0 0 1.1 0.04 255 0 3 255 0 0 0 0 0 0.0 0 0.0 2 0 5 0 -0.001 96 6000 0.8 0.0 0.0 0 0 1.0 200.0 0
EXPLOSION_MFAST 80 80 80 0 0 0 0 0 0.6 0.04 255 0 6 255 0 0 0 0 0 0.0 0 0.0 2 0 5 0 -0.001 96 3500 0.2 0.0 0.0 0 0 1.0 200.0 0
EXPLOSION_LFAST 80 80 80 0 0 0 0 0 1.1 0.04 255 0 6 255 0 0 0 0 0 0.0 0 0.0 2 0 5 0 -0.001 96 3500 0.8 0.0 0.0 0 0 1.0 200.0 0
;
;
;
;
;BOAT_SPLASH 32 64 32 0 0 0 0 0 0.2 0.2 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.01 1 2000 0.0 0.0 0.0 0 0 1.0 200.0 0
;BOAT_THRUSTJET 24 32 24 0 0 0 0 0 0.5 0.1 255 0 0 255 0 0 0 0 0 0.0 0 0.0 250 0 4 0 0.01 50 1000 0.0 0.0 0.0 0 4 1.0 200.0 8
;BOAT_SPLASH 16 32 32 0 0 0 0 0 0.2 0.2 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.01 1 2000 0.0 0.0 0.0 0 0 1.0 200.0 0
;BOAT_THRUSTJET 8 24 24 0 0 0 0 0 0.5 0.1 255 0 0 255 0 0 0 0 0 0.0 0 0.0 250 0 4 0 0.01 50 1000 0.0 0.0 0.0 0 4 1.0 200.0 8
;CAR_SPLASH 64 64 64 0 0 0 0 0 2.0 0.25 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.02 1 2000 0.0 0.0 0.0 0 0 1.0 250.0 0
;CAR_SPLASH 64 64 64 0 0 0 0 0 2.0 0.25 255 0 0 200 0 8 0 0 0 0.0 0 0.0 0 0 0 0 0.04 1 2000 0.0 0.0 0.0 0 0 1.0 150.0 4
;CAR_SPLASH 64 64 64 0 0 0 0 0 2.0 0.35 255 0 0 200 0 8 0 0 0 0.0 0 0.0 0 0 0 0 0.05 1 2000 0.0 0.0 0.0 0 0 1.0 150.0 4
;CAR_SPLASH 64 64 64 0 0 0 0 0 1.0 0.25 255 0 0 180 0 5 0 0 0 0.0 0 0.0 2 1 3 0 0.05 1 1000 0.0 0.0 0.0 0 0 1.0 150.0 12
;
;
;CAR_SPLASH 64 64 64 0 0 0 0 0 1.0 0.15 255 0 0 180 0 2 0 0 0 0.0 0 0.0 2 0 3 0 0.02 1 2000 0.0 0.0 0.0 0 0 1.0 150.0 12
;CAR_SPLASH 48 48 64 0 0 0 0 0 1.0 0.15 96 0 0 255 0 0 0 0 0 0.0 0 0.0 6 0 2 0 0.01 1 2000 0.5 0.04 0.0 0 0 2.0 150.0 288
;CAR_SPLASH 48 48 64 0 0 0 0 0 1.0 0.05 96 0 0 255 0 0 0 0 0 0.0 0 0.0 0 1 2 0 0.01 1 2000 0.5 0.04 0.0 0 0 2.0 150.0 288
; A B C D CV B2 C2 D2 FT E F G H I GA HA IA GZA HZA IZA GZR HZR IZR J K L M N O P Q R S T U V CR Z
CAR_SPLASH 48 48 60 0 0 0 0 0 1.0 0.00 128 1 4 128 0 0 0 0 0 0.0 0 0.0 0 0 2 0 0.01 1 2000 0.5 0.04 0.0 0 0 1.4 150.0 272
;
;
;
;BOAT_SPLASH 70 70 70 0 0 0 0 0 0.2 0.2 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.01 1 1000 0.0 0.0 0.0 0 0 1.0 150.0 0
BOAT_SPLASH 64 64 64 0 0 0 0 0 0.2 0.2 255 0 2 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.01 1 1000 0.0 0.0 0.0 0 0 1.0 150.0 0
;
;
;BOAT_THRUSTJET 90 90 90 0 0 0 0 0 1.8 0.1 255 0 0 120 0 1 0 0 0 0.0 0 0.0 0 1 4 0 0.01 50 1600 0.8 0.4 0.02 0 4 1.0 150.0 4
BOAT_THRUSTJET 90 90 90 0 0 0 0 0 1.4 0.06 255 0 0 96 0 1 0 0 0 0.0 0 0.0 0 1 4 0 0.01 50 1600 0.8 0.4 0.02 0 4 1.0 150.0 4
;
;
;BOAT_WAKE 255 255 255 0 0 0 0 0 2.0 0.2 255 0 0 128 0 1 0 0 0 0.0 0 0.0 0 0 0 0 0.03 50 1600 0.8 0.4 0.02 0 4 1.0 150.0 4
BOAT_WAKE 255 255 255 0 0 0 0 0 1.5 0.45 255 0 0 192 0 2 0 0 0 0.0 0 0.0 0 0 0 0 0.0 50 1600 0.8 0.4 0.02 0 4 1.0 150.0 4
;
;
;
;
;
; A B C D CV B2 C2 D2 FT E F G H I GA HA IA GZA HZA IZA GZR HZR IZR J K L M N O P Q R S T U V CR Z
WATER_HYDRANT 64 64 64 0 0 0 0 0 0.8 0.01 255 1 16 255 1 16 0 0 0 0.0 0 0.0 0 0 2 0 0.007 99 500 0.02 0.08 0.0 0 4 1.0 85.0 16
WATER_CANNON 64 64 128 0 0 0 0 0 0.03 0.03 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 1000 0.0 0.0 0.0 0 0 1.0 85.0 0
EXTINGUISH_STEAM 32 32 32 0 0 0 0 0 0.1 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 1000 0.0 0.0 0.0 0 0 1.0 85.0 0
;
;
;
;PED_SPLASH 32 32 64 0 0 0 0 0 0.1 0.05 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 1000 0.0 0.0 0.0 0 0 1.0 85.0 0
PED_SPLASH 48 48 60 0 0 0 0 0 0.1 0.06 96 0 0 255 0 0 0 0 0 0.0 0 0.0 0 1 2 0 0.01 1 2000 0.5 0.04 0.0 0 0 1.4 50.0 256
;
;
PEDFOOT_DUST 170 166 150 0 0 0 0 0 0.01 0.015 255 0 0 63 0 4 0 0 0 0.0 0 0.0 0 0 0 0 -0.0005 1 1000 0.0 0.0 0.0 0 0 1.0 6.0 4
;
HELI_DUST 17 15 9 0 0 0 0 0 0.2 0.1 255 1 8 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.001 1 1000 0.2 0.05 0.0 0 0 1.0 85.0 0
HELI_ATTACK 255 255 128 0 0 0 0 0 0.01 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 500 0.0 0.0 0.0 0 0 0.5 85.0 10
;
;
;ENGINE_SMOKE 16 16 16 0 0 0 0 0 0.5 0.04 255 0 0 63 0 0 0 0 0 0.0 0 0.0 0 0 0 0 -0.005 95 2000 0.01 0.03 0.0 0 0 1.0 150.0 4
;ENGINE_SMOKE2 8 8 8 0 0 0 0 0 1.0 0.2 128 2 4 63 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.001 1 1000 0.0 0.0 0.0 0 3 1.0 150.0 4
ENGINE_SMOKE 16 16 16 0 0 0 0 0 0.5 0.04 255 0 0 52 0 2 10 0 80 0.0 0 0.0 0 0 5 2 -0.009 95 2000 0.11 0.03 0.01 1 0 1.0 85.0 4
ENGINE_SMOKE2 9 9 9 80 0 0 0 0 1.0 0.06 128 0 1 140 0 5 10 0 80 0.0 0 0.0 0 0 0 2 0.002 1 1300 0.0 0.01 0.0 3 3 1.0 85.0 4
;
;
CARFLAME_SMOKE 32 32 32 0 0 0 0 0 0.05 0.01 255 0 0 64 0 2 0 0 0 0.0 0 0.0 0 0 0 0 -0.008 95 2000 0.01 0.03 0.01 0 0 1.0 85.0 4
FIREBALL_SMOKE 32 32 32 0 0 0 0 0 0.05 0.03 255 0 0 128 0 2 0 0 0 0.0 0 0.0 0 0 0 0 -0.004 95 2000 0.01 0.03 0.01 0 0 1.0 85.0 4
;
PAINT_SMOKE 255 0 0 0 0 0 0 0 0.1 0.01 255 1 8 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 95 3000 0.0 0.005 0.0 0 0 1.0 85.0 0
TREE_LEAVES 64 64 64 0 0 0 0 0 0.2 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 1000 0.0 0.0 0.0 0 0 1.0 85.0 0
;
;
;CARCOLLISION_DUST 224 224 224 0 0 0 0 0 0.15 0.04 255 0 0 127 1 8 0 0 0 0.0 0 0.0 0 0 0 0 -0.002 90 2000 0.02 0.02 0.0 0 0 1.0 80.0 4
CARCOLLISION_DUST 76 76 76 0 0 0 0 0 0.10 0.02 255 0 0 160 0 4 0 0 0 0.0 0 0.0 0 0 0 0 -0.0015 90 2000 0.02 0.02 0.0 0 0 1.0 30.0 4
;
;
CAR_DEBRIS 32 32 32 0 0 0 0 0 0.5 0.0 224 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 0.010 90 1000 0.02 0.02 0.0 0 0 1.0 50.0 4
HELI_DEBRIS 32 32 32 0 0 0 0 0 1.5 0.0 224 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 0.065 90 1500 0.02 0.02 0.0 0 0 1.0 150.0 4
;
;
;
;EXHAUST_FUMES 80 80 80 0 0 0 0 0 0.03 0.03 255 0 0 122 0 4 0 0 0 0.0 0 0.0 2 0 4 0 -0.001 95 1500 0.01 0.03 0.0 0 0 1.0 50.0 4
EXHAUST_FUMES 98 98 108 0 0 0 0 0 0.03 0.06 255 0 0 152 0 12 0 0 0 0.0 0 0.0 2 0 4 0 -0.002 96 1000 0.01 0.03 0.0 0 0 1.0 25.0 4
;
;
;RUBBER 40 40 40 0 0 0 0 0 0.4 0.005 255 21 20 255 0 0 0 0 0 0.0 0 0.0 3 0 4 0 -0.0005 1 1000 0.02 0.0 0.0 0 0 1.0 400.0 4
RUBBER_SMOKE 255 255 255 0 0 0 0 0 0.4 0.005 255 0 0 127 1 8 0 0 0 0.0 0 0.0 3 0 4 0 -0.0005 1 1000 0.02 0.0 0.0 0 0 1.0 50.0 4
;BURNINGRUBBER_SMOKE128 128 128 0 0 0 0 0 0.35 0.06 255 0 0 192 1 6 0 0 0 0.0 0 0.0 0 0 0 0 -0.002 90 4000 0.02 0.02 0.0 0 0 1.0 400.0 4
BURNINGRUBBER_SMOKE 128 128 128 0 0 0 0 0 0.35 0.06 255 0 0 128 0 4 0 0 0 0.0 0 0.0 0 0 0 0 -0.002 90 2000 0.02 0.02 0.0 0 0 1.0 50.0 4
;
;
BULLETHIT_SMOKE 192 192 192 0 0 0 0 0 0.15 0.03 70 0 2 255 1 10 0 0 0 0.0 0 0.0 0 0 0 0 -0.001 90 2000 0.04 0.02 0.0 0 0 1.0 150.0 0
;
;
GUNSHELL_FIRST 108 108 108 0 0 0 0 0 0.015 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 0.010 90 1000 0.02 0.02 0.0 0 0 1.0 0.0 12292
GUNSHELL 108 108 108 0 0 0 0 0 0.015 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 0.010 90 1000 0.02 0.02 0.0 0 0 1.0 12.0 4100
GUNSHELL_BUMP1 108 108 108 0 0 0 0 0 0.015 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 0.010 90 1000 0.02 0.02 0.0 0 0 1.0 8.0 4100
GUNSHELL_BUMP2 108 108 108 0 0 0 0 0 0.015 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 0 4 0 0.010 90 400 0.02 0.02 0.0 0 0 1.0 8.0 4100
;
;
TEST 255 64 64 0 0 0 0 0 0.2 0.025 255 1 20 255 0 0 0 0 0 0.0 0 0.0 0 0 0 0 0.0 1 3000 0.0 0.0 0.0 0 0 1.0 400.0 128
;
;
;Particles with flag DRAWTOP2D should be placed last and VR (Visibility Range) set to 0!
;
;BIRD_FRONT 8 8 8 0 0 0 0 0 0.05 0.0 255 0 0 255 2 1 0 0 0 0.0 0 0.0 1 0 3 0 0.0 1 10000 0.0 0.0 0.0 0 0 1.0 0.0 3140
BIRD_FRONT 8 8 8 0 0 0 0 0 1.05 0.0 255 0 0 255 2 2 0 0 0 0.0 0 0.0 1 0 3 0 0.0 1 8000 0.0 0.0 0.0 0 0 1.0 0.0 68
;
RAINDROP_2D 32 32 32 0 0 0 0 0 0.5 0.0 255 0 0 255 0 0 0 0 0 0.0 0 0.0 0 1 0 0 0.0 1 1000 0.0 0.0 0.0 0 0 1.0 0.0 3072
;
;
;
;
;
;
;
;
;
;
;
;
; below is just backup of above values:
;
;SPARK 255 128 64 0.005 0.0 255 0 0 0 0 0 0 0.0 1.0 300 0.0 0.07 0.0 0 0 1.0 48
;SPARK_SMALL 255 255 128 0.005 0.0 255 0 0 0 0 0 0 0.0 1.0 500 0.0 0.05 0.0 0 0 0.6 40
;BLOOD 128 128 128 0.02 0.0 255 0 0 0 0 0 0 0.03 1.0 2000 0.3 0.05 0.0 0 0 1.0 6
;BLOOD_SMALL 255 32 32 0.007 0.0 255 0 0 0 0 0 0 0.005 1.0 2000 0.05 0.05 0.0 0 0 1.0 54
;BLOOD_SPLAT 128 128 128 0.1 0.0 255 0 0 0 0 0 0 0.0 1.0 200 0.3 0.0 0.0 0 0 1.0 36
;BLOOD_SPURT 255 32 32 0.008 0.0 255 0 0 0 0 0 0 0.005 1.0 2000 0.0 0.01 0.0 0 0 2.0 52
;DEBRIS 64 64 64 0.5 0.0 255 0 0 0 0 0 0 0.01 0.95 1000 0.2 0.0 0.0 0 0 1.0 4
;DEBRIS2 64 64 64 0.04 0.0 255 0 0 0 0 0 5 0.01 0.99 1000 0.03 0.04 0.0 0 0 1.0 38
;WATER 64 64 128 0.01 0.0 255 0 0 0 0 0 0 0.0 1.0 2000 0.0 0.0 0.0 0 0 1.0 0
;FLAME 255 74 30 0.2 0.0 255 0 0 31 0 5 0 0.0 1.0 100 0.05 0.0 0.0 0 0 1.0 0
;FIREBALL 255 74 30 0.1 0.04 255 0 8 31 0 8 0 0.0 0.96 1000 0.1 0.0 0.0 0 0 1.0 0
;GUNFLASH 255 255 255 0.1 0.0 255 0 50 50 0 3 0 0.0 1.0 250 0.0 0.0 0.0 0 0 1.0 0
;GUNFLASHSTATIC 255 255 255 0.1 0.0 255 0 128 0 0 0 0 0.0 1.0 25 0.0 0.0 0.0 0 0 1.0 0
;SMOKE 32 32 32 0.15 0.015 255 4 25 31 0 5 0 -0.01 0.95 1000 0.05 0.05 0.01 3 0 1.0 0
;SHARD 255 255 255 0.03 0.0 255 0 0 0 0 0 0 0.0 0.96 300 0.0 0.0 0.0 0 0 1.0 0
;SPLASH 64 64 128 0.1 0.007 255 0 10 0 0 0 0 0.0 1.0 1000 0.0 0.0 0.0 0 0 1.0 0
;BLOOD_SPLASH 24 64 0 0.1 0.0 255 0 0 0 0 0 0 0.0 0.96 300 0.0 0.0 0.0 0 0 1.0 0
;RUBBER 40 40 40 0.4 0.005 255 1 25 31 0 5 0 0.0 1.0 1000 0.02 0.0 0.0 0 0 1.0 0
;CARFLAME 255 74 30 0.5 0.04 255 1 20 31 0 5 0 0.0 1.0 1000 0.4 0.0 0.0 0 0 1.0 64
;STEAM 64 64 64 0.5 0.05 255 0 16 31 0 5 0 -0.005 0.95 2000 0.01 0.03 0.0 0 0 1.0 0
;RAINDROP 32 32 32 0.6 0.0 255 0 0 0 0 0 0 0.1 1.0 1000 0.0 0.0 0.0 0 0 1.0 1
;RAIN_SPLASH 32 32 32 0.08 0.0 255 0 0 1 0 4 0 0.0 1.0 1000 0.0 0.0 0.0 0 0 1.0 0
;RAINDROP_SMALL 32 32 32 0.3 0.0 255 0 0 0 0 0 0 0.1 1.0 1000 0.0 0.0 0.0 0 0 1.0 1
;EXPLOSION_MEDIUM 80 80 80 0.6 0.04 255 4 8 7 0 11 0 0.0 0.96 30000 0.2 0.0 0.0 3 0 1.0 0
;EXPLOSION_LARGE 80 80 80 1.1 0.04 255 4 8 7 0 11 0 0.0 0.96 30000 0.8 0.0 0.0 3 0 1.0 0
;BOAT_SPLASH 32 64 32 0.2 0.2 255 0 0 0 0 0 0 0.01 1.0 2000 0.0 0.0 0.0 0 0 1.0 0
;BOAT_THRUSTJET 24 32 24 0.5 0.1 255 0 0 250 0 5 0 0.01 0.5 1000 0.0 0.0 0.0 0 4 1.0 8
;WATER_HYDRANT 64 64 128 0.4 0.01 255 1 2 20 0 5 0 0.007 0.99 500 0.02 0.05 0.0 0 4 1.0 256
;WATER_CANNON 64 64 128 0.03 0.03 255 0 0 0 0 0 0 0.0 1.0 1000 0.0 0.0 0.0 0 0 1.0 0
;EXTINGUISH_STEAM 32 32 32 0.1 0.0 255 0 0 0 0 0 0 0.0 1.0 1000 0.0 0.0 0.0 0 0 1.0 0
;PED_SPLASH 32 32 64 0.1 0.05 255 0 0 0 0 0 0 0.0 1.0 1000 0.0 0.0 0.0 0 0 1.0 0
;HELI_DUST 17 15 9 0.2 0.1 255 0 8 0 0 0 0 -0.001 1.0 1000 0.2 0.05 0.0 0 0 1.0 0
;HELI_ATTACK 255 255 128 0.01 0.0 255 0 0 0 0 0 0 0.0 1.0 500 0.0 0.0 0.0 0 0 0.5 10
;ENGINE_SMOKE 16 16 16 0.5 0.04 255 0 0 0 0 0 0 -0.005 0.95 2000 0.01 0.03 0.0 0 0 1.0 4
;ENGINE_SMOKE2 4 4 4 1.0 0.2 255 1 4 0 0 0 0 0.001 1.0 1000 0.0 0.0 0.0 0 3 1.0 4
;PAINT_SMOKE 255 0 0 0.1 0.01 255 0 8 0 0 0 0 0.0 0.95 3000 0.0 0.005 0.0 0 0 1.0 0
;TREE_LEAVES 64 64 64 0.2 0.0 255 0 0 0 0 0 0 0.0 1.0 1000 0.0 0.0 0.0 0 0 1.0 0
;TEST 255 64 64 0.2 0.05 255 0 16 0 0 0 0 0.0 1.0 3000 0.0 0.0 0.0 0 0 1.0 128
;
;
;the end

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@@ -1,104 +1,104 @@
# Fresnel RO Table
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # Midnight
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 1am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 2am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 3am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 4am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 5am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 6am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 7am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 8am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 9am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 10am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 11am
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # Midday
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 1pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 2pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 3pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 4pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 5pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 6pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 7pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 8pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 9pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 10pm
0.4 0.4 0.4 0.4 0.4 0.4 0.4 # 11pm
# Specular Power Table (ther higher, the tighter the highlite)
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
25 15 70 10 15 15 18 # Midnight
25 15 70 10 15 15 18 # 1am
25 15 70 10 15 15 18 # 2am
25 15 70 10 15 15 18 # 3am
25 15 70 10 15 15 18 # 4am
25 15 70 10 15 15 18 # 5am
25 15 70 10 15 15 18 # 6am
25 15 70 10 15 15 18 # 7am
25 15 70 10 15 15 18 # 8am
25 15 70 10 15 15 18 # 9am
25 15 70 10 15 15 18 # 10am
25 15 70 10 15 15 18 # 11am
25 15 70 10 15 15 18 # Midday
25 15 70 10 15 15 18 # 1pm
25 15 70 10 15 15 18 # 2pm
25 15 70 10 15 15 18 # 3pm
25 15 70 10 15 15 18 # 4pm
25 15 70 10 15 15 18 # 5pm
25 15 70 10 15 15 18 # 6pm
25 15 70 10 15 15 18 # 7pm
25 15 70 10 15 15 18 # 8pm
25 15 70 10 15 15 18 # 9pm
25 15 70 10 15 15 18 # 10pm
25 15 70 10 15 15 18 # 11pm
# Diffuse Colour Modifier Table (Red,Green,Blue,Amount)
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # Midnight
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 1am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 2am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 3am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 4am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 5am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 6am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 7am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 8am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 9am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 10am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 11am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # Midday
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 1pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 2pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 3pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 4pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 5pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 6pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 7pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 8pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 9pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 10pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 11pm
# Specular Colour Table (Red,Green,Blue,Ignored)
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # Midnight
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 1am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 2am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 3am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 4am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 5am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 6am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 7am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 8am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 9am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 10am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 11am
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # Midday
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 1pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 2pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 3pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 4pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 5pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 6pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 7pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 8pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 9pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 10pm
178, 178, 178, 100 140, 140, 150, 50 220, 220, 220, 75 255, 255, 255, 20 178, 178, 178, 100 178, 178, 178, 75 178, 178, 178, 100 # 11pm
# Fresnal RO Table
# SUNNY CLOUDY RAINY, FOGGY
0.400000 0.400000 0.400000 0.150000 # Midnight
0.400000 0.400000 0.400000 0.150000 # 1am
0.400000 0.400000 0.400000 0.150000 # 2am
0.400000 0.400000 0.400000 0.150000 # 3am
0.400000 0.400000 0.400000 0.150000 # 4am
0.400000 0.400000 0.400000 0.150000 # 5am
0.400000 0.400000 0.400000 0.150000 # 6am
0.400000 0.400000 0.400000 0.150000 # 7am
0.400000 0.400000 0.400000 0.150000 # 8am
0.400000 0.400000 0.400000 0.150000 # 9am
0.400000 0.400000 0.400000 0.150000 # 10am
0.400000 0.400000 0.400000 0.150000 # 11am
0.400000 0.400000 0.400000 0.150000 # Midday
0.400000 0.400000 0.400000 0.150000 # 1pm
0.400000 0.400000 0.400000 0.150000 # 2pm
0.400000 0.400000 0.400000 0.150000 # 3pm
0.400000 0.400000 0.400000 0.150000 # 4pm
0.400000 0.400000 0.400000 0.150000 # 5pm
0.400000 0.400000 0.400000 0.150000 # 6pm
0.400000 0.400000 0.400000 0.150000 # 7pm
0.400000 0.400000 0.400000 0.150000 # 8pm
0.400000 0.400000 0.400000 0.150000 # 9pm
0.400000 0.400000 0.400000 0.150000 # 10pm
0.400000 0.400000 0.400000 0.150000 # 11pm
# Specular Power Table
# SUNNY CLOUDY RAINY, FOGGY
128.000000 80.000000 30.000000 128.000000 # Midnight
128.000000 80.000000 30.000000 128.000000 # 1am
128.000000 80.000000 30.000000 128.000000 # 2am
128.000000 80.000000 30.000000 128.000000 # 3am
128.000000 80.000000 30.000000 128.000000 # 4am
80.000000 60.000000 30.000000 128.000000 # 5am
80.000000 60.000000 30.000000 128.000000 # 6am
80.000000 60.000000 30.000000 128.000000 # 7am
80.000000 60.000000 30.000000 128.000000 # 8am
80.000000 60.000000 30.000000 128.000000 # 9am
80.000000 60.000000 30.000000 128.000000 # 10am
80.000000 60.000000 30.000000 128.000000 # 11am
80.000000 60.000000 30.000000 128.000000 # Midday
80.000000 60.000000 30.000000 128.000000 # 1pm
80.000000 60.000000 30.000000 128.000000 # 2pm
80.000000 60.000000 30.000000 128.000000 # 3pm
80.000000 60.000000 30.000000 128.000000 # 4pm
128.000000 80.000000 30.000000 128.000000 # 5pm
128.000000 80.000000 30.000000 128.000000 # 6pm
128.000000 80.000000 30.000000 128.000000 # 7pm
128.000000 80.000000 30.000000 128.000000 # 8pm
128.000000 80.000000 30.000000 128.000000 # 9pm
128.000000 80.000000 30.000000 128.000000 # 10pm
128.000000 80.000000 30.000000 128.000000 # 11pm
# Diffuse Colour Modifier Table (Red,Green,Blue,Amount)
# SUNNY CLOUDY RAINY, FOGGY
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # Midnight
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 1am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 2am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 3am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 4am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 5am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 6am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 7am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 8am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 9am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 10am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 11am
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # Midday
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 1pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 2pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 3pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 4pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 5pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 6pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 7pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 8pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 9pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 10pm
0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 0, 0, 0, 0 # 11pm
# Specular Colour Table (Red,Green,Blue,Amount)
# SUNNY CLOUDY RAINY, FOGGY
81, 150, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # Midnight
81, 150, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 1am
81, 150, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 2am
81, 150, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 3am
81, 150, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 4am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 5am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 6am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 7am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 8am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 9am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 10am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 11am
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # Midday
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 1pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 2pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 3pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 4pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 5pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 6pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 7pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 8pm
178, 178, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 9pm
81, 150, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 10pm
81, 150, 178, 100 178, 178, 178, 50 178, 178, 178, 75 178, 178, 178, 20 # 11pm

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# Ramp Start Table
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # Midnight
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 1am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 2am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 3am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 4am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 5am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 6am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 7am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 8am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 9am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 10am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 11am
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # Midday
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 1pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 2pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 3pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 4pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 5pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 6pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 7pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 8pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 9pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 10pm
0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 0, 0, 0, 255 # 11pm
# Ramp End Table
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # Midnight
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 1am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 2am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 3am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 4am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 5am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 6am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 7am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 8am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 9am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 10am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 11am
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # Midday
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 1pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 2pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 3pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 4pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 5pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 6pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 7pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 8pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 9pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 10pm
255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 255, 255, 255, 255 # 11pm
# Offset Table
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # Midnight
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 1am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 2am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 3am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 4am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 5am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 6am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 7am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 8am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 9am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 10am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 11am
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # Midday
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 1pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 2pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 3pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 4pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 5pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 6pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 7pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 8pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 9pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 10pm
0.5 0.5 0.5 0.5 0.5 0.5 0.5 # 11pm
# Scale Table (the lentgh of the light band?)
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS
1 0.5 1.5 0.5 1.5 1.5 1.5 # Midnight
1 0.5 1.5 0.5 1.5 1.5 1.5 # 1am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 2am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 3am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 4am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 5am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 6am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 7am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 8am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 9am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 10am
1 0.5 1.5 0.5 1.5 1.5 1.5 # 11am
1 0.5 1.5 0.5 1.5 1.5 1.5 # Midday
1 0.5 1.5 0.5 1.5 1.5 1.5 # 1pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 2pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 3pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 4pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 5pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 6pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 7pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 8pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 9pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 10pm
1 0.5 1.5 0.5 1.5 1.5 1.5 # 11pm
# Scaling Table (how strong the overall effect is)
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS time multiplier
1 0.3 0.5 0.1 1 1 1 # Midnight 0.5
1 0.3 0.5 0.1 1 1 1 # 1am 0.5
1 0.3 0.5 0.1 1 1 1 # 2am 0.5
1 0.3 0.5 0.1 1 1 1 # 3am 0.5
1 0.3 0.5 0.1 1 1 1 # 4am 0.5
1 0.3 0.5 0.1 1 1 1 # 5am 0.5
1 0.3 0.5 0.1 1 1 1 # 6am 0.5
1.2 0.36 0.6 0.12 1.2 1.2 1.2 # 7am 0.6
1.4 0.42 0.7 0.14 1.4 1.4 1.4 # 8am 0.7
1.6 0.48 0.8 0.16 1.6 1.6 1.6 # 9am 0.8
1.8 0.54 0.9 0.18 1.8 1.8 1.8 # 10am 0.9
2 0.6 1 0.2 2 2 2 # 11am 1
2 0.6 1 0.2 2 2 2 # Midday tweaking value
2 0.6 1 0.2 2 2 2 # 1pm 1
2 0.6 1 0.2 2 2 2 # 2pm 1
2.2 0.66 1.1 0.22 2.2 2.2 2.2 # 3pm 1.1
2.2 0.66 1.1 0.22 2.2 2.2 2.2 # 4pm 1.1
2.4 0.72 1.2 0.24 2.4 2.4 2.4 # 5pm 1.2
2.4 0.72 1.2 0.24 2.4 2.4 2.4 # 6pm 1.2
2.2 0.66 1.1 0.22 2.2 2.2 2.2 # 7pm 1.1
2 0.6 1 0.2 2 2 2 # 8pm 1
1.6 0.48 0.8 0.16 1.6 1.6 1.6 # 9pm 0.8
1.2 0.36 0.6 0.12 1.2 1.2 1.2 # 10pm 0.6
1 0.3 0.5 0.1 1 1 1 # 11pm 0.5
# Ramp Start Table
# SUNNY CLOUDY RAINY, FOGGY
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # Midnight
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 1am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 2am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 3am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 4am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 5am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 6am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 7am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 8am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 9am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 10am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 11am
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # Midday
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 1pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 2pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 3pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 4pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 5pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 6pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 7pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 8pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 9pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 10pm
60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 60, 55, 53, 100 # 11pm
# Ramp End Table
# SUNNY CLOUDY RAINY, FOGGY
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # Midnight
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 1am
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 2am
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 3am
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 4am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 5am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 6am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 7am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 8am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 9am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 10am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 11am
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # Midday
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 1pm
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 2pm
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 3pm
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 4pm
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 5pm
255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 255, 230, 224, 100 # 6pm
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 7pm
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 8pm
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 9pm
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 10pm
190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 190, 171, 167, 100 # 11pm
# Offset Table
# SUNNY CLOUDY RAINY, FOGGY
0 0 0 0 # Midnight
0 0 0 0 # 1am
0 0 0 0 # 2am
0 0 0 0 # 3am
0 0 0 0 # 4am
0 0 0 0 # 5am
0 0 0 0 # 6am
0 0 0 0 # 7am
0 0 0 0 # 8am
0 0 0 0 # 9am
0 0 0 0 # 10am
0 0 0 0 # 11am
0 0 0 0 # Midday
0 0 0 0 # 1pm
0 0 0 0 # 2pm
0 0 0 0 # 3pm
0 0 0 0 # 4pm
0 0 0 0 # 5pm
0 0 0 0 # 6pm
0 0 0 0 # 7pm
0 0 0 0 # 8pm
0 0 0 0 # 9pm
0 0 0 0 # 10pm
0 0 0 0 # 11pm
# Scale Table
# SUNNY CLOUDY RAINY, FOGGY
1.5 1.5 1.0 1.0 # Midnight
1.5 1.5 1.0 1.0 # 1am
1.5 1.5 1.0 1.0 # 2am
1.5 1.5 1.5 1.5 # 3am
2.0 2.0 2.0 2.0 # 4am
2.0 2.0 2.0 2.0 # 5am
2.0 2.0 2.0 2.0 # 6am
2.5 2.5 2.0 2.0 # 7am
2.5 2.5 2.0 2.0 # 8am
2.5 2.5 2.0 2.0 # 9am
2.5 2.5 2.0 2.0 # 10am
2.5 2.5 2.0 2.0 # 11am
2.5 2.5 2.0 2.0 # Midday
2.5 2.5 2.0 2.0 # 1pm
2.5 2.5 2.0 2.0 # 2pm
2.5 2.5 2.0 2.0 # 3pm
2.5 2.5 2.0 2.0 # 4pm
2.0 2.0 2.0 2.0 # 5pm
2.0 2.0 2.0 2.0 # 6pm
2.0 2.0 2.0 2.0 # 7pm
1.5 1.5 1.5 1.5 # 8pm
1.5 1.5 1.0 1.0 # 9pm
1.5 1.5 1.0 1.0 # 10pm
1.5 1.5 1.0 1.0 # 11pm
# Scaling Table
# SUNNY CLOUDY RAINY, FOGGY
0.2 0.2 0.1 0.1 # Midnight
0.2 0.2 0.1 0.1 # 1am
0.7 0.7 0.2 0.2 # 6am
0.7 0.7 0.2 0.2 # 3am
0.7 0.7 0.2 0.2 # 4am
2.0 2.0 0.3 0.3 # 5am
3.0 3.0 0.3 0.3 # 6am
4.0 4.0 0.3 0.3 # 7am
5.0 5.0 0.3 0.3 # 8am
6.0 6.0 1.3 1.3 # 9am
6.0 6.0 2.0 2.0 # 10am
6.0 6.0 2.0 2.0 # 11am
6.0 6.0 2.0 2.0 # Midday
6.0 6.0 2.0 2.0 # 1pm
6.0 6.0 1.3 1.3 # 6pm
5.0 5.0 0.3 0.3 # 3pm
4.0 4.0 0.3 0.3 # 4pm
3.0 3.0 0.3 0.3 # 5pm
2.0 2.0 0.3 0.3 # 6pm
0.7 0.7 0.2 0.2 # 7pm
0.7 0.7 0.2 0.2 # 8pm
0.7 0.7 0.2 0.2 # 9pm
0.2 0.2 0.1 0.1 # 10pm
0.2 0.2 0.1 0.1 # 11pm

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@@ -1,30 +1,26 @@
# LM blend Table
# SUNNY CLOUDY RAINY, FOGGY EXTRASUNNY HURRICANE EXTRACOLOURS basic daytime ramp
0.45 0.6 0.75 0.525 0.45 0.75 0.375 # Midnight 0.75 0.1
0.48 0.64 0.8 0.56 0.48 0.8 0.4 # 1am 0.8 0.2
0.51 0.68 0.85 0.595 0.51 0.85 0.425 # 2am 0.85 0.3
0.54 0.72 0.9 0.63 0.54 0.9 0.45 # 3am 0.9 0.4
0.57 0.76 0.95 0.665 0.57 0.95 0.475 # 4am 0.95 0.6
0.6 0.8 1 0.7 0.6 1 0.5 # 5am 1 0.8
0.6 0.8 1 0.7 0.6 1 0.5 # 6am 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 7am 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 8am 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 9am 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 10am 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 11am 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # Midday 1 tweak here
0.6 0.8 1 0.7 0.6 1 0.5 # 1pm 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 2pm 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 3pm 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 4pm 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 5pm 1 1
0.6 0.8 1 0.7 0.6 1 0.5 # 6pm 1 0.8
0.57 0.76 0.95 0.665 0.57 0.95 0.475 # 7pm 0.95 0.6
0.54 0.72 0.9 0.63 0.54 0.9 0.45 # 8pm 0.9 0.5
0.51 0.68 0.85 0.595 0.51 0.85 0.425 # 9pm 0.85 0.4
0.48 0.64 0.8 0.56 0.48 0.8 0.4 # 10pm 0.8 0.3
0.45 0.6 0.75 0.525 0.45 0.75 0.375 # 11pm 0.75 0.2
# LM blend Table
# SUNNY CLOUDY RAINY FOGGY
0.700000 0.700000 0.700000 0.550000 # Midnight
0.700000 0.700000 0.700000 0.550000 # 1am
0.700000 0.700000 0.700000 0.550000 # 2am
0.700000 0.700000 0.700000 0.550000 # 3am
0.700000 0.700000 0.700000 0.550000 # 4am
0.750000 0.750000 0.700000 0.600000 # 5am
0.800000 0.800000 0.750000 0.600000 # 6am
0.850000 0.850000 0.800000 0.650000 # 7am
0.900000 0.900000 0.800000 0.700000 # 8am
0.950000 0.900000 0.800000 0.700000 # 9am
1.000000 0.900000 0.800000 0.700000 # 10am
1.000000 0.900000 0.800000 0.700000 # 11am
1.000000 0.900000 0.800000 0.700000 # Midday
1.000000 0.900000 0.800000 0.700000 # 1pm
1.000000 0.900000 0.800000 0.700000 # 2pm
0.950000 0.900000 0.800000 0.700000 # 3pm
0.900000 0.900000 0.800000 0.700000 # 4pm
0.850000 0.850000 0.800000 0.650000 # 5pm
0.800000 0.800000 0.750000 0.600000 # 6pm
0.750000 0.750000 0.700000 0.600000 # 7pm
0.700000 0.700000 0.700000 0.550000 # 8pm
0.700000 0.700000 0.700000 0.550000 # 9pm
0.700000 0.700000 0.700000 0.550000 # 10pm
0.700000 0.700000 0.700000 0.550000 # 11pm

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@@ -1,10 +1,3 @@
newoption {
trigger = "glewdir",
value = "PATH",
description = "Directory of GLEW",
default = "vendor/glew-2.1.0"
}
newoption {
trigger = "glfwdir64",
value = "PATH",
@@ -35,10 +28,22 @@ newoption {
}
newoption {
trigger = "lto",
description = "Use link time optimization"
trigger = "with-lto",
description = "Build with link time optimization"
}
newoption {
trigger = "no-git-hash",
description = "Don't print git commit hash into binary"
}
newoption {
trigger = "no-full-paths",
description = "Don't print full paths into binary"
}
require("autoconf")
if(_OPTIONS["with-librw"]) then
Librw = "vendor/librw"
else
@@ -63,10 +68,10 @@ function getarch(a)
return a
end
workspace "reVC"
workspace "re3"
language "C++"
configurations { "Debug", "Release", "Vanilla" }
startproject "reVC"
configurations { "Debug", "Release" }
startproject "re3"
location "build"
symbols "Full"
staticruntime "off"
@@ -77,11 +82,12 @@ workspace "reVC"
end
filter { "system:windows" }
configurations { "Vanilla" }
platforms {
"win-x86-RW34_d3d8-mss",
"win-x86-RW33_d3d8-mss",
"win-x86-librw_d3d9-mss",
"win-x86-librw_gl3_glfw-mss",
"win-x86-RW34_d3d8-oal",
"win-x86-RW33_d3d8-oal",
"win-x86-librw_d3d9-oal",
"win-x86-librw_gl3_glfw-oal",
"win-amd64-librw_d3d9-oal",
@@ -103,7 +109,7 @@ workspace "reVC"
"bsd-arm-librw_gl3_glfw-oal",
"bsd-arm64-librw_gl3_glfw-oal"
}
filter { "system:macosx" }
platforms {
"macosx-arm64-librw_gl3_glfw-oal",
@@ -112,68 +118,67 @@ workspace "reVC"
filter "configurations:Debug"
defines { "DEBUG" }
filter "configurations:not Debug"
defines { "NDEBUG" }
optimize "Speed"
if(_OPTIONS["lto"]) then
if(_OPTIONS["with-lto"]) then
flags { "LinkTimeOptimization" }
end
filter "configurations:Vanilla"
defines { "VANILLA_DEFINES" }
filter { "platforms:win*" }
system "windows"
filter { "platforms:linux*" }
system "linux"
filter { "platforms:bsd*" }
system "bsd"
filter { "platforms:macosx*" }
system "macosx"
filter { "platforms:*x86*" }
architecture "x86"
filter { "platforms:*amd64*" }
architecture "amd64"
filter { "platforms:*arm*" }
architecture "ARM"
filter { "platforms:macosx-arm64-*" }
filter { "platforms:macosx-arm64-*", "files:**.cpp"}
buildoptions { "-target", "arm64-apple-macos11", "-std=gnu++14" }
filter { "platforms:macosx-amd64-*" }
filter { "platforms:macosx-arm64-*", "files:**.c"}
buildoptions { "-target", "arm64-apple-macos11" }
filter { "platforms:macosx-amd64-*", "files:**.cpp"}
buildoptions { "-target", "x86_64-apple-macos10.12", "-std=gnu++14" }
filter { "platforms:macosx-amd64-*", "files:**.c"}
buildoptions { "-target", "x86_64-apple-macos10.12" }
filter { "platforms:*librw_d3d9*" }
defines { "RW_D3D9" }
if(not _OPTIONS["with-librw"]) then
libdirs { path.join(Librw, "lib/win-%{getarch(cfg.architecture)}-d3d9/%{cfg.buildcfg}") }
end
filter "platforms:*librw_gl3_glfw*"
defines { "RW_GL3" }
includedirs { path.join(_OPTIONS["glewdir"], "include") }
if(not _OPTIONS["with-librw"]) then
libdirs { path.join(Librw, "lib/%{getsys(cfg.system)}-%{getarch(cfg.architecture)}-gl3/%{cfg.buildcfg}") }
end
filter "platforms:*x86-librw_gl3_glfw*"
includedirs { path.join(_OPTIONS["glfwdir32"], "include") }
filter "platforms:*amd64-librw_gl3_glfw*"
includedirs { path.join(_OPTIONS["glfwdir64"], "include") }
filter "platforms:win*librw_gl3_glfw*"
defines { "GLEW_STATIC" }
filter {}
function setpaths (gamepath, exepath)
if (gamepath) then
postbuildcommands {
@@ -196,7 +201,8 @@ project "librw"
targetdir(path.join(Librw, "lib/%{cfg.platform}/%{cfg.buildcfg}"))
files { path.join(Librw, "src/*.*") }
files { path.join(Librw, "src/*/*.*") }
files { path.join(Librw, "src/gl/*/*.*") }
filter { "platforms:*x86*" }
architecture "x86"
@@ -212,17 +218,23 @@ project "librw"
includedirs { "/usr/local/include" }
libdirs { "/usr/local/lib" }
filter "platforms:macosx*"
-- Support MacPorts and Homebrew
-- Support MacPorts and Homebrew
filter "platforms:macosx-arm64-*"
includedirs { "/opt/local/include" }
includedirs {"/opt/homebrew/include" }
libdirs { "/opt/local/lib" }
libdirs { "/opt/homebrew/lib" }
filter "platforms:macosx-amd64-*"
includedirs { "/opt/local/include" }
includedirs {"/usr/local/include" }
libdirs { "/opt/local/lib" }
libdirs { "/usr/local/lib" }
filter "platforms:*gl3_glfw*"
staticruntime "off"
filter "platforms:*RW34*"
filter "platforms:*RW33*"
flags { "ExcludeFromBuild" }
filter {}
end
@@ -231,9 +243,9 @@ local function addSrcFiles( prefix )
return prefix .. "/*cpp", prefix .. "/*.h", prefix .. "/*.c", prefix .. "/*.ico", prefix .. "/*.rc"
end
project "reVC"
project "re3"
kind "WindowedApp"
targetname "reVC"
targetname "re3"
targetdir "bin/%{cfg.platform}/%{cfg.buildcfg}"
if(_OPTIONS["with-librw"]) then
@@ -254,7 +266,7 @@ project "reVC"
files { addSrcFiles("src/modelinfo") }
files { addSrcFiles("src/objects") }
files { addSrcFiles("src/peds") }
files { addSrcFiles("src/render") }
files { addSrcFiles("src/renderer") }
files { addSrcFiles("src/rw") }
files { addSrcFiles("src/save") }
files { addSrcFiles("src/skel") }
@@ -263,7 +275,11 @@ project "reVC"
files { addSrcFiles("src/vehicles") }
files { addSrcFiles("src/weapons") }
files { addSrcFiles("src/extras") }
files { "src/extras/GitSHA1.cpp" } -- this won't be in repo in first build
if(not _OPTIONS["no-git-hash"]) then
files { "src/extras/GitSHA1.cpp" } -- this won't be in repo in first build
else
removefiles { "src/extras/GitSHA1.cpp" } -- but it will be everytime after
end
includedirs { "src" }
includedirs { "src/animation" }
@@ -279,7 +295,7 @@ project "reVC"
includedirs { "src/modelinfo" }
includedirs { "src/objects" }
includedirs { "src/peds" }
includedirs { "src/render" }
includedirs { "src/renderer" }
includedirs { "src/rw" }
includedirs { "src/save/" }
includedirs { "src/skel/" }
@@ -288,18 +304,25 @@ project "reVC"
includedirs { "src/vehicles" }
includedirs { "src/weapons" }
includedirs { "src/extras" }
if(not _OPTIONS["no-git-hash"]) then
defines { "USE_OUR_VERSIONING" }
end
if _OPTIONS["with-opus"] then
includedirs { "vendor/ogg/include" }
includedirs { "vendor/opus/include" }
includedirs { "vendor/opusfile/include" }
end
filter "configurations:Vanilla"
defines { "VANILLA_DEFINES" }
filter "platforms:*mss"
defines { "AUDIO_MSS" }
includedirs { "vendor/milessdk/include" }
libdirs { "vendor/milessdk/lib" }
if _OPTIONS["with-opus"] then
filter "platforms:win*"
libdirs { "vendor/ogg/win32/VS2015/Win32/%{cfg.buildcfg}" }
@@ -308,15 +331,15 @@ project "reVC"
filter {}
defines { "AUDIO_OPUS" }
end
filter "platforms:*oal"
defines { "AUDIO_OAL" }
filter {}
if(os.getenv("GTA_VC_RE_DIR")) then
setpaths(os.getenv("GTA_VC_RE_DIR") .. "/", "%(cfg.buildtarget.name)")
if(os.getenv("GTA_III_RE_DIR")) then
setpaths(os.getenv("GTA_III_RE_DIR") .. "/", "%(cfg.buildtarget.name)")
end
filter "platforms:win*"
files { addSrcFiles("src/skel/win") }
includedirs { "src/skel/win" }
@@ -324,28 +347,49 @@ project "reVC"
linkoptions "/SAFESEH:NO"
characterset ("MBCS")
targetextension ".exe"
if(_OPTIONS["no-full-paths"]) then
usefullpaths "off"
linkoptions "/PDBALTPATH:%_PDB%"
end
if(_OPTIONS["with-librw"]) then
-- external librw is dynamic
staticruntime "on"
end
prebuildcommands { '"%{prj.location}..\\printHash.bat" "%{prj.location}..\\src\\extras\\GitSHA1.cpp"' }
if(not _OPTIONS["no-git-hash"]) then
prebuildcommands { '"%{prj.location}..\\printHash.bat" "%{prj.location}..\\src\\extras\\GitSHA1.cpp"' }
end
filter "platforms:not win*"
prebuildcommands { '"%{prj.location}/../printHash.sh" "%{prj.location}/../src/extras/GitSHA1.cpp"' }
if(not _OPTIONS["no-git-hash"]) then
prebuildcommands { '"%{prj.location}/../printHash.sh" "%{prj.location}/../src/extras/GitSHA1.cpp"' }
end
filter "platforms:win*glfw*"
staticruntime "off"
filter "platforms:*glfw*"
premake.modules.autoconf.parameters = "-lglfw -lX11"
autoconfigure {
-- iterates all configs and runs on them
["dontWrite"] = function (cfg)
check_symbol_exists(cfg, "haveX11", "glfwGetX11Display", { "X11/Xlib.h", "X11/XKBlib.h", "GLFW/glfw3.h", "GLFW/glfw3native.h" }, "GLFW_EXPOSE_NATIVE_X11")
if cfg.autoconf["haveX11"] ~= nil and cfg.autoconf["haveX11"] == 1 then
table.insert(cfg.links, "X11")
table.insert(cfg.defines, "GET_KEYBOARD_INPUT_FROM_X11")
end
end
}
filter "platforms:win*oal"
includedirs { "vendor/openal-soft/include" }
includedirs { "vendor/libsndfile/include" }
includedirs { "vendor/mpg123/include" }
filter "platforms:win-x86*oal"
libdirs { "vendor/mpg123/lib/Win32" }
libdirs { "vendor/libsndfile/lib/Win32" }
libdirs { "vendor/openal-soft/libs/Win32" }
filter "platforms:win-amd64*oal"
libdirs { "vendor/mpg123/lib/Win64" }
libdirs { "vendor/libsndfile/lib/Win64" }
@@ -359,9 +403,15 @@ project "reVC"
filter "platforms:macosx*oal"
links { "openal", "mpg123", "sndfile", "pthread" }
filter "platforms:macosx-arm64-*oal"
includedirs { "/opt/homebrew/opt/openal-soft/include" }
libdirs { "/opt/homebrew/opt/openal-soft/lib" }
filter "platforms:macosx-amd64-*oal"
includedirs { "/usr/local/opt/openal-soft/include" }
libdirs { "/usr/local/opt/openal-soft/lib" }
if _OPTIONS["with-opus"] then
filter {}
links { "libogg" }
@@ -369,13 +419,13 @@ project "reVC"
links { "opusfile" }
end
filter "platforms:*RW34*"
filter "platforms:*RW33*"
includedirs { "sdk/rwsdk/include/d3d8" }
libdirs { "sdk/rwsdk/lib/d3d8/release" }
links { "rwcore", "rpworld", "rpmatfx", "rpskin", "rphanim", "rtbmp", "rtquat", "rtanim", "rtcharse", "rpanisot" }
links { "rwcore", "rpworld", "rpmatfx", "rpskin", "rphanim", "rtbmp", "rtquat", "rtcharse", "rpanisot" }
defines { "RWLIBS" }
linkoptions "/SECTION:_rwcseg,ER!W /MERGE:_rwcseg=.text"
filter "platforms:*librw*"
defines { "LIBRW" }
files { addSrcFiles("src/fakerw") }
@@ -389,33 +439,39 @@ project "reVC"
filter "platforms:*d3d9*"
defines { "USE_D3D9" }
links { "d3d9" }
filter "platforms:*x86*d3d*"
includedirs { "sdk/dx8sdk/include" }
libdirs { "sdk/dx8sdk/lib" }
filter "platforms:win-x86*gl3_glfw*"
libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/Win32") }
libdirs { path.join(_OPTIONS["glfwdir32"], "lib-" .. string.gsub(_ACTION or '', "vs", "vc")) }
links { "opengl32", "glew32s", "glfw3" }
links { "opengl32", "glfw3" }
filter "platforms:win-amd64*gl3_glfw*"
libdirs { path.join(_OPTIONS["glewdir"], "lib/Release/x64") }
libdirs { path.join(_OPTIONS["glfwdir64"], "lib-" .. string.gsub(_ACTION or '', "vs", "vc")) }
links { "opengl32", "glew32s", "glfw3" }
links { "opengl32", "glfw3" }
filter "platforms:linux*gl3_glfw*"
links { "GL", "GLEW", "glfw" }
links { "GL", "glfw" }
filter "platforms:bsd*gl3_glfw*"
links { "GL", "GLEW", "glfw", "sysinfo" }
links { "GL", "glfw", "sysinfo" }
includedirs { "/usr/local/include" }
libdirs { "/usr/local/lib" }
filter "platforms:macosx*gl3_glfw*"
links { "GLEW", "glfw" }
filter "platforms:macosx-arm64-*gl3_glfw*"
links { "glfw" }
linkoptions { "-framework OpenGL" }
includedirs { "/opt/local/include" }
includedirs { "/usr/local/include" }
includedirs {"/opt/homebrew/include" }
libdirs { "/opt/local/lib" }
libdirs { "/opt/homebrew/lib" }
filter "platforms:macosx-amd64-*gl3_glfw*"
links { "glfw" }
linkoptions { "-framework OpenGL" }
includedirs { "/opt/local/include" }
includedirs {"/usr/local/include" }
libdirs { "/opt/local/lib" }
libdirs { "/usr/local/lib" }

View File

@@ -1,12 +1,14 @@
#!/usr/bin/env bash
#!/usr/bin/env sh
if [ -z "${1}" ]
then
printf "%s\n" "Input the path to the file for writing the commit hash to."
else
printf "%s" "#define GIT_SHA1 \"" > $1
> $1
if (command -v "git" >/dev/null) then
git rev-parse --short HEAD | tr -d '\n' >> $1
fi
echo -n "#define GIT_SHA1 \"" > $1
if (command -v "git" >/dev/null) then
git rev-parse --short HEAD | tr -d '\n' >> $1
printf "%s\n" "\"" >> $1
printf "%s\n" "const char* g_GIT_SHA1 = GIT_SHA1;" >> $1
fi
echo "\"" >> $1
echo "const char* g_GIT_SHA1 = GIT_SHA1;" >> $1

88
res/images/logo.svg Normal file
View File

@@ -0,0 +1,88 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:cc="http://creativecommons.org/ns#"
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
xmlns:svg="http://www.w3.org/2000/svg"
xmlns="http://www.w3.org/2000/svg"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
sodipodi:docname="re3_final.svg"
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@@ -50,12 +50,17 @@ if(LIBRW_PLATFORM_D3D9)
endif()
target_compile_definitions(${EXECUTABLE} PRIVATE CMAKE_BUILD)
target_compile_definitions(${EXECUTABLE} PRIVATE USE_OUR_VERSIONING)
if(${PROJECT}_AUDIO STREQUAL "OAL")
find_package(OpenAL REQUIRED)
target_include_directories(${EXECUTABLE} PRIVATE ${OPENAL_INCLUDE_DIR})
target_link_libraries(${EXECUTABLE} PRIVATE ${OPENAL_LIBRARY})
target_compile_definitions(${EXECUTABLE} PRIVATE ${OPENAL_DEFINITIONS})
if(TARGET OpenAL::OpenAL)
target_link_libraries(${EXECUTABLE} PRIVATE OpenAL::OpenAL)
else()
target_include_directories(${EXECUTABLE} PRIVATE ${OPENAL_INCLUDE_DIR})
target_link_libraries(${EXECUTABLE} PRIVATE ${OPENAL_LIBRARY})
target_compile_definitions(${EXECUTABLE} PRIVATE ${OPENAL_DEFINITIONS})
endif()
target_compile_definitions(${EXECUTABLE} PRIVATE AUDIO_OAL)
elseif(${PROJECT}_AUDIO STREQUAL "MSS")
find_package(MilesSDK REQUIRED)
@@ -119,13 +124,35 @@ elseif(CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
)
endif()
if(NINTENDO_SWITCH)
set(${PROJECT}_C_CXX_EXTENSIONS ON)
else()
set(${PROJECT}_C_CXX_EXTENSIONS OFF)
endif()
if(LIBRW_PLATFORM_GL3 AND LIBRW_GL3_GFXLIB STREQUAL "GLFW")
include(CheckSymbolExists)
set(CMAKE_REQUIRED_LIBRARIES glfw)
set(CMAKE_REQUIRED_DEFINITIONS -DGLFW_EXPOSE_NATIVE_X11)
check_symbol_exists(glfwGetX11Display "GLFW/glfw3.h;GLFW/glfw3native.h" GLFW_HAS_X11)
unset(CMAKE_REQUIRED_DEFINITIONS)
unset(CMAKE_REQUIRED_LIBRARIES)
if (GLFW_HAS_X11)
find_package(X11 REQUIRED)
target_link_libraries(${EXECUTABLE} PRIVATE X11::X11)
target_compile_definitions(${EXECUTABLE} PRIVATE GET_KEYBOARD_INPUT_FROM_X11)
endif (GLFW_HAS_X11)
endif()
set_target_properties(${EXECUTABLE}
PROPERTIES
C_STANDARD 11
C_EXTENSIONS OFF
C_EXTENSIONS ${${PROJECT}_C_CXX_EXTENSIONS}
C_STANDARD_REQUIRED ON
CXX_STANDARD 11
CXX_EXTENSIONS OFF
CXX_EXTENSIONS ${${PROJECT}_C_CXX_EXTENSIONS}
CXX_STANDARD_REQUIRED ON
)
@@ -139,3 +166,5 @@ if(${PROJECT}_INSTALL)
install(FILES $<TARGET_PDB_FILE:${EXECUTABLE}> DESTINATION "." OPTIONAL)
endif()
endif()
re3_platform_target(${EXECUTABLE} INSTALL)

View File

@@ -12,7 +12,6 @@
#include "General.h"
#include "RwHelper.h"
#include "ModelIndices.h"
#include "ModelInfo.h"
#include "AnimManager.h"
#include "RpAnimBlend.h"
@@ -21,11 +20,8 @@
CAnimBlendAssocGroup::CAnimBlendAssocGroup(void)
{
animBlock = nil;
assocList = nil;
numAssociations = 0;
firstAnimId = 0;
groupId = -1;
}
CAnimBlendAssocGroup::~CAnimBlendAssocGroup(void)
@@ -46,7 +42,7 @@ CAnimBlendAssocGroup::DestroyAssociations(void)
CAnimBlendAssociation*
CAnimBlendAssocGroup::GetAnimation(uint32 id)
{
return &assocList[id - firstAnimId];
return &assocList[id];
}
CAnimBlendAssociation*
@@ -56,7 +52,6 @@ CAnimBlendAssocGroup::GetAnimation(const char *name)
for(i = 0; i < numAssociations; i++)
if(!CGeneral::faststricmp(assocList[i].hierarchy->name, name))
return &assocList[i];
debug("\n\nCan't find the fucking animation %s\n\n\n", name);
return nil;
}
@@ -106,7 +101,7 @@ strcmpIgnoringDigits(const char *s1, const char *s2)
c2 = __ascii_toupper(c2);
#endif
if(c1 && c2 && c1 != c2)
if(c1 != c2)
return false;
}
}
@@ -116,15 +111,6 @@ GetModelFromName(const char *name)
{
int i;
CBaseModelInfo *mi;
char playername[32];
if(strncasecmp(name, "CSplay", 6) == 0 &&
strncasecmp(CModelInfo::GetModelInfo(MI_PLAYER)->GetModelName(), "ig", 2) == 0){
strcpy(playername, CModelInfo::GetModelInfo(MI_PLAYER)->GetModelName());
playername[0] = 'C';
playername[1] = 'S';
name = playername;
}
for(i = 0; i < MODELINFOSIZE; i++){
mi = CModelInfo::GetModelInfo(i);
@@ -141,7 +127,8 @@ CAnimBlendAssocGroup::CreateAssociations(const char *name)
int i;
CAnimBlock *animBlock;
DestroyAssociations();
if(assocList)
DestroyAssociations();
animBlock = CAnimManager::GetAnimationBlock(name);
assocList = new CAnimBlendAssociation[animBlock->numAnims];
@@ -150,18 +137,17 @@ CAnimBlendAssocGroup::CreateAssociations(const char *name)
for(i = 0; i < animBlock->numAnims; i++){
CAnimBlendHierarchy *anim = CAnimManager::GetAnimation(animBlock->firstIndex + i);
CBaseModelInfo *model = GetModelFromName(anim->name);
if(model){
debug("Associated anim %s with model %s\n", anim->name, model->GetModelName());
RpClump *clump = (RpClump*)model->CreateInstance();
RpAnimBlendClumpInit(clump);
assocList[i].Init(clump, anim);
if(IsClumpSkinned(clump))
RpClumpForAllAtomics(clump, AtomicRemoveAnimFromSkinCB, nil);
RpClumpDestroy(clump);
assocList[i].animId = firstAnimId + i;
assocList[i].groupId = groupId;
}else
debug("\n\nCANNOT FIND MODELINFO WITH NAME %s\n\n\n", anim->name);
assert(model);
printf("Associated anim %s with model %s\n", anim->name, model->GetModelName());
RpClump *clump = (RpClump*)model->CreateInstance();
#ifdef PED_SKIN
if(IsClumpSkinned(clump))
RpClumpForAllAtomics(clump, AtomicRemoveAnimFromSkinCB, nil);
#endif
RpAnimBlendClumpInit(clump);
assocList[i].Init(clump, anim);
RpClumpDestroy(clump);
assocList[i].animId = i;
}
numAssociations = animBlock->numAnims;
}
@@ -171,8 +157,10 @@ void
CAnimBlendAssocGroup::CreateAssociations(const char *blockName, RpClump *clump, const char **animNames, int numAssocs)
{
int i;
CAnimBlock *animBlock;
DestroyAssociations();
if(assocList)
DestroyAssociations();
animBlock = CAnimManager::GetAnimationBlock(blockName);
assocList = new CAnimBlendAssociation[numAssocs];
@@ -180,8 +168,7 @@ CAnimBlendAssocGroup::CreateAssociations(const char *blockName, RpClump *clump,
numAssociations = 0;
for(i = 0; i < numAssocs; i++){
assocList[i].Init(clump, CAnimManager::GetAnimation(animNames[i], animBlock));
assocList[i].animId = firstAnimId + i;
assocList[i].groupId = groupId;
assocList[i].animId = i;
}
numAssociations = numAssocs;
}

View File

@@ -1,16 +1,12 @@
#pragma once
class CAnimBlendAssociation;
struct CAnimBlock;
class CAnimBlendAssocGroup
{
public:
CAnimBlock *animBlock;
CAnimBlendAssociation *assocList;
int32 numAssociations;
int32 firstAnimId;
int32 groupId; // id of self in ms_aAnimAssocGroups
CAnimBlendAssocGroup(void);
~CAnimBlendAssocGroup(void);

View File

@@ -9,7 +9,6 @@
CAnimBlendAssociation::CAnimBlendAssociation(void)
{
groupId = -1;
nodes = nil;
blendAmount = 1.0f;
blendDelta = 0.0f;
@@ -55,8 +54,8 @@ CAnimBlendAssociation::AllocateAnimBlendNodeArray(int n)
void
CAnimBlendAssociation::FreeAnimBlendNodeArray(void)
{
if(nodes)
RwFreeAlign(nodes);
assert(nodes != nil);
RwFreeAlign(nodes);
}
void
@@ -76,10 +75,7 @@ CAnimBlendAssociation::Init(RpClump *clump, CAnimBlendHierarchy *hier)
// NB: This is where the order of nodes is defined
for(i = 0; i < hier->numSequences; i++){
CAnimBlendSequence *seq = &hier->sequences[i];
if(seq->boneTag == -1)
frame = RpAnimBlendClumpFindFrame(clump, seq->name);
else
frame = RpAnimBlendClumpFindBone(clump, seq->boneTag);
frame = RpAnimBlendClumpFindFrame(clump, seq->name);
if(frame && seq->numFrames > 0)
nodes[frame - clumpData->frames].sequence = seq;
}
@@ -94,7 +90,6 @@ CAnimBlendAssociation::Init(CAnimBlendAssociation &assoc)
numNodes = assoc.numNodes;
flags = assoc.flags;
animId = assoc.animId;
groupId = assoc.groupId;
AllocateAnimBlendNodeArray(numNodes);
for(i = 0; i < numNodes; i++){
nodes[i] = assoc.nodes[i];
@@ -131,25 +126,12 @@ CAnimBlendAssociation::SetCurrentTime(float time)
int i;
for(currentTime = time; currentTime >= hierarchy->totalLength; currentTime -= hierarchy->totalLength)
if (!IsRepeating()) {
currentTime = hierarchy->totalLength;
break;
}
if(!IsRepeating())
return;
CAnimManager::UncompressAnimation(hierarchy);
#ifdef ANIM_COMPRESSION
// strangely PC has this but android doesn't
if(hierarchy->keepCompressed){
for(i = 0; i < numNodes; i++)
if(nodes[i].sequence)
nodes[i].SetupKeyFrameCompressed();
}else
#endif
{
for(i = 0; i < numNodes; i++)
if(nodes[i].sequence)
nodes[i].FindKeyFrame(currentTime);
}
for(i = 0; i < numNodes; i++)
if(nodes[i].sequence)
nodes[i].FindKeyFrame(currentTime);
}
void
@@ -165,23 +147,13 @@ CAnimBlendAssociation::Start(float time)
SetCurrentTime(time);
}
void
CAnimBlendAssociation::UpdateTimeStep(float timeDelta, float relSpeed)
{
if(IsRunning())
timeStep = (flags & ASSOC_MOVEMENT ? relSpeed*hierarchy->totalLength : speed) * timeDelta;
}
bool
CAnimBlendAssociation::UpdateTime(float timeDelta, float relSpeed)
{
if(!IsRunning())
return true;
if(currentTime >= hierarchy->totalLength){
flags &= ~ASSOC_RUNNING;
return true;
}
timeStep = (flags & ASSOC_MOVEMENT ? relSpeed*hierarchy->totalLength : speed) * timeDelta;
currentTime += timeStep;
if(currentTime >= hierarchy->totalLength){
@@ -191,6 +163,7 @@ CAnimBlendAssociation::UpdateTime(float timeDelta, float relSpeed)
currentTime -= hierarchy->totalLength;
else{
currentTime = hierarchy->totalLength;
flags &= ~ASSOC_RUNNING;
if(flags & ASSOC_FADEOUTWHENDONE){
flags |= ASSOC_DELETEFADEDOUT;
blendDelta = -4.0f;

View File

@@ -12,13 +12,12 @@ enum {
ASSOC_PARTIAL = 0x10,
ASSOC_MOVEMENT = 0x20, // ???
ASSOC_HAS_TRANSLATION = 0x40,
ASSOC_HAS_X_TRANSLATION = 0x80, // for 2d velocity extraction
ASSOC_WALK = 0x100, // for CPed::PlayFootSteps(void)
ASSOC_IDLE = 0x200, // only xpress scratch has it by default, but game adds it to player's idle animations later
ASSOC_NOWALK = 0x400, // see CPed::PlayFootSteps(void)
ASSOC_BLOCK = 0x800, // unused in assoc description, blocks other anims from being played
ASSOC_FRONTAL = 0x1000, // anims that we fall to front
ASSOC_DRIVING = 0x2000, // new in VC
ASSOC_WALK = 0x80, // for CPed::PlayFootSteps(void)
ASSOC_IDLE = 0x100, // only used by xpress scratch, see CPed::Chat(void)
ASSOC_NOWALK = 0x200, // see CPed::PlayFootSteps(void)
ASSOC_BLOCK = 0x400, // unused in assoc description, blocks other anims from being played
ASSOC_FRONTAL = 0x800, // anims that we fall to front
ASSOC_HAS_X_TRANSLATION = 0x1000, // for 2d velocity extraction
};
// Anim hierarchy associated with a clump
@@ -36,8 +35,7 @@ public:
CAnimBlendLink link;
int16 numNodes; // taken from CAnimBlendClumpData::numFrames
int16 groupId; // ID of CAnimBlendAssocGroup this is in
int32 numNodes; // taken from CAnimBlendClumpData::numFrames
// NB: Order of these depends on order of nodes in Clump this was built from
CAnimBlendNode *nodes;
CAnimBlendHierarchy *hierarchy;
@@ -46,8 +44,8 @@ public:
float currentTime;
float speed;
float timeStep;
int16 animId;
int16 flags;
int32 animId;
int32 flags;
int32 callbackType;
void (*callback)(CAnimBlendAssociation*, void*);
void *callbackArg;
@@ -78,16 +76,16 @@ public:
void SetCurrentTime(float time);
void SyncAnimation(CAnimBlendAssociation *other);
void Start(float time);
void UpdateTimeStep(float timeDelta, float relSpeed);
bool UpdateTime(float timeDelta, float relSpeed);
bool UpdateBlend(float timeDelta);
void SetRun(void) { flags |= ASSOC_RUNNING; }
float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
float GetProgress() { return currentTime / hierarchy->totalLength; }
inline float GetTimeLeft() { return hierarchy->totalLength - currentTime; }
static CAnimBlendAssociation *FromLink(CAnimBlendLink *l) {
return (CAnimBlendAssociation*)((uint8*)l - offsetof(CAnimBlendAssociation, link));
}
};
VALIDATE_SIZE(CAnimBlendAssociation, 0x40);

View File

@@ -10,19 +10,23 @@ struct AnimBlendFrameData
IGNORE_TRANSLATION = 4,
VELOCITY_EXTRACTION = 8,
VELOCITY_EXTRACTION_3D = 0x10,
UPDATE_KEYFRAMES = 0x20,
COMPRESSED = 0x40
};
uint8 flag;
RwV3d resetPos;
#ifdef PED_SKIN
union {
RwFrame *frame;
RpHAnimStdInterpFrame *hanimFrame;
};
int32 nodeID;
#else
RwFrame *frame;
#endif
};
VALIDATE_SIZE(AnimBlendFrameData, 0x18);
#ifndef PED_SKIN
VALIDATE_SIZE(AnimBlendFrameData, 0x14);
#endif
class CAnimBlendClumpData
@@ -30,6 +34,9 @@ class CAnimBlendClumpData
public:
CAnimBlendLink link;
int32 numFrames;
#ifdef PED_SKIN
int32 modelNumber; // doesn't seem to be used
#endif
union {
CVector2D *velocity2d;
CVector *velocity3d;
@@ -40,6 +47,11 @@ public:
CAnimBlendClumpData(void);
~CAnimBlendClumpData(void);
void SetNumberOfFrames(int n);
#ifdef PED_SKIN
void SetNumberOfBones(int n) { SetNumberOfFrames(n); }
#endif
void ForAllFrames(void (*cb)(AnimBlendFrameData*, void*), void *arg);
};
#ifndef PED_SKIN
VALIDATE_SIZE(CAnimBlendClumpData, 0x14);
#endif

View File

@@ -2,7 +2,6 @@
#include "AnimBlendSequence.h"
#include "AnimBlendHierarchy.h"
#include "AnimManager.h"
CAnimBlendHierarchy::CAnimBlendHierarchy(void)
{
@@ -16,10 +15,9 @@ CAnimBlendHierarchy::CAnimBlendHierarchy(void)
void
CAnimBlendHierarchy::Shutdown(void)
{
CAnimManager::RemoveFromUncompressedCache(this);
RemoveAnimSequences();
totalLength = 0.0f;
compressed = 0;
linkPtr = nil;
}
void
@@ -32,43 +30,13 @@ void
CAnimBlendHierarchy::CalcTotalTime(void)
{
int i, j;
totalLength = 0.0f;
for(i = 0; i < numSequences; i++){
#ifdef FIX_BUGS
if(sequences[i].numFrames == 0)
continue;
#endif
totalLength = Max(totalLength, sequences[i].GetKeyFrame(sequences[i].numFrames-1)->deltaTime);
for(j = sequences[i].numFrames-1; j >= 1; j--){
KeyFrame *kf1 = sequences[i].GetKeyFrame(j);
KeyFrame *kf2 = sequences[i].GetKeyFrame(j-1);
kf1->deltaTime -= kf2->deltaTime;
}
}
}
void
CAnimBlendHierarchy::CalcTotalTimeCompressed(void)
{
int i, j;
totalLength = 0.0f;
for(i = 0; i < numSequences; i++){
#ifdef FIX_BUGS
if(sequences[i].numFrames == 0)
continue;
#endif
totalLength = Max(totalLength, sequences[i].GetKeyFrameCompressed(sequences[i].numFrames-1)->GetDeltaTime());
for(j = sequences[i].numFrames-1; j >= 1; j--){
KeyFrameCompressed *kf1 = sequences[i].GetKeyFrameCompressed(j);
KeyFrameCompressed *kf2 = sequences[i].GetKeyFrameCompressed(j-1);
kf1->deltaTime -= kf2->deltaTime;
}
float seqTime = 0.0f;
for(j = 0; j < sequences[i].numFrames; j++)
seqTime += sequences[i].GetKeyFrame(j)->deltaTime;
totalLength = Max(totalLength, seqTime);
}
}
@@ -85,7 +53,6 @@ void
CAnimBlendHierarchy::RemoveAnimSequences(void)
{
delete[] sequences;
sequences = nil;
numSequences = 0;
}
@@ -98,11 +65,9 @@ CAnimBlendHierarchy::Uncompress(void)
for(i = 0; i < numSequences; i++)
sequences[i].Uncompress();
#endif
compressed = 0;
if(totalLength == 0.0f){
RemoveQuaternionFlips();
if(totalLength == 0.0f)
CalcTotalTime();
}
compressed = 0;
}
void

View File

@@ -15,8 +15,7 @@ public:
char name[24];
CAnimBlendSequence *sequences;
int16 numSequences;
bool compressed;
bool keepCompressed;
int16 compressed;
float totalLength;
CLink<CAnimBlendHierarchy*> *linkPtr;
@@ -24,13 +23,11 @@ public:
void Shutdown(void);
void SetName(char *name);
void CalcTotalTime(void);
void CalcTotalTimeCompressed(void);
void RemoveQuaternionFlips(void);
void RemoveAnimSequences(void);
void Uncompress(void);
void RemoveUncompressedData(void);
void MoveMemory(bool onlyone = false);
bool IsCompressed() { return !!compressed; };
};
VALIDATE_SIZE(CAnimBlendHierarchy, 0x28);

View File

@@ -45,44 +45,6 @@ CAnimBlendNode::Update(CVector &trans, CQuaternion &rot, float weight)
return looped;
}
bool
CAnimBlendNode::UpdateCompressed(CVector &trans, CQuaternion &rot, float weight)
{
bool looped = false;
trans = CVector(0.0f, 0.0f, 0.0f);
rot = CQuaternion(0.0f, 0.0f, 0.0f, 0.0f);
if(association->IsRunning()){
remainingTime -= association->timeStep;
if(remainingTime <= 0.0f)
looped = NextKeyFrameCompressed();
}
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
KeyFrameTransCompressed *kfA = (KeyFrameTransCompressed*)sequence->GetKeyFrameCompressed(frameA);
KeyFrameTransCompressed *kfB = (KeyFrameTransCompressed*)sequence->GetKeyFrameCompressed(frameB);
float t = kfA->deltaTime == 0 ? 0.0f : (kfA->GetDeltaTime() - remainingTime)/kfA->GetDeltaTime();
if(sequence->type & CAnimBlendSequence::KF_TRANS){
CVector transA, transB;
kfA->GetTranslation(&transA);
kfB->GetTranslation(&transB);
trans = transB + t*(transA - transB);
trans *= blend;
}
if(sequence->type & CAnimBlendSequence::KF_ROT){
CQuaternion rotA, rotB;
kfA->GetRotation(&rotA);
kfB->GetRotation(&rotB);
rot.Slerp(rotB, rotA, theta, invSin, t);
rot *= blend;
}
}
return looped;
}
bool
CAnimBlendNode::NextKeyFrame(void)
{
@@ -120,43 +82,6 @@ CAnimBlendNode::NextKeyFrame(void)
return looped;
}
bool
CAnimBlendNode::NextKeyFrameCompressed(void)
{
bool looped;
if(sequence->numFrames <= 1)
return false;
looped = false;
frameB = frameA;
// Advance as long as we have to
while(remainingTime <= 0.0f){
frameA++;
if(frameA >= sequence->numFrames){
// reached end of animation
if(!association->IsRepeating()){
frameA--;
remainingTime = 0.0f;
return false;
}
looped = true;
frameA = 0;
}
remainingTime += sequence->GetKeyFrameCompressed(frameA)->GetDeltaTime();
}
frameB = frameA - 1;
if(frameB < 0)
frameB += sequence->numFrames;
CalcDeltasCompressed();
return looped;
}
// Set animation to time t
bool
CAnimBlendNode::FindKeyFrame(float t)
@@ -167,22 +92,20 @@ CAnimBlendNode::FindKeyFrame(float t)
frameA = 0;
frameB = frameA;
if(sequence->numFrames == 1){
remainingTime = 0.0f;
}else{
if(sequence->numFrames >= 2){
frameA++;
// advance until t is between frameB and frameA
while (t > sequence->GetKeyFrame(++frameA)->deltaTime) {
while(t > sequence->GetKeyFrame(frameA)->deltaTime){
t -= sequence->GetKeyFrame(frameA)->deltaTime;
if (frameA + 1 >= sequence->numFrames) {
frameB = frameA++;
if(frameA >= sequence->numFrames){
// reached end of animation
if (!association->IsRepeating()) {
CalcDeltas();
remainingTime = 0.0f;
if(!association->IsRepeating())
return false;
}
frameA = 0;
frameB = 0;
}
frameB = frameA;
}
remainingTime = sequence->GetKeyFrame(frameA)->deltaTime - t;
@@ -192,25 +115,6 @@ CAnimBlendNode::FindKeyFrame(float t)
return true;
}
bool
CAnimBlendNode::SetupKeyFrameCompressed(void)
{
if(sequence->numFrames < 1)
return false;
frameA = 1;
frameB = 0;
if(sequence->numFrames == 1){
frameA = 0;
remainingTime = 0.0f;
}else
remainingTime = sequence->GetKeyFrameCompressed(frameA)->GetDeltaTime();
CalcDeltasCompressed();
return true;
}
void
CAnimBlendNode::CalcDeltas(void)
{
@@ -225,28 +129,6 @@ CAnimBlendNode::CalcDeltas(void)
invSin = theta == 0.0f ? 0.0f : 1.0f/Sin(theta);
}
void
CAnimBlendNode::CalcDeltasCompressed(void)
{
if((sequence->type & CAnimBlendSequence::KF_ROT) == 0)
return;
KeyFrameCompressed *kfA = sequence->GetKeyFrameCompressed(frameA);
KeyFrameCompressed *kfB = sequence->GetKeyFrameCompressed(frameB);
CQuaternion rotA, rotB;
kfA->GetRotation(&rotA);
kfB->GetRotation(&rotB);
float cos = DotProduct(rotA, rotB);
if(cos < 0.0f){
rotB *= -1.0f;
kfB->SetRotation(rotB);
}
cos = DotProduct(rotA, rotB);
if(cos > 1.0f)
cos = 1.0f;
theta = Acos(cos);
invSin = theta == 0.0f ? 0.0f : 1.0f/Sin(theta);
}
void
CAnimBlendNode::GetCurrentTranslation(CVector &trans, float weight)
{
@@ -256,7 +138,7 @@ CAnimBlendNode::GetCurrentTranslation(CVector &trans, float weight)
if(blend > 0.0f){
KeyFrameTrans *kfA = (KeyFrameTrans*)sequence->GetKeyFrame(frameA);
KeyFrameTrans *kfB = (KeyFrameTrans*)sequence->GetKeyFrame(frameB);
float t = kfA->deltaTime == 0.0f ? 0.0f : (kfA->deltaTime - remainingTime)/kfA->deltaTime;
float t = (kfA->deltaTime - remainingTime)/kfA->deltaTime;
if(sequence->type & CAnimBlendSequence::KF_TRANS){
trans = kfB->translation + t*(kfA->translation - kfB->translation);
trans *= blend;
@@ -264,26 +146,6 @@ CAnimBlendNode::GetCurrentTranslation(CVector &trans, float weight)
}
}
void
CAnimBlendNode::GetCurrentTranslationCompressed(CVector &trans, float weight)
{
trans = CVector(0.0f, 0.0f, 0.0f);
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
KeyFrameTransCompressed *kfA = (KeyFrameTransCompressed*)sequence->GetKeyFrameCompressed(frameA);
KeyFrameTransCompressed *kfB = (KeyFrameTransCompressed*)sequence->GetKeyFrameCompressed(frameB);
float t = kfA->deltaTime == 0 ? 0.0f : (kfA->GetDeltaTime() - remainingTime)/kfA->GetDeltaTime();
if(sequence->type & CAnimBlendSequence::KF_TRANS){
CVector transA, transB;
kfA->GetTranslation(&transA);
kfB->GetTranslation(&transB);
trans = transB + t*(transA - transB);
trans *= blend;
}
}
}
void
CAnimBlendNode::GetEndTranslation(CVector &trans, float weight)
{
@@ -296,19 +158,3 @@ CAnimBlendNode::GetEndTranslation(CVector &trans, float weight)
trans = kf->translation * blend;
}
}
void
CAnimBlendNode::GetEndTranslationCompressed(CVector &trans, float weight)
{
trans = CVector(0.0f, 0.0f, 0.0f);
float blend = association->GetBlendAmount(weight);
if(blend > 0.0f){
KeyFrameTransCompressed *kf = (KeyFrameTransCompressed*)sequence->GetKeyFrameCompressed(sequence->numFrames-1);
if(sequence->type & CAnimBlendSequence::KF_TRANS){
CVector pos;
kf->GetTranslation(&pos);
trans = pos * blend;
}
}
}

View File

@@ -20,17 +20,11 @@ public:
void Init(void);
bool Update(CVector &trans, CQuaternion &rot, float weight);
bool UpdateCompressed(CVector &trans, CQuaternion &rot, float weight);
bool NextKeyFrame(void);
bool NextKeyFrameCompressed(void);
bool FindKeyFrame(float t);
bool SetupKeyFrameCompressed(void);
void CalcDeltas(void);
void CalcDeltasCompressed(void);
void GetCurrentTranslation(CVector &trans, float weight);
void GetCurrentTranslationCompressed(CVector &trans, float weight);
void GetEndTranslation(CVector &trans, float weight);
void GetEndTranslationCompressed(CVector &trans, float weight);
};

View File

@@ -9,7 +9,9 @@ CAnimBlendSequence::CAnimBlendSequence(void)
numFrames = 0;
keyFrames = nil;
keyFramesCompressed = nil;
#ifdef PED_SKIN
boneTag = -1;
#endif
}
CAnimBlendSequence::~CAnimBlendSequence(void)
@@ -27,21 +29,18 @@ CAnimBlendSequence::SetName(char *name)
}
void
CAnimBlendSequence::SetNumFrames(int numFrames, bool translation, bool compressed)
CAnimBlendSequence::SetNumFrames(int numFrames, bool translation)
{
int sz;
if(translation){
sz = sizeof(KeyFrameTrans);
type |= KF_ROT | KF_TRANS;
if(compressed)
keyFramesCompressed = RwMalloc(sizeof(KeyFrameTrans) * numFrames);
else
keyFrames = RwMalloc(sizeof(KeyFrameTrans) * numFrames);
}else{
sz = sizeof(KeyFrame);
type |= KF_ROT;
if(compressed)
keyFramesCompressed = RwMalloc(sizeof(KeyFrame) * numFrames);
else
keyFrames = RwMalloc(sizeof(KeyFrame) * numFrames);
}
keyFrames = RwMalloc(sz * numFrames);
this->numFrames = numFrames;
}
@@ -77,7 +76,7 @@ CAnimBlendSequence::Uncompress(void)
float rotScale = 1.0f/4096.0f;
float timeScale = 1.0f/60.0f;
float transScale = 1.0f/1024.0f;
float transScale = 1.0f/128.0f;
if(type & KF_TRANS){
void *newKfs = RwMalloc(numFrames * sizeof(KeyFrameTrans));
KeyFrameTransCompressed *ckf = (KeyFrameTransCompressed*)keyFramesCompressed;
@@ -130,7 +129,7 @@ CAnimBlendSequence::CompressKeyframes(void)
float rotScale = 4096.0f;
float timeScale = 60.0f;
float transScale = 1024.0f;
float transScale = 128.0f;
if(type & KF_TRANS){
void *newKfs = RwMalloc(numFrames * sizeof(KeyFrameTransCompressed));
KeyFrameTransCompressed *ckf = (KeyFrameTransCompressed*)newKfs;
@@ -198,3 +197,4 @@ CAnimBlendSequence::MoveMemory(void)
return false;
}
#endif

View File

@@ -19,38 +19,10 @@ struct KeyFrameTrans : KeyFrame {
struct KeyFrameCompressed {
int16 rot[4]; // 4096
int16 deltaTime; // 60
void GetRotation(CQuaternion *quat){
float scale = 1.0f/4096.0f;
quat->x = rot[0]*scale;
quat->y = rot[1]*scale;
quat->z = rot[2]*scale;
quat->w = rot[3]*scale;
}
void SetRotation(const CQuaternion &quat){
rot[0] = quat.x * 4096.0f;
rot[1] = quat.y * 4096.0f;
rot[2] = quat.z * 4096.0f;
rot[3] = quat.w * 4096.0f;
}
float GetDeltaTime(void) { return deltaTime/60.0f; }
void SetTime(float t) { deltaTime = t*60.0f + 0.5f; }
};
struct KeyFrameTransCompressed : KeyFrameCompressed {
int16 trans[3]; // 1024
void GetTranslation(CVector *vec) {
float scale = 1.0f/1024.0f;
vec->x = trans[0]*scale;
vec->y = trans[1]*scale;
vec->z = trans[2]*scale;
}
void SetTranslation(const CVector &vec){
trans[0] = vec.x*1024.0f;
trans[1] = vec.y*1024.0f;
trans[2] = vec.z*1024.0f;
}
int16 trans[3]; // 128
};
@@ -65,31 +37,32 @@ public:
int32 type;
char name[24];
int32 numFrames;
#ifdef PED_SKIN
int16 boneTag;
#endif
void *keyFrames;
void *keyFramesCompressed;
CAnimBlendSequence(void);
virtual ~CAnimBlendSequence(void);
void SetName(char *name);
void SetNumFrames(int numFrames, bool translation, bool compressed);
void SetNumFrames(int numFrames, bool translation);
void RemoveQuaternionFlips(void);
KeyFrame *GetKeyFrame(int n) {
return type & KF_TRANS ?
&((KeyFrameTrans*)keyFrames)[n] :
&((KeyFrame*)keyFrames)[n];
}
KeyFrameCompressed *GetKeyFrameCompressed(int n) {
return type & KF_TRANS ?
&((KeyFrameTransCompressed*)keyFramesCompressed)[n] :
&((KeyFrameCompressed*)keyFramesCompressed)[n];
}
bool HasTranslation(void) { return !!(type & KF_TRANS); }
void Uncompress(void);
void CompressKeyframes(void);
void RemoveUncompressedData(void);
bool MoveMemory(void);
#ifdef PED_SKIN
void SetBoneTag(int tag) { boneTag = tag; }
#endif
};
VALIDATE_SIZE(CAnimBlendSequence, 0x30);
#ifndef PED_SKIN
VALIDATE_SIZE(CAnimBlendSequence, 0x2C);
#endif

File diff suppressed because it is too large Load Diff

View File

@@ -6,57 +6,24 @@
enum AssocGroupId
{
ASSOCGRP_STD,
ASSOCGRP_VAN,
ASSOCGRP_COACH,
ASSOCGRP_BIKE_STANDARD,
ASSOCGRP_BIKE_VESPA,
ASSOCGRP_BIKE_HARLEY,
ASSOCGRP_BIKE_DIRT,
ASSOCGRP_UNARMED,
ASSOCGRP_SCREWDRIVER,
ASSOCGRP_KNIFE,
ASSOCGRP_BASEBALLBAT,
ASSOCGRP_GOLFCLUB,
ASSOCGRP_CHAINSAW,
ASSOCGRP_PYTHON,
ASSOCGRP_COLT,
ASSOCGRP_SHOTGUN,
ASSOCGRP_BUDDY,
ASSOCGRP_TEC,
ASSOCGRP_UZI,
ASSOCGRP_RIFLE,
ASSOCGRP_M60,
ASSOCGRP_SNIPER,
ASSOCGRP_THROW,
ASSOCGRP_FLAMETHROWER,
ASSOCGRP_MEDIC,
ASSOCGRP_SUNBATHE,
ASSOCGRP_PLAYER_IDLE,
ASSOCGRP_RIOT,
ASSOCGRP_STRIP,
ASSOCGRP_LANCE,
ASSOCGRP_PLAYER,
ASSOCGRP_PLAYERROCKET,
ASSOCGRP_PLAYER1ARMED,
ASSOCGRP_PLAYER2ARMED,
ASSOCGRP_PLAYERBBBAT,
ASSOCGRP_PLAYERCHAINSAW,
ASSOCGRP_SHUFFLE,
ASSOCGRP_OLD,
ASSOCGRP_GANG1,
ASSOCGRP_GANG2,
ASSOCGRP_FAT,
ASSOCGRP_OLDFAT,
ASSOCGRP_JOGGER,
ASSOCGRP_WOMAN,
ASSOCGRP_WOMANSHOP,
ASSOCGRP_BUSYWOMAN,
ASSOCGRP_SEXYWOMAN,
ASSOCGRP_FATWOMAN,
ASSOCGRP_OLDWOMAN,
ASSOCGRP_JOGWOMAN,
ASSOCGRP_FATWOMAN,
ASSOCGRP_PANICCHUNKY,
ASSOCGRP_SKATE,
#ifdef PC_PLAYER_CONTROLS
ASSOCGRP_PLAYERBACK,
ASSOCGRP_PLAYERLEFT,
@@ -64,9 +31,6 @@ enum AssocGroupId
ASSOCGRP_ROCKETBACK,
ASSOCGRP_ROCKETLEFT,
ASSOCGRP_ROCKETRIGHT,
ASSOCGRP_CHAINSAWBACK,
ASSOCGRP_CHAINSAWLEFT,
ASSOCGRP_CHAINSAWRIGHT,
#endif
NUM_ANIM_ASSOC_GROUPS
@@ -75,15 +39,11 @@ enum AssocGroupId
class CAnimBlendAssociation;
class CAnimBlendAssocGroup;
#define MAX_ANIMBLOCK_NAME 20
// A block of hierarchies
struct CAnimBlock
{
char name[MAX_ANIMBLOCK_NAME];
bool isLoaded;
int16 refCount;
int32 firstIndex; // first animtion in ms_aAnimations
char name[24];
int32 firstIndex;
int32 numAnims;
};
@@ -117,16 +77,7 @@ public:
static void Initialise(void);
static void Shutdown(void);
static void UncompressAnimation(CAnimBlendHierarchy *anim);
static void RemoveFromUncompressedCache(CAnimBlendHierarchy *hier);
static CAnimBlock *GetAnimationBlock(int32 block) { return &ms_aAnimBlocks[block]; }
static CAnimBlock *GetAnimationBlock(const char *name);
static int32 GetAnimationBlockIndex(const char *name);
static int32 RegisterAnimBlock(const char *name);
static int32 GetNumRefsToAnimBlock(int32 block);
static void AddAnimBlockRef(int32 block);
static void RemoveAnimBlockRefWithoutDelete(int32 block);
static void RemoveAnimBlockRef(int32 block);
static void RemoveAnimBlock(int32 block);
static CAnimBlendHierarchy *GetAnimation(const char *name, CAnimBlock *animBlock);
static CAnimBlendHierarchy *GetAnimation(int32 n) { return &ms_aAnimations[n]; }
static const char *GetAnimGroupName(AssocGroupId groupId);
@@ -138,8 +89,6 @@ public:
static CAnimBlendAssociation *BlendAnimation(RpClump *clump, AssocGroupId groupId, AnimationId animId, float delta);
static void LoadAnimFiles(void);
static void LoadAnimFile(const char *filename);
static void LoadAnimFile(RwStream *stream, bool compress, char (*uncompressedAnims)[32] = nil);
static void CreateAnimAssocGroups(void);
static void LoadAnimFile(int fd, bool compress);
static void RemoveLastAnimFile(void);
static CAnimBlendAssocGroup* GetAnimAssocGroups(void) { return ms_aAnimAssocGroups; }
};

View File

@@ -42,6 +42,9 @@ enum AnimationId
ANIM_STD_HIT_FLOOR,
/* names made up */
#if GTA_VERSION <= GTA3_PS2_160
ANIM_STD_HIT_BODY,
#endif
ANIM_STD_HIT_BODYBLOW,
ANIM_STD_HIT_CHEST,
ANIM_STD_HIT_HEAD,
@@ -51,6 +54,42 @@ enum AnimationId
ANIM_STD_HIT_WALL,
ANIM_STD_HIT_FLOOR_FRONT,
ANIM_STD_HIT_BEHIND,
ANIM_STD_PUNCH,
ANIM_STD_KICKGROUND,
/* names made up */
ANIM_STD_WEAPON_BAT_H,
ANIM_STD_WEAPON_BAT_V,
ANIM_STD_WEAPON_HGUN_BODY,
ANIM_STD_WEAPON_AK_BODY,
ANIM_STD_WEAPON_PUMP,
ANIM_STD_WEAPON_SNIPER,
ANIM_STD_WEAPON_THROW,
/**/
ANIM_STD_THROW_UNDER,
/* names made up */
ANIM_STD_START_THROW,
/**/
ANIM_STD_DETONATE,
/* names made up */
ANIM_STD_HGUN_RELOAD,
ANIM_STD_AK_RELOAD,
#ifdef PC_PLAYER_CONTROLS
// maybe wrong define, but unused anyway
ANIM_FPS_PUNCH,
ANIM_FPS_BAT,
ANIM_FPS_UZI,
ANIM_FPS_PUMP,
ANIM_FPS_AK,
ANIM_FPS_M16,
ANIM_FPS_ROCKET,
#endif
/**/
ANIM_STD_FIGHT_IDLE,
ANIM_STD_FIGHT_2IDLE,
ANIM_STD_FIGHT_SHUFFLE_F,
@@ -67,23 +106,6 @@ enum AnimationId
/**/
ANIM_STD_PARTIAL_PUNCH,
/* names made up */
ANIM_STD_FIGHT_JAB,
ANIM_STD_FIGHT_ELBOW_L,
ANIM_STD_FIGHT_ELBOW_R,
ANIM_STD_FIGHT_BKICK_L,
ANIM_STD_FIGHT_BKICK_R,
/**/
ANIM_STD_DETONATE,
ANIM_STD_PUNCH,
ANIM_STD_PARTIALPUNCH,
ANIM_STD_KICKGROUND,
ANIM_STD_THROW_UNDER,
ANIM_STD_FIGHT_SHUFFLE_B,
ANIM_STD_JACKEDCAR_RHS,
ANIM_STD_JACKEDCAR_LO_RHS,
ANIM_STD_JACKEDCAR_LHS,
@@ -102,7 +124,6 @@ enum AnimationId
ANIM_STD_CAR_CLOSE_DOOR_LO_LHS,
ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LHS,
ANIM_STD_CAR_CLOSE_DOOR_ROLLING_LO_LHS,
ANIM_STD_CAR_JUMP_IN_LO_LHS,
ANIM_STD_GETOUT_LHS,
ANIM_STD_GETOUT_LO_LHS,
ANIM_STD_CAR_CLOSE_LHS,
@@ -128,36 +149,29 @@ enum AnimationId
ANIM_STD_CAR_DRIVE_RIGHT_LO,
ANIM_STD_CAR_DRIVEBY_LEFT,
ANIM_STD_CAR_DRIVEBY_RIGHT,
ANIM_STD_CAR_DRIVEBY_LEFT_LO,
ANIM_STD_CAR_DRIVEBY_RIGHT_LO,
ANIM_STD_CAR_LOOKBEHIND,
ANIM_STD_BOAT_DRIVE,
ANIM_STD_BOAT_DRIVE_LEFT,
ANIM_STD_BOAT_DRIVE_RIGHT,
ANIM_STD_BOAT_LOOKBEHIND,
ANIM_STD_BIKE_PICKUP_LHS,
ANIM_STD_BIKE_PICKUP_RHS,
ANIM_STD_BIKE_PULLUP_LHS,
ANIM_STD_BIKE_PULLUP_RHS,
ANIM_STD_BIKE_ELBOW_LHS,
ANIM_STD_BIKE_ELBOW_RHS,
ANIM_STD_BIKE_FALLOFF,
ANIM_STD_BIKE_FALLBACK,
ANIM_STD_GETOUT_RHS,
ANIM_STD_GETOUT_LO_RHS,
ANIM_STD_CAR_CLOSE_RHS,
ANIM_STD_CAR_HOOKERTALK,
ANIM_STD_COACH_OPEN_LHS,
ANIM_STD_COACH_OPEN_RHS,
ANIM_STD_COACH_GET_IN_LHS,
ANIM_STD_COACH_GET_IN_RHS,
ANIM_STD_COACH_GET_OUT_LHS,
ANIM_STD_TRAIN_GETIN,
ANIM_STD_TRAIN_GETOUT,
ANIM_STD_CRAWLOUT_LHS,
ANIM_STD_CRAWLOUT_RHS,
ANIM_STD_ROLLOUT_LHS,
ANIM_STD_ROLLOUT_RHS,
ANIM_STD_VAN_OPEN_DOOR_REAR_LHS,
ANIM_STD_VAN_GET_IN_REAR_LHS,
ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS,
ANIM_STD_VAN_GET_OUT_REAR_LHS,
ANIM_STD_VAN_OPEN_DOOR_REAR_RHS,
ANIM_STD_VAN_GET_IN_REAR_RHS,
ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS,
ANIM_STD_VAN_GET_OUT_REAR_RHS,
ANIM_STD_GET_UP,
ANIM_STD_GET_UP_LEFT,
ANIM_STD_GET_UP_RIGHT,
@@ -169,9 +183,6 @@ enum AnimationId
ANIM_STD_FALL_GLIDE,
ANIM_STD_FALL_LAND,
ANIM_STD_FALL_COLLAPSE,
ANIM_STD_FALL_ONBACK,
ANIM_STD_FALL_ONFRONT,
ANIM_STD_EVADE_STEP,
ANIM_STD_EVADE_DIVE,
ANIM_STD_XPRESS_SCRATCH,
@@ -179,12 +190,15 @@ enum AnimationId
ANIM_STD_TURN180,
ANIM_STD_ARREST,
ANIM_STD_DROWN,
ANIM_MEDIC_CPR,
ANIM_STD_DUCK_DOWN,
ANIM_STD_DUCK_LOW,
ANIM_STD_DUCK_WEAPON,
ANIM_STD_RBLOCK_SHOOT,
/* names made up */
ANIM_STD_THROW_UNDER2,
/**/
ANIM_STD_HANDSUP,
ANIM_STD_HANDSCOWER,
ANIM_STD_PARTIAL_FUCKU,
@@ -192,96 +206,5 @@ enum AnimationId
ANIM_STD_PHONE_OUT,
ANIM_STD_PHONE_TALK,
ANIM_STD_SEAT_DOWN,
ANIM_STD_SEAT_UP,
ANIM_STD_SEAT_IDLE,
ANIM_STD_SEAT_RVRS,
ANIM_STD_ATM,
ANIM_STD_ABSEIL,
ANIM_STD_NUM,
ANIM_STD_VAN_OPEN_DOOR_REAR_LHS,
ANIM_STD_VAN_GET_IN_REAR_LHS,
ANIM_STD_VAN_CLOSE_DOOR_REAR_LHS,
ANIM_STD_VAN_GET_OUT_REAR_LHS,
ANIM_STD_VAN_OPEN_DOOR_REAR_RHS,
ANIM_STD_VAN_GET_IN_REAR_RHS,
ANIM_STD_VAN_CLOSE_DOOR_REAR_RHS,
ANIM_STD_VAN_GET_OUT_REAR_RHS,
ANIM_STD_COACH_OPEN_LHS,
ANIM_STD_COACH_OPEN_RHS,
ANIM_STD_COACH_GET_IN_LHS,
ANIM_STD_COACH_GET_IN_RHS,
ANIM_STD_COACH_GET_OUT_LHS,
ANIM_BIKE_RIDE,
ANIM_BIKE_READY,
ANIM_BIKE_LEFT,
ANIM_BIKE_RIGHT,
ANIM_BIKE_LEANB,
ANIM_BIKE_LEANF,
ANIM_BIKE_WALKBACK,
ANIM_BIKE_JUMPON_LHS,
ANIM_BIKE_JUMPON_RHS,
ANIM_BIKE_KICK,
ANIM_BIKE_HIT,
ANIM_BIKE_GETOFF_LHS,
ANIM_BIKE_GETOFF_RHS,
ANIM_BIKE_GETOFF_BACK,
ANIM_BIKE_DRIVEBY_LHS,
ANIM_BIKE_DRIVEBY_RHS,
ANIM_BIKE_DRIVEBY_FORWARD,
ANIM_BIKE_RIDE_P,
ANIM_ATTACK_1,
ANIM_ATTACK_2,
ANIM_ATTACK_EXTRA1,
ANIM_ATTACK_EXTRA2,
ANIM_ATTACK_3,
// our synonyms... because originals are hard to understand
ANIM_WEAPON_FIRE = ANIM_ATTACK_1,
ANIM_WEAPON_CROUCHFIRE,
ANIM_WEAPON_FIRE_2ND = ANIM_WEAPON_CROUCHFIRE,
ANIM_WEAPON_RELOAD,
ANIM_WEAPON_CROUCHRELOAD,
ANIM_WEAPON_FIRE_3RD,
ANIM_THROWABLE_THROW = ANIM_ATTACK_1,
ANIM_THROWABLE_THROWU,
ANIM_THROWABLE_START_THROW,
ANIM_MELEE_ATTACK = ANIM_ATTACK_1,
ANIM_MELEE_ATTACK_2ND,
ANIM_MELEE_ATTACK_START,
ANIM_MELEE_IDLE_FIGHTMODE,
ANIM_MELEE_ATTACK_FINISH,
ANIM_SUNBATHE_IDLE,
ANIM_SUNBATHE_DOWN,
ANIM_SUNBATHE_UP,
ANIM_SUNBATHE_ESCAPE,
ANIM_MEDIC_CPR,
ANIM_PLAYER_IDLE1,
ANIM_PLAYER_IDLE2,
ANIM_PLAYER_IDLE3,
ANIM_PLAYER_IDLE4,
ANIM_RIOT_ANGRY,
ANIM_RIOT_ANGRY_B,
ANIM_RIOT_CHANT,
ANIM_RIOT_PUNCHES,
ANIM_RIOT_SHOUT,
ANIM_RIOT_CHALLENGE,
ANIM_RIOT_FUCKYOU,
ANIM_STRIP_A,
ANIM_STRIP_B,
ANIM_STRIP_C,
ANIM_STRIP_D,
ANIM_STRIP_E,
ANIM_STRIP_F,
ANIM_STRIP_G,
ANIM_STD_NUM
};

View File

@@ -2,29 +2,26 @@
#include "PedModelInfo.h"
#include "Bones.h"
#ifdef PED_SKIN
int
ConvertPedNode2BoneTag(int node)
{
switch(node){
case PED_MID: return BONE_spine1;
case PED_HEAD: return BONE_head;
case PED_UPPERARML: return BONE_l_upperarm;
case PED_UPPERARMR: return BONE_r_upperarm;
case PED_HANDL: return BONE_l_hand;
case PED_HANDR: return BONE_r_hand;
case PED_UPPERLEGL: return BONE_l_thigh;
case PED_UPPERLEGR: return BONE_r_thigh;
case PED_FOOTL: return BONE_l_foot;
case PED_FOOTR: return BONE_r_foot;
case PED_LOWERLEGR: return BONE_r_calf;
case PED_LOWERLEGL: return BONE_l_calf;
case PED_FOREARML: return BONE_l_forearm;
case PED_FOREARMR: return BONE_r_forearm;
case PED_CLAVICLEL: return BONE_l_clavicle;
case PED_CLAVICLER: return BONE_r_clavicle;
case PED_NECK: return BONE_neck;
case PED_TORSO: return BONE_waist;
case PED_MID: return BONE_torso; // this is what Xbox/Mobile use
// return BONE_mid; // this is what PS2/PC use
case PED_HEAD: return BONE_head;
case PED_UPPERARML: return BONE_upperarml;
case PED_UPPERARMR: return BONE_upperarmr;
case PED_HANDL: return BONE_Lhand;
case PED_HANDR: return BONE_Rhand;
case PED_UPPERLEGL: return BONE_upperlegl;
case PED_UPPERLEGR: return BONE_upperlegr;
case PED_FOOTL: return BONE_footl;
case PED_FOOTR: return BONE_footr;
case PED_LOWERLEGR: return BONE_lowerlegl;
}
assert(0 && "this node has no bone");
return -1;
}
@@ -32,28 +29,24 @@ const char*
ConvertBoneTag2BoneName(int tag)
{
switch(tag){
case BONE_root: return "Root";
case BONE_pelvis: return "Pelvis";
case BONE_spine: return "Spine";
case BONE_spine1: return "Spine1";
case BONE_neck: return "Neck";
case BONE_head: return "Head";
case BONE_r_clavicle: return "Bip01 R Clavicle";
case BONE_r_upperarm: return "R UpperArm";
case BONE_r_forearm: return "R Forearm";
case BONE_r_hand: return "R Hand";
case BONE_r_finger: return "R Fingers";
case BONE_l_clavicle: return "Bip01 L Clavicle";
case BONE_l_upperarm: return "L UpperArm";
case BONE_l_forearm: return "L Forearm";
case BONE_l_hand: return "L Hand";
case BONE_l_finger: return "L Fingers";
case BONE_l_thigh: return "L Thigh";
case BONE_l_calf: return "L Calf";
case BONE_l_foot: return "L Foot";
case BONE_r_thigh: return "R Thigh";
case BONE_r_calf: return "R Calf";
case BONE_r_foot: return "R Foot";
case BONE_waist: return "Swaist";
case BONE_upperlegr: return "Supperlegr";
case BONE_lowerlegr: return "Slowerlegr";
case BONE_footr: return "Sfootr";
case BONE_upperlegl: return "Supperlegl";
case BONE_lowerlegl: return "Slowerlegl";
case BONE_footl: return "Sfootl";
case BONE_mid: return "Smid";
case BONE_torso: return "Storso";
case BONE_head: return "Shead";
case BONE_upperarmr: return "Supperarmr";
case BONE_lowerarmr: return "Slowerarmr";
case BONE_Rhand: return "SRhand";
case BONE_upperarml: return "Supperarml";
case BONE_lowerarml: return "Slowerarml";
case BONE_Lhand: return "SLhand";
}
return nil;
}
#endif

View File

@@ -2,28 +2,22 @@
enum BoneTag
{
BONE_root = 0,
BONE_pelvis = 1,
BONE_spine = 2,
BONE_spine1 = 3,
BONE_neck = 4,
BONE_head = 5,
BONE_l_clavicle = 31,
BONE_l_upperarm = 32,
BONE_l_forearm = 33,
BONE_l_hand = 34,
BONE_l_finger = 35,
BONE_r_clavicle = 21,
BONE_r_upperarm = 22,
BONE_r_forearm = 23,
BONE_r_hand = 24,
BONE_r_finger = 25,
BONE_l_thigh = 41,
BONE_l_calf = 42,
BONE_l_foot = 43,
BONE_r_thigh = 51,
BONE_r_calf = 52,
BONE_r_foot = 53,
BONE_waist,
BONE_upperlegr,
BONE_lowerlegr,
BONE_footr,
BONE_upperlegl,
BONE_lowerlegl,
BONE_footl,
BONE_mid,
BONE_torso,
BONE_head,
BONE_upperarmr,
BONE_lowerarmr,
BONE_Rhand,
BONE_upperarml,
BONE_lowerarml,
BONE_Lhand,
};
int ConvertPedNode2BoneTag(int node);

View File

@@ -16,92 +16,94 @@
#include "World.h"
#include "PlayerPed.h"
#include "Wanted.h"
#include "CutsceneHead.h"
#include "RpAnimBlend.h"
#include "ModelIndices.h"
#include "TempColModels.h"
#include "ColStore.h"
#include "Radar.h"
#include "Pools.h"
const struct {
const char *szTrackName;
int iTrackId;
} musicNameIdAssoc[] = {
{ "ASS_1", STREAMED_SOUND_CUTSCENE_ASS_1 },
{ "ASS_2", STREAMED_SOUND_CUTSCENE_ASS_2 },
{ "BANK_1", STREAMED_SOUND_CUTSCENE_BANK_1 },
{ "BANK_2A", STREAMED_SOUND_CUTSCENE_BANK_2A },
{ "BANK_2B", STREAMED_SOUND_CUTSCENE_BANK_2B },
{ "BANK_3A", STREAMED_SOUND_CUTSCENE_BANK_3A },
{ "BANK_3B", STREAMED_SOUND_CUTSCENE_BANK_3B },
{ "BANK_4", STREAMED_SOUND_CUTSCENE_BANK_4 },
{ "BIKE_1", STREAMED_SOUND_CUTSCENE_BIKE_1 },
{ "BIKE_2", STREAMED_SOUND_CUTSCENE_BIKE_2 },
{ "BIKE_3", STREAMED_SOUND_CUTSCENE_BIKE_3 },
{ "BUD_1", STREAMED_SOUND_CUTSCENE_BUD_1 },
{ "BUD_2", STREAMED_SOUND_CUTSCENE_BUD_2 },
{ "BUD_3", STREAMED_SOUND_CUTSCENE_BUD_3 },
{ "CAP_1", STREAMED_SOUND_CUTSCENE_CAP_1 },
{ "CAR_1", STREAMED_SOUND_CUTSCENE_CAR_1 },
{ "CNT_1A", STREAMED_SOUND_CUTSCENE_CNT_1A },
{ "CNT_1B", STREAMED_SOUND_CUTSCENE_CNT_1B },
{ "CNT_2", STREAMED_SOUND_CUTSCENE_CNT_2 },
{ "COK_1", STREAMED_SOUND_CUTSCENE_COK_1 },
{ "COK_2A", STREAMED_SOUND_CUTSCENE_COK_2A },
{ "COK_2B", STREAMED_SOUND_CUTSCENE_COK_2B },
{ "COK_3", STREAMED_SOUND_CUTSCENE_COK_3 },
{ "COK_4A", STREAMED_SOUND_CUTSCENE_COK_4A },
{ "COK_4A2", STREAMED_SOUND_CUTSCENE_COK_4A2 },
{ "COK_4B", STREAMED_SOUND_CUTSCENE_COK_4B },
{ "COL_1", STREAMED_SOUND_CUTSCENE_COL_1 },
{ "COL_2", STREAMED_SOUND_CUTSCENE_COL_2 },
{ "COL_3A", STREAMED_SOUND_CUTSCENE_COL_3A },
{ "COL_4A", STREAMED_SOUND_CUTSCENE_COL_4A },
{ "COL_5A", STREAMED_SOUND_CUTSCENE_COL_5A },
{ "COL_5B", STREAMED_SOUND_CUTSCENE_COL_5B },
{ "CUB_1", STREAMED_SOUND_CUTSCENE_CUB_1 },
{ "CUB_2", STREAMED_SOUND_CUTSCENE_CUB_2 },
{ "CUB_3", STREAMED_SOUND_CUTSCENE_CUB_3 },
{ "CUB_4", STREAMED_SOUND_CUTSCENE_CUB_4 },
{ "DRUG_1", STREAMED_SOUND_CUTSCENE_DRUG_1 },
{ "FIN", STREAMED_SOUND_CUTSCENE_FIN },
{ "FIN_2", STREAMED_SOUND_CUTSCENE_FIN2 },
{ "FINALE", STREAMED_SOUND_CUTSCENE_FINALE },
{ "HAT_1", STREAMED_SOUND_CUTSCENE_HAT_1 },
{ "HAT_2", STREAMED_SOUND_CUTSCENE_HAT_2 },
{ "HAT_3", STREAMED_SOUND_CUTSCENE_HAT_3 },
{ "ICE_1", STREAMED_SOUND_CUTSCENE_ICE_1 },
{ "INT_A", STREAMED_SOUND_CUTSCENE_INT_A },
{ "INT_B", STREAMED_SOUND_CUTSCENE_INT_B },
{ "INT_D", STREAMED_SOUND_CUTSCENE_INT_D },
{ "INT_M", STREAMED_SOUND_CUTSCENE_INT_M },
{ "LAW_1A", STREAMED_SOUND_CUTSCENE_LAW_1A },
{ "LAW_1B", STREAMED_SOUND_CUTSCENE_LAW_1B },
{ "LAW_2A", STREAMED_SOUND_CUTSCENE_LAW_2A },
{ "LAW_2B", STREAMED_SOUND_CUTSCENE_LAW_2B },
{ "LAW_2C", STREAMED_SOUND_CUTSCENE_LAW_2C },
{ "LAW_3", STREAMED_SOUND_CUTSCENE_LAW_3 },
{ "LAW_4", STREAMED_SOUND_CUTSCENE_LAW_4 },
{ "PHIL_1", STREAMED_SOUND_CUTSCENE_PHIL_1 },
{ "PHIL_2", STREAMED_SOUND_CUTSCENE_PHIL_2 },
{ "PORN_1", STREAMED_SOUND_CUTSCENE_PORN_1 },
{ "PORN_2", STREAMED_SOUND_CUTSCENE_PORN_2 },
{ "PORN_3", STREAMED_SOUND_CUTSCENE_PORN_3 },
{ "PORN_4", STREAMED_SOUND_CUTSCENE_PORN_4 },
{ "RESC_1A", STREAMED_SOUND_CUTSCENE_RESC_1A },
{ "ROK_1", STREAMED_SOUND_CUTSCENE_ROK_1 },
{ "ROK_2", STREAMED_SOUND_CUTSCENE_ROK_2 },
{ "ROK_3A", STREAMED_SOUND_CUTSCENE_ROK_3A },
{ "STRIPA", STREAMED_SOUND_CUTSCENE_STRIPA },
{ "TAX_1", STREAMED_SOUND_CUTSCENE_TAX_1 },
{ "TEX_1", STREAMED_SOUND_CUTSCENE_TEX_1 },
{ "TEX_2", STREAMED_SOUND_CUTSCENE_TEX_2 },
{ "TEX_3", STREAMED_SOUND_CUTSCENE_TEX_3 },
{ "GSPOT", STREAMED_SOUND_CUTSCENE_GLIGHT },
{ "FIST", STREAMED_SOUND_CUTSCENE_FIST },
{ "EL_PH1", STREAMED_SOUND_CUTSCENE_ELBURRO1_PH1 },
{ "EL_PH2", STREAMED_SOUND_CUTSCENE_ELBURRO2_PH2 },
{ NULL, 0 }
{ "JB", STREAMED_SOUND_NEWS_INTRO },
{ "BET", STREAMED_SOUND_BANK_INTRO },
{ "L1_LG", STREAMED_SOUND_CUTSCENE_LUIGI1_LG },
{ "L2_DSB", STREAMED_SOUND_CUTSCENE_LUIGI2_DSB },
{ "L3_DM", STREAMED_SOUND_CUTSCENE_LUIGI3_DM },
{ "L4_PAP", STREAMED_SOUND_CUTSCENE_LUIGI4_PAP },
{ "L5_TFB", STREAMED_SOUND_CUTSCENE_LUIGI5_TFB },
{ "J0_DM2", STREAMED_SOUND_CUTSCENE_JOEY0_DM2 },
{ "J1_LFL", STREAMED_SOUND_CUTSCENE_JOEY1_LFL },
{ "J2_KCL", STREAMED_SOUND_CUTSCENE_JOEY2_KCL },
{ "J3_VH", STREAMED_SOUND_CUTSCENE_JOEY3_VH },
{ "J4_ETH", STREAMED_SOUND_CUTSCENE_JOEY4_ETH },
{ "J5_DST", STREAMED_SOUND_CUTSCENE_JOEY5_DST },
{ "J6_TBJ", STREAMED_SOUND_CUTSCENE_JOEY6_TBJ },
{ "T1_TOL", STREAMED_SOUND_CUTSCENE_TONI1_TOL },
{ "T2_TPU", STREAMED_SOUND_CUTSCENE_TONI2_TPU },
{ "T3_MAS", STREAMED_SOUND_CUTSCENE_TONI3_MAS },
{ "T4_TAT", STREAMED_SOUND_CUTSCENE_TONI4_TAT },
{ "T5_BF", STREAMED_SOUND_CUTSCENE_TONI5_BF },
{ "S0_MAS", STREAMED_SOUND_CUTSCENE_SAL0_MAS },
{ "S1_PF", STREAMED_SOUND_CUTSCENE_SAL1_PF },
{ "S2_CTG", STREAMED_SOUND_CUTSCENE_SAL2_CTG },
{ "S3_RTC", STREAMED_SOUND_CUTSCENE_SAL3_RTC },
{ "S5_LRQ", STREAMED_SOUND_CUTSCENE_SAL5_LRQ },
{ "S4_BDBA", STREAMED_SOUND_CUTSCENE_SAL4_BDBA },
{ "S4_BDBB", STREAMED_SOUND_CUTSCENE_SAL4_BDBB },
{ "S2_CTG2", STREAMED_SOUND_CUTSCENE_SAL2_CTG2 },
{ "S4_BDBD", STREAMED_SOUND_CUTSCENE_SAL4_BDBD },
{ "S5_LRQB", STREAMED_SOUND_CUTSCENE_SAL5_LRQB },
{ "S5_LRQC", STREAMED_SOUND_CUTSCENE_SAL5_LRQC },
{ "A1_SS0", STREAMED_SOUND_CUTSCENE_ASUKA_1_SSO },
{ "A2_PP", STREAMED_SOUND_CUTSCENE_ASUKA_2_PP },
{ "A3_SS", STREAMED_SOUND_CUTSCENE_ASUKA_3_SS },
{ "A4_PDR", STREAMED_SOUND_CUTSCENE_ASUKA_4_PDR },
{ "A5_K2FT", STREAMED_SOUND_CUTSCENE_ASUKA_5_K2FT},
{ "K1_KBO", STREAMED_SOUND_CUTSCENE_KENJI1_KBO },
{ "K2_GIS", STREAMED_SOUND_CUTSCENE_KENJI2_GIS },
{ "K3_DS", STREAMED_SOUND_CUTSCENE_KENJI3_DS },
{ "K4_SHI", STREAMED_SOUND_CUTSCENE_KENJI4_SHI },
{ "K5_SD", STREAMED_SOUND_CUTSCENE_KENJI5_SD },
{ "R0_PDR2", STREAMED_SOUND_CUTSCENE_RAY0_PDR2 },
{ "R1_SW", STREAMED_SOUND_CUTSCENE_RAY1_SW },
{ "R2_AP", STREAMED_SOUND_CUTSCENE_RAY2_AP },
{ "R3_ED", STREAMED_SOUND_CUTSCENE_RAY3_ED },
{ "R4_GF", STREAMED_SOUND_CUTSCENE_RAY4_GF },
{ "R5_PB", STREAMED_SOUND_CUTSCENE_RAY5_PB },
{ "R6_MM", STREAMED_SOUND_CUTSCENE_RAY6_MM },
{ "D1_STOG", STREAMED_SOUND_CUTSCENE_DONALD1_STOG },
{ "D2_KK", STREAMED_SOUND_CUTSCENE_DONALD2_KK },
{ "D3_ADO", STREAMED_SOUND_CUTSCENE_DONALD3_ADO },
{ "D5_ES", STREAMED_SOUND_CUTSCENE_DONALD5_ES },
{ "D7_MLD", STREAMED_SOUND_CUTSCENE_DONALD7_MLD },
{ "D4_GTA", STREAMED_SOUND_CUTSCENE_DONALD4_GTA },
{ "D4_GTA2", STREAMED_SOUND_CUTSCENE_DONALD4_GTA2 },
{ "D6_STS", STREAMED_SOUND_CUTSCENE_DONALD6_STS },
{ "A6_BAIT", STREAMED_SOUND_CUTSCENE_ASUKA6_BAIT },
{ "A7_ETG", STREAMED_SOUND_CUTSCENE_ASUKA7_ETG },
{ "A8_PS", STREAMED_SOUND_CUTSCENE_ASUKA8_PS },
{ "A9_ASD", STREAMED_SOUND_CUTSCENE_ASUKA9_ASD },
{ "K4_SHI2", STREAMED_SOUND_CUTSCENE_KENJI4_SHI2 },
{ "C1_TEX", STREAMED_SOUND_CUTSCENE_CATALINA1_TEX },
{ "EL_PH1", STREAMED_SOUND_CUTSCENE_ELBURRO1_PH1 },
{ "EL_PH2", STREAMED_SOUND_CUTSCENE_ELBURRO2_PH2 },
{ "EL_PH3", STREAMED_SOUND_CUTSCENE_ELBURRO3_PH3 },
{ "EL_PH4", STREAMED_SOUND_CUTSCENE_ELBURRO4_PH4 },
{ "YD_PH1", STREAMED_SOUND_CUTSCENE_YARDIE_PH1 },
{ "YD_PH2", STREAMED_SOUND_CUTSCENE_YARDIE_PH2 },
{ "YD_PH3", STREAMED_SOUND_CUTSCENE_YARDIE_PH3 },
{ "YD_PH4", STREAMED_SOUND_CUTSCENE_YARDIE_PH4 },
{ "HD_PH1", STREAMED_SOUND_CUTSCENE_HOODS_PH1 },
{ "HD_PH2", STREAMED_SOUND_CUTSCENE_HOODS_PH2 },
{ "HD_PH3", STREAMED_SOUND_CUTSCENE_HOODS_PH3 },
{ "HD_PH4", STREAMED_SOUND_CUTSCENE_HOODS_PH4 },
{ "HD_PH5", STREAMED_SOUND_CUTSCENE_HOODS_PH5 },
{ "MT_PH1", STREAMED_SOUND_CUTSCENE_MARTY_PH1 },
{ "MT_PH2", STREAMED_SOUND_CUTSCENE_MARTY_PH2 },
{ "MT_PH3", STREAMED_SOUND_CUTSCENE_MARTY_PH3 },
{ "MT_PH4", STREAMED_SOUND_CUTSCENE_MARTY_PH4 },
{ NULL, 0 }
};
int
@@ -126,18 +128,7 @@ char CCutsceneMgr::ms_cutsceneName[CUTSCENENAMESIZE];
CAnimBlendAssocGroup CCutsceneMgr::ms_cutsceneAssociations;
CVector CCutsceneMgr::ms_cutsceneOffset;
float CCutsceneMgr::ms_cutsceneTimer;
bool CCutsceneMgr::ms_wasCutsceneSkipped;
uint32 CCutsceneMgr::ms_cutsceneLoadStatus;
bool CCutsceneMgr::ms_useCutsceneShadows = true;
bool bCamLoaded;
bool bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver; // pls don't shrink the name :P
int32 NumberOfSavedWeapons;
eWeaponType SavedWeaponIDs[TOTAL_WEAPON_SLOTS];
int32 SavedWeaponAmmo[TOTAL_WEAPON_SLOTS];
char uncompressedAnims[8][32];
uint32 numUncompressedAnims;
RpAtomic *
CalculateBoundingSphereRadiusCB(RpAtomic *atomic, void *data)
@@ -159,17 +150,13 @@ CCutsceneMgr::Initialise(void)
{
ms_numCutsceneObjs = 0;
ms_loaded = false;
ms_wasCutsceneSkipped = false;
ms_running = false;
ms_useLodMultiplier = false;
ms_animLoaded = false;
ms_cutsceneProcessing = false;
ms_useLodMultiplier = false;
ms_pCutsceneDir = new CDirectory(CUTSCENEDIRSIZE);
ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
numUncompressedAnims = 0;
uncompressedAnims[0][0] = '\0';
}
void
@@ -187,10 +174,9 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
CPlayerPed *pPlayerPed;
ms_cutsceneProcessing = true;
ms_wasCutsceneSkipped = false;
CTimer::Suspend();
if (!bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver)
CStreaming::RemoveCurrentZonesModels();
if (!strcasecmp(szCutsceneName, "jb"))
ms_useLodMultiplier = true;
CTimer::Stop();
ms_pCutsceneDir->numEntries = 0;
ms_pCutsceneDir->ReadDirFile("ANIM\\CUTS.DIR");
@@ -199,42 +185,32 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
CGame::DrasticTidyUpMemory(true);
strcpy(ms_cutsceneName, szCutsceneName);
RwStream *stream;
stream = RwStreamOpen(rwSTREAMFILENAME, rwSTREAMREAD, "ANIM\\CUTS.IMG");
assert(stream);
file = CFileMgr::OpenFile("ANIM\\CUTS.IMG", "rb");
// Load animations
sprintf(gString, "%s.IFP", szCutsceneName);
if (ms_pCutsceneDir->FindItem(gString, offset, size)) {
CStreaming::MakeSpaceFor(size << 11);
CStreaming::ImGonnaUseStreamingMemory();
RwStreamSkip(stream, offset << 11);
CAnimManager::LoadAnimFile(stream, true, uncompressedAnims);
CFileMgr::Seek(file, offset << 11, SEEK_SET);
CAnimManager::LoadAnimFile(file, false);
ms_cutsceneAssociations.CreateAssociations(szCutsceneName);
CStreaming::IHaveUsedStreamingMemory();
ms_animLoaded = true;
} else {
ms_animLoaded = false;
}
RwStreamClose(stream, nil);
// Load camera data
file = CFileMgr::OpenFile("ANIM\\CUTS.IMG", "rb");
sprintf(gString, "%s.DAT", szCutsceneName);
if (ms_pCutsceneDir->FindItem(gString, offset, size)) {
CStreaming::ImGonnaUseStreamingMemory();
CFileMgr::Seek(file, offset << 11, SEEK_SET);
TheCamera.LoadPathSplines(file);
CStreaming::IHaveUsedStreamingMemory();
bCamLoaded = true;
} else {
bCamLoaded = false;
}
CFileMgr::CloseFile(file);
if (CGeneral::faststricmp(ms_cutsceneName, "finale")) {
if (CGeneral::faststricmp(ms_cutsceneName, "end")) {
DMAudio.ChangeMusicMode(MUSICMODE_CUTSCENE);
int trackId = FindCutsceneAudioTrackId(szCutsceneName);
if (trackId != -1) {
@@ -249,23 +225,30 @@ CCutsceneMgr::LoadCutsceneData(const char *szCutsceneName)
ms_cutsceneOffset = CVector(0.0f, 0.0f, 0.0f);
pPlayerPed = FindPlayerPed();
CTimer::Update();
pPlayerPed->m_pWanted->ClearQdCrimes();
pPlayerPed->bIsVisible = false;
pPlayerPed->m_fCurrentStamina = pPlayerPed->m_fMaxStamina;
CPad::GetPad(0)->SetDisablePlayerControls(PLAYERCONTROL_CUTSCENE);
CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(true);
}
CTimer::Resume();
void
CCutsceneMgr::SetHeadAnim(const char *animName, CObject *pObject)
{
CCutsceneHead *pCutsceneHead = (CCutsceneHead*)pObject;
char szAnim[CUTSCENENAMESIZE * 2];
sprintf(szAnim, "%s_%s", ms_cutsceneName, animName);
pCutsceneHead->PlayAnimation(szAnim);
}
void
CCutsceneMgr::FinishCutscene()
{
ms_wasCutsceneSkipped = true;
if (bCamLoaded) {
CCutsceneMgr::ms_cutsceneTimer = TheCamera.GetCutSceneFinishTime() * 0.001f;
TheCamera.FinishCutscene();
}
CCutsceneMgr::ms_cutsceneTimer = TheCamera.GetCutSceneFinishTime() * 0.001f;
TheCamera.FinishCutscene();
FindPlayerPed()->bIsVisible = true;
CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(false);
@@ -274,11 +257,9 @@ CCutsceneMgr::FinishCutscene()
void
CCutsceneMgr::SetupCutsceneToStart(void)
{
if (bCamLoaded) {
TheCamera.SetCamCutSceneOffSet(ms_cutsceneOffset);
TheCamera.TakeControlWithSpline(JUMP_CUT);
TheCamera.SetWideScreenOn();
}
TheCamera.SetCamCutSceneOffSet(ms_cutsceneOffset);
TheCamera.TakeControlWithSpline(JUMP_CUT);
TheCamera.SetWideScreenOn();
ms_cutsceneOffset.z++;
@@ -286,27 +267,12 @@ CCutsceneMgr::SetupCutsceneToStart(void)
assert(RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP);
if (CAnimBlendAssociation *pAnimBlendAssoc = RpAnimBlendClumpGetFirstAssociation((RpClump*)ms_pCutsceneObjects[i]->m_rwObject)) {
assert(pAnimBlendAssoc->hierarchy->sequences[0].HasTranslation());
if (ms_pCutsceneObjects[i]->m_pAttachTo != nil) {
pAnimBlendAssoc->flags &= (~ASSOC_HAS_TRANSLATION);
} else {
if (pAnimBlendAssoc->hierarchy->IsCompressed()){
KeyFrameTransCompressed *keyFrames = ((KeyFrameTransCompressed*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrameCompressed(0));
CVector trans;
keyFrames->GetTranslation(&trans);
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + trans);
}else{
KeyFrameTrans *keyFrames = ((KeyFrameTrans*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrame(0));
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + keyFrames->translation);
}
}
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset + ((KeyFrameTrans*)pAnimBlendAssoc->hierarchy->sequences[0].GetKeyFrame(0))->translation);
CWorld::Add(ms_pCutsceneObjects[i]);
pAnimBlendAssoc->SetRun();
} else {
ms_pCutsceneObjects[i]->SetPosition(ms_cutsceneOffset);
}
CWorld::Add(ms_pCutsceneObjects[i]);
if (RwObjectGetType(ms_pCutsceneObjects[i]->m_rwObject) == rpCLUMP) {
ms_pCutsceneObjects[i]->UpdateRpHAnim();
}
}
CTimer::Update();
@@ -322,55 +288,25 @@ CCutsceneMgr::SetCutsceneAnim(const char *animName, CObject *pObject)
CAnimBlendClumpData *pAnimBlendClumpData;
assert(RwObjectGetType(pObject->m_rwObject) == rpCLUMP);
debug("Give cutscene anim %s\n", animName);
RpAnimBlendClumpRemoveAllAssociations((RpClump*)pObject->m_rwObject);
pNewAnim = ms_cutsceneAssociations.GetAnimation(animName);
if (!pNewAnim) {
debug("\n\nHaven't I told you I can't find the fucking animation %s\n\n\n", animName);
return;
}
if (pNewAnim->hierarchy->IsCompressed())
pNewAnim->hierarchy->keepCompressed = true;
CStreaming::ImGonnaUseStreamingMemory();
pNewAnim = ms_cutsceneAssociations.CopyAnimation(animName);
CStreaming::IHaveUsedStreamingMemory();
pNewAnim->SetCurrentTime(0.0f);
pNewAnim->flags |= ASSOC_HAS_TRANSLATION;
pNewAnim->flags &= ~ASSOC_RUNNING;
pAnimBlendClumpData = *RPANIMBLENDCLUMPDATA(pObject->m_rwObject);
pAnimBlendClumpData->link.Prepend(&pNewAnim->link);
if (pNewAnim->hierarchy->keepCompressed)
pAnimBlendClumpData->frames->flag |= AnimBlendFrameData::COMPRESSED;
}
void
CCutsceneMgr::SetCutsceneAnimToLoop(const char* animName)
{
ms_cutsceneAssociations.GetAnimation(animName)->flags |= ASSOC_REPEAT;
}
CCutsceneHead *
CCutsceneMgr::AddCutsceneHead(CObject *pObject, int modelId)
{
return nil;
}
void UpdateCutsceneObjectBoundingBox(RpClump* clump, int modelId)
{
if (modelId >= MI_CUTOBJ01 && modelId <= MI_CUTOBJ05) {
CColModel* pColModel = &CTempColModels::ms_colModelCutObj[modelId - MI_CUTOBJ01];
float radius = 0.0f;
RpClumpForAllAtomics(clump, CalculateBoundingSphereRadiusCB, &radius);
pColModel->boundingSphere.radius = radius;
pColModel->boundingBox.min = CVector(-radius, -radius, -radius);
pColModel->boundingBox.max = CVector(radius, radius, radius);
}
CCutsceneHead *pHead = new CCutsceneHead(pObject);
pHead->SetModelIndex(modelId);
CWorld::Add(pHead);
ms_pCutsceneObjects[ms_numCutsceneObjs++] = pHead;
return pHead;
}
CCutsceneObject *
@@ -378,25 +314,20 @@ CCutsceneMgr::CreateCutsceneObject(int modelId)
{
CBaseModelInfo *pModelInfo;
CColModel *pColModel;
float radius;
RpClump *clump;
CCutsceneObject *pCutsceneObject;
CStreaming::ImGonnaUseStreamingMemory();
debug("Created cutscene object %s\n", CModelInfo::GetModelInfo(modelId)->GetModelName());
if (modelId >= MI_CUTOBJ01 && modelId <= MI_CUTOBJ05) {
pModelInfo = CModelInfo::GetModelInfo(modelId);
pColModel = &CTempColModels::ms_colModelCutObj[modelId - MI_CUTOBJ01];
radius = 0.0f;
pModelInfo->SetColModel(pColModel);
UpdateCutsceneObjectBoundingBox((RpClump*)pModelInfo->GetRwObject(), modelId);
} else if (modelId >= MI_SPECIAL01 && modelId <= MI_SPECIAL21) {
pModelInfo = CModelInfo::GetModelInfo(modelId);
if (pModelInfo->GetColModel() == &CTempColModels::ms_colModelPed1) {
CColModel *colModel = new CColModel();
colModel->boundingSphere.radius = 2.0f;
colModel->boundingSphere.center = CVector(0.0f, 0.0f, 0.0f);
pModelInfo->SetColModel(colModel, true);
}
pColModel = pModelInfo->GetColModel();
float radius = 2.0f;
clump = (RpClump*)pModelInfo->GetRwObject();
assert(RwObjectGetType((RwObject*)clump) == rpCLUMP);
RpClumpForAllAtomics(clump, CalculateBoundingSphereRadiusCB, &radius);
pColModel->boundingSphere.radius = radius;
pColModel->boundingBox.min = CVector(-radius, -radius, -radius);
pColModel->boundingBox.max = CVector(radius, radius, radius);
@@ -404,10 +335,7 @@ CCutsceneMgr::CreateCutsceneObject(int modelId)
pCutsceneObject = new CCutsceneObject();
pCutsceneObject->SetModelIndex(modelId);
if (ms_useCutsceneShadows)
pCutsceneObject->CreateShadow();
ms_pCutsceneObjects[ms_numCutsceneObjs++] = pCutsceneObject;
CStreaming::IHaveUsedStreamingMemory();
return pCutsceneObject;
}
@@ -415,11 +343,9 @@ void
CCutsceneMgr::DeleteCutsceneData(void)
{
if (!ms_loaded) return;
CTimer::Suspend();
ms_cutsceneProcessing = false;
ms_useLodMultiplier = false;
ms_useCutsceneShadows = true;
for (--ms_numCutsceneObjs; ms_numCutsceneObjs >= 0; ms_numCutsceneObjs--) {
CWorld::Remove(ms_pCutsceneObjects[ms_numCutsceneObjs]);
@@ -429,27 +355,12 @@ CCutsceneMgr::DeleteCutsceneData(void)
}
ms_numCutsceneObjs = 0;
for (int i = MI_SPECIAL01; i < MI_SPECIAL21; i++) {
CBaseModelInfo *minfo = CModelInfo::GetModelInfo(i);
CColModel *colModel = minfo->GetColModel();
if (colModel != &CTempColModels::ms_colModelPed1) {
delete colModel;
minfo->SetColModel(&CTempColModels::ms_colModelPed1);
}
}
if (ms_animLoaded)
CAnimManager::RemoveLastAnimFile();
ms_animLoaded = false;
numUncompressedAnims = 0;
uncompressedAnims[0][0] = '\0';
if (bCamLoaded) {
TheCamera.RestoreWithJumpCut();
TheCamera.SetWideScreenOff();
TheCamera.DeleteCutSceneCamDataMemory();
}
TheCamera.RestoreWithJumpCut();
TheCamera.SetWideScreenOff();
ms_running = false;
ms_loaded = false;
@@ -457,42 +368,14 @@ CCutsceneMgr::DeleteCutsceneData(void)
CPad::GetPad(0)->SetEnablePlayerControls(PLAYERCONTROL_CUTSCENE);
CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(false);
if (CGeneral::faststricmp(ms_cutsceneName, "finale")) {
if (CGeneral::faststricmp(ms_cutsceneName, "end")) {
DMAudio.StopCutSceneMusic();
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
if (CGeneral::faststricmp(ms_cutsceneName, "bet"))
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
}
CStreaming::ms_disableStreaming = false;
CWorld::bProcessCutsceneOnly = false;
if(bCamLoaded)
CGame::DrasticTidyUpMemory(TheCamera.GetScreenFadeStatus() == FADE_2);
CPad::GetPad(0)->Clear(false);
if (bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver) {
CStreaming::LoadInitialPeds();
CStreaming::LoadInitialWeapons();
CStreaming::LoadInitialVehicles();
bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver = false;
CPlayerPed *pPlayerPed = FindPlayerPed();
for (int i = 0; i < NumberOfSavedWeapons; i++) {
int32 weaponModelId = CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModelId;
uint8 flags = CStreaming::ms_aInfoForModel[weaponModelId].m_flags;
CStreaming::RequestModel(weaponModelId, STREAMFLAGS_DONT_REMOVE);
CStreaming::LoadAllRequestedModels(false);
if (CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModel2Id != -1) {
CStreaming::RequestModel(CWeaponInfo::GetWeaponInfo(SavedWeaponIDs[i])->m_nModel2Id, 0);
CStreaming::LoadAllRequestedModels(false);
}
if (!(flags & STREAMFLAGS_DONT_REMOVE))
CStreaming::SetModelIsDeletable(weaponModelId);
pPlayerPed->GiveWeapon(SavedWeaponIDs[i], SavedWeaponAmmo[i], true);
}
NumberOfSavedWeapons = 0;
}
CTimer::Resume();
CTimer::Stop();
CGame::DrasticTidyUpMemory(TheCamera.GetScreenFadeStatus() == FADE_2);
CTimer::Update();
}
void
@@ -509,7 +392,7 @@ CCutsceneMgr::Update(void)
switch (ms_cutsceneLoadStatus) {
case CUTSCENE_LOADING_AUDIO:
SetupCutsceneToStart();
if (CGeneral::faststricmp(ms_cutsceneName, "finale"))
if (CGeneral::faststricmp(ms_cutsceneName, "end"))
DMAudio.PlayPreloadedCutSceneMusic();
ms_cutsceneLoadStatus++;
break;
@@ -527,157 +410,15 @@ CCutsceneMgr::Update(void)
if (!ms_running) return;
ms_cutsceneTimer += CTimer::GetTimeStepNonClippedInSeconds();
for (int i = 0; i < ms_numCutsceneObjs; i++) {
int modelId = ms_pCutsceneObjects[i]->GetModelIndex();
if (modelId >= MI_CUTOBJ01 && modelId <= MI_CUTOBJ05)
UpdateCutsceneObjectBoundingBox(ms_pCutsceneObjects[i]->GetClump(), modelId);
if (ms_pCutsceneObjects[i]->m_pAttachTo != nil && modelId >= MI_SPECIAL01 && modelId <= MI_SPECIAL21)
UpdateCutsceneObjectBoundingBox(ms_pCutsceneObjects[i]->GetClump(), modelId);
}
if (bCamLoaded)
if (CGeneral::faststricmp(ms_cutsceneName, "finale") && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FLYBY && ms_cutsceneLoadStatus == CUTSCENE_LOADING_0) {
if (CPad::GetPad(0)->GetCrossJustDown()
|| (CGame::playingIntro && CPad::GetPad(0)->GetStartJustDown())
|| CPad::GetPad(0)->GetLeftMouseJustDown()
|| CPad::GetPad(0)->GetEnterJustDown()
|| CPad::GetPad(0)->GetCharJustDown(' '))
FinishCutscene();
}
}
bool CCutsceneMgr::HasCutsceneFinished(void) { return !bCamLoaded || TheCamera.GetPositionAlongSpline() == 1.0f; }
void
CCutsceneMgr::LoadAnimationUncompressed(char const* name)
{
strcpy(uncompressedAnims[numUncompressedAnims], name);
// Because that's how CAnimManager knows the end of array
++numUncompressedAnims;
assert(numUncompressedAnims < ARRAY_SIZE(uncompressedAnims));
uncompressedAnims[numUncompressedAnims][0] = '\0';
}
void
CCutsceneMgr::AttachObjectToParent(CObject *pObject, CEntity *pAttachTo)
{
((CCutsceneObject*)pObject)->m_pAttachmentObject = nil;
((CCutsceneObject*)pObject)->m_pAttachTo = RpClumpGetFrame(pAttachTo->GetClump());
debug("Attach %s to %s\n", CModelInfo::GetModelInfo(pObject->GetModelIndex())->GetModelName(), CModelInfo::GetModelInfo(pAttachTo->GetModelIndex())->GetModelName());
}
void
CCutsceneMgr::AttachObjectToFrame(CObject *pObject, CEntity *pAttachTo, const char *frame)
{
((CCutsceneObject*)pObject)->m_pAttachmentObject = nil;
((CCutsceneObject*)pObject)->m_pAttachTo = RpAnimBlendClumpFindFrame(pAttachTo->GetClump(), frame)->frame;
debug("Attach %s to component %s of %s\n",
CModelInfo::GetModelInfo(pObject->GetModelIndex())->GetModelName(),
frame,
CModelInfo::GetModelInfo(pAttachTo->GetModelIndex())->GetModelName());
if (RwObjectGetType(pObject->m_rwObject) == rpCLUMP) {
RpClump *clump = (RpClump*)pObject->m_rwObject;
if (IsClumpSkinned(clump))
RpAtomicGetBoundingSphere(GetFirstAtomic(clump))->radius *= 1.1f;
if (CGeneral::faststricmp(ms_cutsceneName, "end") && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FLYBY && ms_cutsceneLoadStatus == CUTSCENE_LOADING_0) {
if (CPad::GetPad(0)->GetCrossJustDown()
|| (CGame::playingIntro && CPad::GetPad(0)->GetStartJustDown())
|| CPad::GetPad(0)->GetLeftMouseJustDown()
|| CPad::GetPad(0)->GetEnterJustDown()
|| CPad::GetPad(0)->GetCharJustDown(' '))
FinishCutscene();
}
}
void
CCutsceneMgr::AttachObjectToBone(CObject *pObject, CObject *pAttachTo, int bone)
{
RpHAnimHierarchy *hanim = GetAnimHierarchyFromSkinClump(pAttachTo->GetClump());
RwInt32 id = RpHAnimIDGetIndex(hanim, bone);
RwMatrix *matrixArray = RpHAnimHierarchyGetMatrixArray(hanim);
((CCutsceneObject*)pObject)->m_pAttachmentObject = pAttachTo;
((CCutsceneObject*)pObject)->m_pAttachTo = &matrixArray[id];
debug("Attach %s to %s\n",
CModelInfo::GetModelInfo(pObject->GetModelIndex())->GetModelName(),
CModelInfo::GetModelInfo(pAttachTo->GetModelIndex())->GetModelName());
}
bool CCutsceneMgr::HasCutsceneFinished(void) { return TheCamera.GetPositionAlongSpline() == 1.0f; }
void
CCutsceneMgr::RemoveEverythingFromTheWorldForTheBiggestFuckoffCutsceneEver()
{
CStreaming::ms_disableStreaming = true;
CColStore::RemoveAllCollision();
CWorld::bProcessCutsceneOnly = true;
ms_cutsceneProcessing = true;
for (int i = CPools::GetPedPool()->GetSize() - 1; i >= 0; i--) {
CPed *pPed = CPools::GetPedPool()->GetSlot(i);
if (pPed) {
if (!pPed->IsPlayer() && pPed->CanBeDeleted()) {
CWorld::Remove(pPed);
delete pPed;
}
}
}
for (int i = CPools::GetVehiclePool()->GetSize() - 1; i >= 0; i--) {
CVehicle *pVehicle = CPools::GetVehiclePool()->GetSlot(i);
if (pVehicle) {
if (pVehicle->CanBeDeleted()) {
CWorld::Remove(pVehicle);
delete pVehicle;
}
}
}
bIsEverythingRemovedFromTheWorldForTheBiggestFuckoffCutsceneEver = true;
CStreaming::RemoveCurrentZonesModels();
CStreaming::SetModelIsDeletable(MI_MALE01);
CStreaming::SetModelTxdIsDeletable(MI_MALE01);
CStreaming::SetModelIsDeletable(MI_TAXI_D);
CStreaming::SetModelTxdIsDeletable(MI_TAXI_D);
CStreaming::SetModelIsDeletable(MI_NIGHTSTICK);
CStreaming::SetModelTxdIsDeletable(MI_NIGHTSTICK);
CStreaming::SetModelIsDeletable(MI_MISSILE);
CStreaming::SetModelTxdIsDeletable(MI_MISSILE);
CStreaming::SetModelIsDeletable(MI_POLICE);
CStreaming::SetModelTxdIsDeletable(MI_POLICE);
while (CStreaming::RemoveLoadedVehicle()) ;
CRadar::RemoveRadarSections();
for (int i = CPools::GetDummyPool()->GetSize() - 1; i >= 0; i--) {
CDummy* pDummy = CPools::GetDummyPool()->GetSlot(i);
if (pDummy)
pDummy->DeleteRwObject();
}
for (int i = CPools::GetObjectPool()->GetSize() - 1; i >= 0; i--) {
CObject* pObject = CPools::GetObjectPool()->GetSlot(i);
if (pObject)
pObject->DeleteRwObject();
}
for (int i = CPools::GetBuildingPool()->GetSize() - 1; i >= 0; i--) {
CBuilding* pBuilding = CPools::GetBuildingPool()->GetSlot(i);
if (pBuilding && pBuilding->m_rwObject != nil && pBuilding->bIsBIGBuilding && pBuilding->bStreamBIGBuilding) {
if (pBuilding->bIsBIGBuilding)
CStreaming::RequestModel(pBuilding->GetModelIndex(), 0);
if (!pBuilding->bImBeingRendered)
pBuilding->DeleteRwObject();
}
}
CPlayerPed *pPlayerPed = FindPlayerPed();
pPlayerPed->RemoveWeaponAnims(0, -1000.0f);
NumberOfSavedWeapons = 0;
for (int i = 0; i < TOTAL_WEAPON_SLOTS; i++) {
if (pPlayerPed->m_weapons[i].m_eWeaponType != WEAPONTYPE_UNARMED) {
SavedWeaponIDs[NumberOfSavedWeapons] = pPlayerPed->m_weapons[i].m_eWeaponType;
SavedWeaponAmmo[NumberOfSavedWeapons] = pPlayerPed->m_weapons[i].m_nAmmoTotal;
NumberOfSavedWeapons++;
}
}
pPlayerPed->ClearWeapons();
CGame::DrasticTidyUpMemory(true);
}

View File

@@ -21,9 +21,7 @@ class CCutsceneMgr
static CAnimBlendAssocGroup ms_cutsceneAssociations;
static CVector ms_cutsceneOffset;
static float ms_cutsceneTimer;
static bool ms_wasCutsceneSkipped;
static bool ms_cutsceneProcessing;
static bool ms_useCutsceneShadows;
public:
static CDirectory *ms_pCutsceneDir;
static uint32 ms_cutsceneLoadStatus;
@@ -32,7 +30,6 @@ public:
static bool IsRunning(void) { return ms_running; }
static bool HasLoaded(void) { return ms_loaded; }
static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
static bool WasCutsceneSkipped(void) { return ms_wasCutsceneSkipped; }
static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
@@ -44,18 +41,11 @@ public:
static void Shutdown(void);
static void LoadCutsceneData(const char *szCutsceneName);
static void FinishCutscene(void);
static void SetHeadAnim(const char *animName, CObject *pObject);
static void SetupCutsceneToStart(void);
static void SetCutsceneAnim(const char *animName, CObject *pObject);
static void SetCutsceneAnimToLoop(const char *animName);
static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
static CCutsceneObject *CreateCutsceneObject(int modelId);
static void DeleteCutsceneData(void);
static void LoadAnimationUncompressed(char const*);
static void Update(void);
static void AttachObjectToParent(CObject *pObject, CEntity *pAttachTo);
static void AttachObjectToFrame(CObject *pObject, CEntity *pAttachTo, const char *frame);
static void AttachObjectToBone(CObject *pObject, CObject *pAttachTo, int frame);
static void RemoveEverythingFromTheWorldForTheBiggestFuckoffCutsceneEver();
static void DisableCutsceneShadows() { ms_useCutsceneShadows = false; }
};

View File

@@ -17,8 +17,6 @@ void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWithVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackWith3dVelocityExtractionSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackNonSkinnedCompressed(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackSkinnedCompressed(AnimBlendFrameData *frame, void *arg);
void
FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg)
@@ -230,11 +228,12 @@ FrameUpdateCallBackWith3dVelocityExtractionNonSkinned(AnimBlendFrameData *frame,
RwMatrixUpdate(mat);
}
#ifdef PED_SKIN
void
FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
float transBlendAmount = 0.0f;
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
RpHAnimStdInterpFrame *xform = frame->hanimFrame;
@@ -258,13 +257,13 @@ FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
(*node)->Update(vec, q, 1.0f-totalBlendAmount);
if((*node)->sequence->HasTranslation()){
if((*node)->sequence->HasTranslation())
pos += vec;
transBlendAmount += (*node)->association->blendAmount;
}
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
}
++*node;
@@ -279,12 +278,12 @@ FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg)
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
xform->t.x = transBlendAmount*pos.x;
xform->t.y = transBlendAmount*pos.y;
xform->t.z = transBlendAmount*pos.z;
xform->t.x += (1.0f-transBlendAmount)*frame->resetPos.x;
xform->t.y += (1.0f-transBlendAmount)*frame->resetPos.y;
xform->t.z += (1.0f-transBlendAmount)*frame->resetPos.z;
xform->t.x = pos.x;
xform->t.y = pos.y;
xform->t.z = pos.z;
xform->t.x += frame->resetPos.x;
xform->t.y += frame->resetPos.y;
xform->t.z += frame->resetPos.z;
}
}
@@ -320,9 +319,11 @@ FrameUpdateCallBackWithVelocityExtractionSkinned(AnimBlendFrameData *frame, void
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->Update(vec, q, 1.0f-totalBlendAmount);
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
@@ -441,228 +442,4 @@ FrameUpdateCallBackWith3dVelocityExtractionSkinned(AnimBlendFrameData *frame, vo
}
}
void
FrameUpdateCallBackOffscreen(AnimBlendFrameData *frame, void *arg)
{
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION && gpAnimBlendClump->velocity2d)
FrameUpdateCallBackWithVelocityExtractionSkinned(frame, arg);
}
void
FrameUpdateCallBackNonSkinnedCompressed(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
CVector trans(0.0f, 0.0f, 0.0f);
CVector cur(0.0f, 0.0f, 0.0f);
CVector end(0.0f, 0.0f, 0.0f);
bool looped = false;
RwMatrix *mat = RwFrameGetMatrix(frame->frame);
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
gpAnimBlendClump->velocity2d){
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslationCompressed(vec, 1.0f-totalBlendAmount);
cur += vec;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
trans += vec;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslationCompressed(vec, 1.0f-totalBlendAmount);
end += vec;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
rot.Normalise();
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
*gpAnimBlendClump->velocity3d = trans - cur;
if(looped)
*gpAnimBlendClump->velocity3d += end;
mat->pos.x = (pos - trans).x + frame->resetPos.x;
mat->pos.y = (pos - trans).y + frame->resetPos.y;
mat->pos.z = (pos - trans).z + frame->resetPos.z;
}
RwMatrixUpdate(mat);
}else{
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
(*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
if((*node)->sequence->HasTranslation())
pos += vec;
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
RwMatrixSetIdentity(mat);
rot.Normalise();
rot.Get(mat);
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
mat->pos.x = pos.x;
mat->pos.y = pos.y;
mat->pos.z = pos.z;
mat->pos.x += frame->resetPos.x;
mat->pos.y += frame->resetPos.y;
mat->pos.z += frame->resetPos.z;
}
RwMatrixUpdate(mat);
}
}
void
FrameUpdateCallBackSkinnedCompressed(AnimBlendFrameData *frame, void *arg)
{
CVector vec, pos(0.0f, 0.0f, 0.0f);
CQuaternion q, rot(0.0f, 0.0f, 0.0f, 0.0f);
float totalBlendAmount = 0.0f;
CVector trans(0.0f, 0.0f, 0.0f);
CVector cur(0.0f, 0.0f, 0.0f);
CVector end(0.0f, 0.0f, 0.0f);
bool looped = false;
RpHAnimStdInterpFrame *xform = frame->hanimFrame;
CAnimBlendNode **node;
AnimBlendFrameUpdateData *updateData = (AnimBlendFrameUpdateData*)arg;
if(frame->flag & AnimBlendFrameData::VELOCITY_EXTRACTION &&
gpAnimBlendClump->velocity2d){
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->sequence->HasTranslation()){
if((*node)->association->HasTranslation()){
(*node)->GetCurrentTranslationCompressed(vec, 1.0f-totalBlendAmount);
cur += vec;
}
}
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
bool nodelooped = (*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
#ifdef FIX_BUGS
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
#endif
rot += q;
if((*node)->sequence->HasTranslation()){
pos += vec;
if((*node)->association->HasTranslation()){
trans += vec;
looped |= nodelooped;
if(nodelooped){
(*node)->GetEndTranslationCompressed(vec, 1.0f-totalBlendAmount);
end += vec;
}
}
}
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
rot.Normalise();
xform->q.imag.x = rot.x;
xform->q.imag.y = rot.y;
xform->q.imag.z = rot.z;
xform->q.real = rot.w;
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
*gpAnimBlendClump->velocity3d = trans - cur;
if(looped)
*gpAnimBlendClump->velocity3d += end;
xform->t.x = (pos - trans).x + frame->resetPos.x;
xform->t.y = (pos - trans).y + frame->resetPos.y;
xform->t.z = (pos - trans).z + frame->resetPos.z;
}
}else{
float transBlendAmount = 0.0f;
if(updateData->foobar)
for(node = updateData->nodes; *node; node++)
if((*node)->sequence && (*node)->association->IsPartial())
totalBlendAmount += (*node)->association->blendAmount;
for(node = updateData->nodes; *node; node++){
if((*node)->sequence){
(*node)->UpdateCompressed(vec, q, 1.0f-totalBlendAmount);
if((*node)->sequence->HasTranslation()){
pos += vec;
transBlendAmount += (*node)->association->blendAmount;
}
if(DotProduct(rot, q) < 0.0f)
rot -= q;
else
rot += q;
}
++*node;
}
if((frame->flag & AnimBlendFrameData::IGNORE_ROTATION) == 0){
rot.Normalise();
xform->q.imag.x = rot.x;
xform->q.imag.y = rot.y;
xform->q.imag.z = rot.z;
xform->q.real = rot.w;
}
if((frame->flag & AnimBlendFrameData::IGNORE_TRANSLATION) == 0){
xform->t.x = transBlendAmount*pos.x;
xform->t.y = transBlendAmount*pos.y;
xform->t.z = transBlendAmount*pos.z;
xform->t.x += (1.0f-transBlendAmount)*frame->resetPos.x;
xform->t.y += (1.0f-transBlendAmount)*frame->resetPos.y;
xform->t.z += (1.0f-transBlendAmount)*frame->resetPos.z;
}
}
}

View File

@@ -10,7 +10,9 @@
#include "AnimBlendAssociation.h"
#include "AnimManager.h"
#include "RpAnimBlend.h"
#ifdef PED_SKIN
#include "PedModelInfo.h"
#endif
RwInt32 ClumpOffset;
@@ -140,6 +142,7 @@ FrameInitCBskin(AnimBlendFrameData *frameData, void*)
frameData->flag = 0;
}
#ifdef PED_SKIN
void
RpAnimBlendClumpInitSkinned(RpClump *clump)
{
@@ -153,7 +156,7 @@ RpAnimBlendClumpInitSkinned(RpClump *clump)
RpAnimBlendAllocateData(clump);
clumpData = *RPANIMBLENDCLUMPDATA(clump);
atomic = GetFirstAtomic(clump);
atomic = IsClumpSkinned(clump);
assert(atomic);
skin = RpSkinGeometryGetSkin(RpAtomicGetGeometry(atomic));
assert(skin);
@@ -168,15 +171,12 @@ RpAnimBlendClumpInitSkinned(RpClump *clump)
for(i = 0; i < numBones; i++){
frames[i].nodeID = HIERNODEID(hier, i);
frames[i].resetPos = boneTab[i];
#ifdef LIBRW
frames[i].hanimFrame = (RpHAnimStdInterpFrame*)rpHANIMHIERARCHYGETINTERPFRAME(hier, i);
#else
frames[i].hanimFrame = (RpHAnimStdInterpFrame*)rtANIMGETINTERPFRAME(hier->currentAnim, i);
#endif
}
clumpData->ForAllFrames(FrameInitCBskin, nil);
clumpData->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION;
}
#endif
void
RpAnimBlendClumpInitNotSkinned(RpClump *clump)
@@ -200,9 +200,11 @@ RpAnimBlendClumpInitNotSkinned(RpClump *clump)
void
RpAnimBlendClumpInit(RpClump *clump)
{
#ifdef PED_SKIN
if(IsClumpSkinned(clump))
RpAnimBlendClumpInitSkinned(clump);
else
#endif
RpAnimBlendClumpInitNotSkinned(clump);
}
@@ -362,6 +364,7 @@ FillFrameArrayCBnonskin(AnimBlendFrameData *frame, void *arg)
frames[CVisibilityPlugins::GetFrameHierarchyId(frame->frame)] = frame;
}
#ifdef PED_SKIN
void
RpAnimBlendClumpFillFrameArraySkin(RpClump *clump, AnimBlendFrameData **frames)
{
@@ -371,18 +374,22 @@ RpAnimBlendClumpFillFrameArraySkin(RpClump *clump, AnimBlendFrameData **frames)
for(i = PED_MID; i < PED_NODE_MAX; i++)
frames[i] = &clumpData->frames[RpHAnimIDGetIndex(hier, ConvertPedNode2BoneTag(i))];
}
#endif
void
RpAnimBlendClumpFillFrameArray(RpClump *clump, AnimBlendFrameData **frames)
{
#ifdef PED_SKIN
if(IsClumpSkinned(clump))
RpAnimBlendClumpFillFrameArraySkin(clump, frames);
else
#endif
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FillFrameArrayCBnonskin, frames);
}
AnimBlendFrameData *pFrameDataFound;
// FrameFindCallBack on PS2
void
FrameFindByNameCBnonskin(AnimBlendFrameData *frame, void *arg)
{
@@ -391,6 +398,7 @@ FrameFindByNameCBnonskin(AnimBlendFrameData *frame, void *arg)
pFrameDataFound = frame;
}
#ifdef PED_SKIN
void
FrameFindByNameCBskin(AnimBlendFrameData *frame, void *arg)
{
@@ -398,58 +406,25 @@ FrameFindByNameCBskin(AnimBlendFrameData *frame, void *arg)
if(name && CGeneral::faststricmp(name, (char*)arg) == 0)
pFrameDataFound = frame;
}
void
FrameFindByBoneCB(AnimBlendFrameData *frame, void *arg)
{
if(frame->nodeID == (int32)(uintptr)arg)
pFrameDataFound = frame;
}
#endif
AnimBlendFrameData*
RpAnimBlendClumpFindFrame(RpClump *clump, const char *name)
{
pFrameDataFound = nil;
#ifdef PED_SKIN
if(IsClumpSkinned(clump))
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBskin, (void*)name);
else
#endif
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByNameCBnonskin, (void*)name);
return pFrameDataFound;
}
AnimBlendFrameData*
RpAnimBlendClumpFindBone(RpClump *clump, uint32 boneTag)
{
pFrameDataFound = nil;
(*RPANIMBLENDCLUMPDATA(clump))->ForAllFrames(FrameFindByBoneCB, (void*)boneTag);
return pFrameDataFound;
}
void
RpAnimBlendNodeUpdateKeyframes(AnimBlendFrameData *frames, AnimBlendFrameUpdateData *updateData, int32 numNodes)
{
CAnimBlendNode **node;
int i;
for(node = updateData->nodes; *node; node++){
CAnimBlendAssociation *a = (*node)->association;
for(i = 0; i < numNodes; i++)
if((frames[i].flag & AnimBlendFrameData::VELOCITY_EXTRACTION) == 0 ||
gpAnimBlendClump->velocity2d == nil){
if((*node)[i].sequence)
(*node)[i].FindKeyFrame(a->currentTime - a->timeStep);
}
}
}
// TODO:
// CAnimBlendClumpData::LoadFramesIntoSPR
// CAnimBlendClumpData::ForAllFramesInSPR
void
RpAnimBlendClumpUpdateAnimations(RpClump *clump, float timeDelta, bool doRender)
RpAnimBlendClumpUpdateAnimations(RpClump *clump, float timeDelta)
{
int i;
CAnimBlendAssociation *assoc;
AnimBlendFrameUpdateData updateData;
float totalLength = 0.0f;
float totalBlend = 0.0f;
@@ -465,53 +440,30 @@ RpAnimBlendClumpUpdateAnimations(RpClump *clump, float timeDelta, bool doRender)
updateData.foobar = 0;
for(link = clumpData->link.next; link; link = next){
next = link->next;
assoc = CAnimBlendAssociation::FromLink(link);
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
if(assoc->UpdateBlend(timeDelta)){
if(assoc->hierarchy->sequences){
CAnimManager::UncompressAnimation(assoc->hierarchy);
if(i < 11)
updateData.nodes[i++] = assoc->GetNode(0);
if(assoc->flags & ASSOC_MOVEMENT){
totalLength += assoc->hierarchy->totalLength/assoc->speed * assoc->blendAmount;
totalBlend += assoc->blendAmount;
}else
updateData.foobar = 1;
CAnimManager::UncompressAnimation(assoc->hierarchy);
updateData.nodes[i++] = assoc->GetNode(0);
if(assoc->flags & ASSOC_MOVEMENT){
totalLength += assoc->hierarchy->totalLength/assoc->speed * assoc->blendAmount;
totalBlend += assoc->blendAmount;
}else
debug("anim %s is not loaded\n", assoc->hierarchy->name);
updateData.foobar = 1;
}
}
for(link = clumpData->link.next; link; link = link->next){
assoc = CAnimBlendAssociation::FromLink(link);
assoc->UpdateTimeStep(timeDelta, totalLength == 0.0f ? 1.0f : totalBlend/totalLength);
}
updateData.nodes[i] = nil;
#ifdef ANIM_COMPRESSION
if(clumpData->frames[0].flag & AnimBlendFrameData::COMPRESSED){
if(IsClumpSkinned(clump))
clumpData->ForAllFrames(FrameUpdateCallBackSkinnedCompressed, &updateData);
else
clumpData->ForAllFrames(FrameUpdateCallBackNonSkinnedCompressed, &updateData);
}else
#ifdef PED_SKIN
if(IsClumpSkinned(clump))
clumpData->ForAllFrames(FrameUpdateCallBackSkinned, &updateData);
else
#endif
if(doRender){
if(clumpData->frames[0].flag & AnimBlendFrameData::UPDATE_KEYFRAMES)
RpAnimBlendNodeUpdateKeyframes(clumpData->frames, &updateData, clumpData->numFrames);
if(IsClumpSkinned(clump))
clumpData->ForAllFrames(FrameUpdateCallBackSkinned, &updateData);
else
clumpData->ForAllFrames(FrameUpdateCallBackNonSkinned, &updateData);
clumpData->frames[0].flag &= ~AnimBlendFrameData::UPDATE_KEYFRAMES;
}else{
clumpData->ForAllFrames(FrameUpdateCallBackOffscreen, &updateData);
clumpData->frames[0].flag |= AnimBlendFrameData::UPDATE_KEYFRAMES;
}
clumpData->ForAllFrames(FrameUpdateCallBackNonSkinned, &updateData);
for(link = clumpData->link.next; link; link = link->next){
assoc = CAnimBlendAssociation::FromLink(link);
assoc->UpdateTime(timeDelta, totalLength == 0.0f ? 1.0f : totalBlend/totalLength);
CAnimBlendAssociation *assoc = CAnimBlendAssociation::FromLink(link);
float relSpeed = totalLength == 0.0f ? 1.0f : totalBlend/totalLength;
assoc->UpdateTime(timeDelta, relSpeed);
}
RwFrameUpdateObjects(RpClumpGetFrame(clump));
}

View File

@@ -26,7 +26,6 @@ void RpAnimBlendClumpInit(RpClump *clump);
bool RpAnimBlendClumpIsInitialized(RpClump *clump);
void RpAnimBlendClumpFillFrameArray(RpClump* clump, AnimBlendFrameData** frames);
AnimBlendFrameData *RpAnimBlendClumpFindFrame(RpClump *clump, const char *name);
AnimBlendFrameData *RpAnimBlendClumpFindBone(RpClump *clump, uint32 boneTag);
void FillFrameArrayCallBack(AnimBlendFrameData *frame, void *arg);
CAnimBlendAssociation *RpAnimBlendClumpGetAssociation(RpClump *clump, uint32 id);
CAnimBlendAssociation *RpAnimBlendClumpGetMainAssociation(RpClump *clump, CAnimBlendAssociation **assocRet, float *blendRet);
@@ -35,14 +34,9 @@ CAnimBlendAssociation *RpAnimBlendClumpGetMainAssociation_N(RpClump *clump, int
CAnimBlendAssociation *RpAnimBlendClumpGetMainPartialAssociation_N(RpClump *clump, int n);
CAnimBlendAssociation *RpAnimBlendClumpGetFirstAssociation(RpClump *clump, uint32 mask);
CAnimBlendAssociation *RpAnimBlendClumpGetFirstAssociation(RpClump *clump);
void RpAnimBlendNodeUpdateKeyframes(AnimBlendFrameData *frames, AnimBlendFrameUpdateData *updateData, int32 numNodes);
void RpAnimBlendClumpUpdateAnimations(RpClump* clump, float timeDelta, bool doRender = true);
void RpAnimBlendClumpUpdateAnimations(RpClump* clump, float timeDelta);
extern CAnimBlendClumpData *gpAnimBlendClump;
void FrameUpdateCallBackNonSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackSkinned(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackOffscreen(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackNonSkinnedCompressed(AnimBlendFrameData *frame, void *arg);
void FrameUpdateCallBackSkinnedCompressed(AnimBlendFrameData *frame, void *arg);

View File

@@ -8,29 +8,46 @@
#include "SurfaceTable.h"
#include "sampman.h"
const int CollisionSoundIntensity = 60;
cAudioCollisionManager::cAudioCollisionManager()
void
cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
float velocity)
{
m_sQueue.m_pEntity1 = nil;
m_sQueue.m_pEntity2 = nil;
m_sQueue.m_bSurface1 = SURFACE_DEFAULT;
m_sQueue.m_bSurface2 = SURFACE_DEFAULT;
m_sQueue.m_fIntensity2 = 0.0f;
m_sQueue.m_fIntensity1 = 0.0f;
m_sQueue.m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
float distSquared;
CVector v1;
CVector v2;
for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
if(!m_bIsInitialised || m_nCollisionEntity < 0 || m_bIsPaused ||
(velocity < 0.0016f && collisionPower < 0.01f))
return;
m_bCollisionsInQueue = 0;
if(entity1->IsBuilding()) {
v1 = v2 = entity2->GetPosition();
} else if(entity2->IsBuilding()) {
v1 = v2 = entity1->GetPosition();
} else {
v1 = entity1->GetPosition();
v2 = entity2->GetPosition();
}
CVector pos = (v1 + v2) * 0.5f;
distSquared = GetDistanceSquared(pos);
if(distSquared < SQR(COLLISION_MAX_DIST)) {
m_sCollisionManager.m_sQueue.m_pEntity1 = entity1;
m_sCollisionManager.m_sQueue.m_pEntity2 = entity2;
m_sCollisionManager.m_sQueue.m_bSurface1 = surface1;
m_sCollisionManager.m_sQueue.m_bSurface2 = surface2;
m_sCollisionManager.m_sQueue.m_fIntensity1 = collisionPower;
m_sCollisionManager.m_sQueue.m_fIntensity2 = velocity;
m_sCollisionManager.m_sQueue.m_vecPosition = pos;
m_sCollisionManager.m_sQueue.m_fDistance = distSquared;
m_sCollisionManager.AddCollisionToRequestedQueue();
}
}
void
cAudioCollisionManager::AddCollisionToRequestedQueue()
{
int32 collisionsIndex;
int32 i;
uint32 collisionsIndex;
uint32 i;
if (m_bCollisionsInQueue < NUMAUDIOCOLLISIONS)
@@ -55,290 +72,17 @@ cAudioCollisionManager::AddCollisionToRequestedQueue()
m_bIndicesTable[i] = collisionsIndex;
}
float
cAudioManager::GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const
{
return GetCollisionRatio(c, 0.0f, 0.02f, 0.02f);
}
float
cAudioManager::GetCollisionOneShotRatio(int32 a, float b) const
{
float result;
switch(a) {
case SURFACE_DEFAULT:
case SURFACE_TARMAC:
case SURFACE_PAVEMENT:
case SURFACE_STEEP_CLIFF:
case SURFACE_TRANSPARENT_STONE:
case SURFACE_CONCRETE_BEACH: result = GetCollisionRatio(b, 10.f, 60.f, 50.f); break;
case SURFACE_GRASS:
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY:
case SURFACE_CARDBOARDBOX: result = GetCollisionRatio(b, 0.f, 2.f, 2.f); break;
case SURFACE_CAR: result = GetCollisionRatio(b, 6.f, 50.f, 44.f); break;
case SURFACE_GLASS:
case SURFACE_METAL_CHAIN_FENCE: result = GetCollisionRatio(b, 0.1f, 10.f, 9.9f); break;
case SURFACE_TRANSPARENT_CLOTH:
case SURFACE_THICK_METAL_PLATE: result = GetCollisionRatio(b, 30.f, 130.f, 100.f); break;
case SURFACE_GARAGE_DOOR: result = GetCollisionRatio(b, 20.f, 100.f, 80.f); break;
case SURFACE_CAR_PANEL: result = GetCollisionRatio(b, 0.f, 4.f, 4.f); break;
case SURFACE_SCAFFOLD_POLE:
case SURFACE_METAL_GATE:
case SURFACE_LAMP_POST: result = GetCollisionRatio(b, 1.f, 10.f, 9.f); break;
case SURFACE_FIRE_HYDRANT: result = GetCollisionRatio(b, 1.f, 15.f, 14.f); break;
case SURFACE_GIRDER: result = GetCollisionRatio(b, 8.f, 50.f, 42.f); break;
case SURFACE_PED: result = GetCollisionRatio(b, 0.f, 20.f, 20.f); break;
case SURFACE_SAND:
case SURFACE_WATER:
case SURFACE_RUBBER:
case SURFACE_WHEELBASE:
case SURFACE_SAND_BEACH: result = GetCollisionRatio(b, 0.f, 10.f, 10.f); break;
case SURFACE_WOOD_CRATES: result = GetCollisionRatio(b, 1.f, 4.f, 3.f); break;
case SURFACE_WOOD_BENCH: result = GetCollisionRatio(b, 0.1f, 5.f, 4.9f); break;
case SURFACE_WOOD_SOLID: result = GetCollisionRatio(b, 0.1f, 40.f, 39.9f); break;
case SURFACE_PLASTIC: result = GetCollisionRatio(b, 0.1f, 4.f, 3.9f); break;
case SURFACE_HEDGE: result = GetCollisionRatio(b, 0.f, 0.5f, 0.5f); break;
case SURFACE_CONTAINER: result = GetCollisionRatio(b, 4.f, 40.f, 36.f); break;
case SURFACE_NEWS_VENDOR: result = GetCollisionRatio(b, 0.f, 5.f, 5.f); break;
default: result = 0.f; break;
}
return result;
}
float
cAudioManager::GetCollisionRatio(float a, float b, float c, float d) const
{
float e;
e = a;
if(a <= b) return 0.0f;
if(c <= a) e = c;
return (e - b) / d;
}
uint32
cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision)
{
uint8 surface1 = audioCollision.m_bSurface1;
uint8 surface2 = audioCollision.m_bSurface2;
int32 vol;
float ratio;
if(surface1 == SURFACE_GRASS || surface2 == SURFACE_GRASS || surface1 == SURFACE_HEDGE ||
surface2 == SURFACE_HEDGE) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_RAIN;
m_sQueueSample.m_nFrequency = 13000.f * ratio + 35000;
vol = 50.f * ratio;
} else if(surface1 == SURFACE_WATER || surface2 == SURFACE_WATER) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
m_sQueueSample.m_nFrequency = 6050.f * ratio + 16000;
vol = 30.f * ratio;
} else if(surface1 == SURFACE_GRAVEL || surface2 == SURFACE_GRAVEL || surface1 == SURFACE_MUD_DRY || surface2 == SURFACE_MUD_DRY ||
surface1 == SURFACE_SAND || surface2 == SURFACE_SAND || surface1 == SURFACE_SAND_BEACH || surface2 == SURFACE_SAND_BEACH) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
m_sQueueSample.m_nFrequency = 6000.f * ratio + 10000;
vol = 50.f * ratio;
} else if(surface1 == SURFACE_PED || surface2 == SURFACE_PED) {
return 0;
} else {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_SCRAPE_CAR_1;
m_sQueueSample.m_nFrequency = 10000.f * ratio + 10000;
vol = 40.f * ratio;
}
if(audioCollision.m_nBaseVolume < 2) vol = audioCollision.m_nBaseVolume * vol / 2;
return vol;
}
void
cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter)
{
bool distCalculated = false;
if(col.m_fIntensity2 > 0.0016f) {
uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
if(emittingVol) {
CalculateDistance(distCalculated, m_sQueueSample.m_fDistance);
m_sQueueSample.m_nVolume = ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_vecPos = col.m_vecPosition;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 7;
m_sQueueSample.m_nLoopCount = 0;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart =
SampleManager.GetSampleLoopStartOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_nLoopEnd =
SampleManager.GetSampleLoopEndOffset(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
m_sQueueSample.m_bReleasingSoundFlag = false;
m_sQueueSample.m_nReleasingVolumeDivider = 5;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
}
static const int32 gOneShotCol[] = {SFX_COL_TARMAC_1,
SFX_COL_TARMAC_1,
SFX_COL_GRASS_1,
SFX_COL_GRAVEL_1,
SFX_COL_MUD_1,
SFX_COL_TARMAC_1,
SFX_COL_CAR_1,
SFX_COL_GRASS_1,
SFX_COL_SCAFFOLD_POLE_1,
SFX_COL_GARAGE_DOOR_1,
SFX_COL_CAR_PANEL_1,
SFX_COL_THICK_METAL_PLATE_1,
SFX_COL_SCAFFOLD_POLE_1,
SFX_COL_LAMP_POST_1,
SFX_COL_HYDRANT_1,
SFX_COL_HYDRANT_1,
SFX_COL_METAL_CHAIN_FENCE_1,
SFX_COL_PED_1,
SFX_COL_SAND_1,
SFX_SPLASH_1,
SFX_COL_WOOD_CRATES_1,
SFX_COL_WOOD_BENCH_1,
SFX_COL_WOOD_SOLID_1,
SFX_COL_GRASS_1,
SFX_COL_GRASS_1,
SFX_COL_VEG_1,
SFX_COL_TARMAC_1,
SFX_COL_CONTAINER_1,
SFX_COL_NEWS_VENDOR_1,
SFX_TYRE_BUMP,
SFX_COL_CARDBOARD_1,
SFX_COL_TARMAC_1,
SFX_COL_GATE,
SFX_COL_SAND_1,
SFX_COL_TARMAC_1 };
void
cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
{
int16 s1;
int16 s2;
int32 emittingVol;
float ratio;
static uint16 counter = 28;
for(int32 i = 0; i < 2; i++) {
if(i) {
s1 = col.m_bSurface2;
s2 = col.m_bSurface1;
} else {
s1 = col.m_bSurface1;
s2 = col.m_bSurface2;
}
ratio = GetCollisionOneShotRatio(s1, col.m_fIntensity1);
if(s1 == SURFACE_CAR && s2 == SURFACE_PED) ratio /= 4.0f;
if(s1 == SURFACE_CAR && ratio < 0.6f) {
s1 = SURFACE_CAR_PANEL;
ratio = Min(1.f, 2.f * ratio);
}
emittingVol = 40.f * ratio;
if(emittingVol) {
m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
m_sQueueSample.m_nVolume =
ComputeVolume(emittingVol, CollisionSoundIntensity, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume) {
m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
switch(m_sQueueSample.m_nSampleIndex) {
case SFX_COL_TARMAC_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 5;
break;
case SFX_COL_CAR_PANEL_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[0] % 6;
break;
case SFX_COL_LAMP_POST_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 2;
break;
case SFX_COL_METAL_CHAIN_FENCE_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 4;
break;
case SFX_COL_PED_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 2;
break;
case SFX_COL_WOOD_CRATES_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 4;
break;
case SFX_COL_WOOD_BENCH_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 4;
break;
case SFX_COL_VEG_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 5;
break;
case SFX_COL_NEWS_VENDOR_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 3;
break;
case SFX_COL_CAR_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 5;
break;
case SFX_COL_CARDBOARD_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 2;
break;
default: break;
}
switch(s1) {
case SURFACE_GLASS: m_sQueueSample.m_nFrequency = 13500; break;
case SURFACE_GIRDER: m_sQueueSample.m_nFrequency = 8819; break;
case SURFACE_WATER:
m_sQueueSample.m_nFrequency =
2 * SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
break;
case SURFACE_RUBBER: m_sQueueSample.m_nFrequency = 6000; break;
case SURFACE_PLASTIC: m_sQueueSample.m_nFrequency = 8000; break;
default:
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
break;
}
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = counter++;
if(counter >= 255) counter = 28;
m_sQueueSample.m_vecPos = col.m_vecPosition;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = false;
m_sQueueSample.m_nReleasingVolumeModificator = 11;
m_sQueueSample.m_nLoopCount = 1;
m_sQueueSample.m_nEmittingVolume = emittingVol;
m_sQueueSample.m_nLoopStart = 0;
m_sQueueSample.m_nLoopEnd = -1;
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_fSoundIntensity = CollisionSoundIntensity;
m_sQueueSample.m_bReleasingSoundFlag = true;
m_sQueueSample.m_bReverbFlag = true;
m_sQueueSample.m_bRequireReflection = false;
AddSampleToRequestedQueue();
}
}
}
}
void
cAudioManager::ServiceCollisions()
{
int i, j;
bool abRepeatedCollision1[NUMAUDIOCOLLISIONS];
bool abRepeatedCollision2[NUMAUDIOCOLLISIONS];
bool8 abRepeatedCollision1[NUMAUDIOCOLLISIONS];
bool8 abRepeatedCollision2[NUMAUDIOCOLLISIONS];
m_sQueueSample.m_nEntityIndex = m_nCollisionEntity;
for (int i = 0; i < NUMAUDIOCOLLISIONS; i++)
abRepeatedCollision1[i] = abRepeatedCollision2[i] = false;
abRepeatedCollision1[i] = abRepeatedCollision2[i] = FALSE;
for (i = 0; i < m_sCollisionManager.m_bCollisionsInQueue; i++) {
for (j = 0; j < NUMAUDIOCOLLISIONS; j++) {
@@ -348,8 +92,8 @@ cAudioManager::ServiceCollisions()
&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface1 == m_sCollisionManager.m_asCollisions2[j].m_bSurface1)
&& (m_sCollisionManager.m_asCollisions1[index].m_bSurface2 == m_sCollisionManager.m_asCollisions2[j].m_bSurface2)
) {
abRepeatedCollision1[index] = true;
abRepeatedCollision2[j] = true;
abRepeatedCollision1[index] = TRUE;
abRepeatedCollision2[j] = TRUE;
m_sCollisionManager.m_asCollisions1[index].m_nBaseVolume = ++m_sCollisionManager.m_asCollisions2[j].m_nBaseVolume;
SetUpLoopingCollisionSound(m_sCollisionManager.m_asCollisions1[index], j);
break;
@@ -393,37 +137,265 @@ cAudioManager::ServiceCollisions()
m_sCollisionManager.m_bCollisionsInQueue = 0;
}
static const uint32 gOneShotCol[] = {SFX_COL_TARMAC_1,
SFX_COL_TARMAC_1,
SFX_COL_GRASS_1,
SFX_COL_GRAVEL_1,
SFX_COL_MUD_1,
SFX_COL_TARMAC_1,
SFX_COL_CAR_1,
SFX_COL_GRASS_1,
SFX_COL_SCAFFOLD_POLE_1,
SFX_COL_GARAGE_DOOR_1,
SFX_COL_CAR_PANEL_1,
SFX_COL_THICK_METAL_PLATE_1,
SFX_COL_SCAFFOLD_POLE_1,
SFX_COL_LAMP_POST_1,
SFX_COL_HYDRANT_1,
SFX_COL_HYDRANT_1,
SFX_COL_METAL_CHAIN_FENCE_1,
SFX_COL_PED_1,
SFX_COL_SAND_1,
SFX_SPLASH_1,
SFX_COL_WOOD_CRATES_1,
SFX_COL_WOOD_BENCH_1,
SFX_COL_WOOD_SOLID_1,
SFX_COL_GRASS_1,
SFX_COL_GRASS_1,
SFX_COL_VEG_1,
SFX_COL_TARMAC_1,
SFX_COL_CONTAINER_1,
SFX_COL_NEWS_VENDOR_1,
SFX_TYRE_BUMP,
SFX_COL_CARDBOARD_1,
SFX_COL_TARMAC_1,
SFX_COL_GATE};
void
cAudioManager::ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower,
float velocity)
cAudioManager::SetUpOneShotCollisionSound(const cAudioCollision &col)
{
float distSquared;
CVector v1;
CVector v2;
uint16 s1;
uint16 s2;
if(!m_bIsInitialised || m_nCollisionEntity < 0 || m_nUserPause ||
(velocity < 0.0016f && collisionPower < 0.01f))
return;
uint32 emittingVol;
float ratio;
if(entity1->IsBuilding()) {
v1 = v2 = entity2->GetPosition();
} else if(entity2->IsBuilding()) {
v1 = v2 = entity1->GetPosition();
} else {
v1 = entity1->GetPosition();
v2 = entity2->GetPosition();
}
CVector pos = (v1 + v2) * 0.5f;
distSquared = GetDistanceSquared(pos);
if(distSquared < SQR(CollisionSoundIntensity)) {
m_sCollisionManager.m_sQueue.m_pEntity1 = entity1;
m_sCollisionManager.m_sQueue.m_pEntity2 = entity2;
m_sCollisionManager.m_sQueue.m_bSurface1 = surface1;
m_sCollisionManager.m_sQueue.m_bSurface2 = surface2;
m_sCollisionManager.m_sQueue.m_fIntensity1 = collisionPower;
m_sCollisionManager.m_sQueue.m_fIntensity2 = velocity;
m_sCollisionManager.m_sQueue.m_vecPosition = pos;
m_sCollisionManager.m_sQueue.m_fDistance = distSquared;
m_sCollisionManager.AddCollisionToRequestedQueue();
static uint16 counter = 28;
for(int32 i = 0; i < 2; i++) {
if(i) {
s1 = col.m_bSurface2;
s2 = col.m_bSurface1;
} else {
s1 = col.m_bSurface1;
s2 = col.m_bSurface2;
}
ratio = GetCollisionOneShotRatio(s1, col.m_fIntensity1);
if(s1 == SURFACE_CAR && s2 == SURFACE_PED) ratio /= 4.0f;
if(s1 == SURFACE_CAR && ratio < 0.6f) {
s1 = SURFACE_CAR_PANEL;
ratio = Min(1.f, 2.f * ratio);
}
emittingVol = 40 * ratio;
if(emittingVol) {
m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
m_sQueueSample.m_nVolume =
ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nSampleIndex = gOneShotCol[s1];
switch(m_sQueueSample.m_nSampleIndex) {
case SFX_COL_TARMAC_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 5;
break;
case SFX_COL_CAR_PANEL_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[0] % 6;
break;
case SFX_COL_LAMP_POST_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 2;
break;
case SFX_COL_METAL_CHAIN_FENCE_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 4;
break;
case SFX_COL_PED_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 5;
break;
case SFX_COL_WOOD_CRATES_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[4] % 4;
break;
case SFX_COL_WOOD_BENCH_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 4;
break;
case SFX_COL_VEG_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 5;
break;
case SFX_COL_NEWS_VENDOR_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[2] % 3;
break;
case SFX_COL_CAR_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[1] % 5;
break;
case SFX_COL_CARDBOARD_1:
m_sQueueSample.m_nSampleIndex += m_anRandomTable[3] % 2;
break;
default: break;
}
switch(s1) {
case SURFACE_GLASS: m_sQueueSample.m_nFrequency = 13500; break;
case SURFACE_GIRDER: m_sQueueSample.m_nFrequency = 8819; break;
case SURFACE_WATER:
m_sQueueSample.m_nFrequency =
2 * SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
break;
case SURFACE_RUBBER: m_sQueueSample.m_nFrequency = 6000; break;
case SURFACE_PLASTIC: m_sQueueSample.m_nFrequency = 8000; break;
default:
m_sQueueSample.m_nFrequency =
SampleManager.GetSampleBaseFrequency(m_sQueueSample.m_nSampleIndex);
break;
}
m_sQueueSample.m_nFrequency += RandomDisplacement(m_sQueueSample.m_nFrequency / 16);
m_sQueueSample.m_nCounter = counter++;
if(counter >= 255) counter = 28;
m_sQueueSample.m_vecPos = col.m_vecPosition;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 11;
m_sQueueSample.m_nLoopCount = 1;
SET_EMITTING_VOLUME(emittingVol);
RESET_LOOP_OFFSETS
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
m_sQueueSample.m_bStatic = TRUE;
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
}
}
}
void
cAudioManager::SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter)
{
if(col.m_fIntensity2 > 0.0016f) {
uint8 emittingVol = SetLoopingCollisionRequestedSfxFreqAndGetVol(col);
if(emittingVol) {
m_sQueueSample.m_fDistance = Sqrt(col.m_fDistance);
m_sQueueSample.m_nVolume =
ComputeVolume(emittingVol, COLLISION_MAX_DIST, m_sQueueSample.m_fDistance);
if(m_sQueueSample.m_nVolume > 0) {
m_sQueueSample.m_nCounter = counter;
m_sQueueSample.m_vecPos = col.m_vecPosition;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = FALSE;
m_sQueueSample.m_nPriority = 7;
m_sQueueSample.m_nLoopCount = 0;
SET_EMITTING_VOLUME(emittingVol);
SET_LOOP_OFFSETS(m_sQueueSample.m_nSampleIndex);
m_sQueueSample.m_fSpeedMultiplier = 4.0f;
m_sQueueSample.m_MaxDistance = COLLISION_MAX_DIST;
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_nFramesToPlay = 5;
m_sQueueSample.m_bReverb = TRUE;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
}
}
}
uint32
cAudioManager::SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision)
{
uint8 surface1 = audioCollision.m_bSurface1;
uint8 surface2 = audioCollision.m_bSurface2;
int32 vol;
float ratio;
if(surface1 == SURFACE_GRASS || surface2 == SURFACE_GRASS || surface1 == SURFACE_HEDGE ||
surface2 == SURFACE_HEDGE) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_RAIN;
m_sQueueSample.m_nFrequency = 13000.f * ratio + 35000;
vol = 50.f * ratio;
} else if(surface1 == SURFACE_WATER || surface2 == SURFACE_WATER) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_BOAT_WATER_LOOP;
m_sQueueSample.m_nFrequency = 6050.f * ratio + 16000;
vol = 30.f * ratio;
} else if(surface1 == SURFACE_GRAVEL || surface2 == SURFACE_GRAVEL || surface1 == SURFACE_MUD_DRY ||
surface2 == SURFACE_MUD_DRY || surface1 == SURFACE_SAND || surface2 == SURFACE_SAND) {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_GRAVEL_SKID;
m_sQueueSample.m_nFrequency = 6000.f * ratio + 10000;
vol = 50.f * ratio;
} else if(surface1 == SURFACE_PED || surface2 == SURFACE_PED) {
return 0;
} else {
ratio = GetCollisionRatio(audioCollision.m_fIntensity2, 0.0001f, 0.09f, 0.0899f);
m_sQueueSample.m_nSampleIndex = SFX_SCRAPE_CAR_1;
m_sQueueSample.m_nFrequency = 10000.f * ratio + 10000;
vol = 40.f * ratio;
}
if(audioCollision.m_nBaseVolume < 2) vol = audioCollision.m_nBaseVolume * vol / 2;
return vol;
}
float
cAudioManager::GetCollisionOneShotRatio(uint32 a, float b)
{
switch(a) {
case SURFACE_DEFAULT:
case SURFACE_TARMAC:
case SURFACE_PAVEMENT:
case SURFACE_STEEP_CLIFF:
case SURFACE_TRANSPARENT_STONE: return GetCollisionRatio(b, 10.f, 60.f, 50.f);
case SURFACE_GRASS:
case SURFACE_CARDBOARDBOX:
case SURFACE_GRAVEL:
case SURFACE_MUD_DRY: return GetCollisionRatio(b, 0.f, 2.f, 2.f);
case SURFACE_CAR: return GetCollisionRatio(b, 6.f, 50.f, 44.f);
case SURFACE_GLASS:
case SURFACE_METAL_CHAIN_FENCE: return GetCollisionRatio(b, 0.1f, 10.f, 9.9f);
case SURFACE_TRANSPARENT_CLOTH:
case SURFACE_THICK_METAL_PLATE: return GetCollisionRatio(b, 30.f, 130.f, 100.f);
case SURFACE_GARAGE_DOOR: return GetCollisionRatio(b, 20.f, 100.f, 80.f);
case SURFACE_CAR_PANEL: return GetCollisionRatio(b, 0.f, 4.f, 4.f);
case SURFACE_SCAFFOLD_POLE:
case SURFACE_METAL_GATE:
case SURFACE_LAMP_POST: return GetCollisionRatio(b, 1.f, 10.f, 9.f);
case SURFACE_FIRE_HYDRANT: return GetCollisionRatio(b, 1.f, 15.f, 14.f);
case SURFACE_GIRDER: return GetCollisionRatio(b, 8.f, 50.f, 42.f);
case SURFACE_PED: return GetCollisionRatio(b, 0.f, 20.f, 20.f);
case SURFACE_SAND:
case SURFACE_WATER:
case SURFACE_RUBBER:
case SURFACE_WHEELBASE: return GetCollisionRatio(b, 0.f, 10.f, 10.f);
case SURFACE_WOOD_CRATES: return GetCollisionRatio(b, 1.f, 4.f, 3.f);
case SURFACE_WOOD_BENCH: return GetCollisionRatio(b, 0.1f, 5.f, 4.9f);
case SURFACE_WOOD_SOLID: return GetCollisionRatio(b, 0.1f, 40.f, 39.9f);
case SURFACE_PLASTIC: return GetCollisionRatio(b, 0.1f, 4.f, 3.9f);
case SURFACE_HEDGE: return GetCollisionRatio(b, 0.f, 0.5f, 0.5f);
case SURFACE_CONTAINER: return GetCollisionRatio(b, 4.f, 40.f, 36.f);
case SURFACE_NEWS_VENDOR: return GetCollisionRatio(b, 0.f, 5.f, 5.f);
default: break;
}
return 0.f;
}
float
cAudioManager::GetCollisionLoopingRatio(uint32 a, uint32 b, float c)
{
return GetCollisionRatio(c, 0.0f, 0.02f, 0.02f);
}
float
cAudioManager::GetCollisionRatio(float a, float b, float c, float d)
{
float e;
e = a;
if(a <= b) return 0.0f;
if(c <= a) e = c;
return (e - b) / d;
}

View File

@@ -17,7 +17,18 @@ public:
float m_fDistance;
int32 m_nBaseVolume;
// no methods
cAudioCollision() { Reset(); }
void Reset()
{
m_pEntity1 = nil;
m_pEntity2 = nil;
m_bSurface1 = 0;
m_bSurface2 = 0;
m_fIntensity1 = m_fIntensity2 = 0.0f;
m_vecPosition = CVector(0.0f, 0.0f, 0.0f);
m_fDistance = 0.0f;
}
};
VALIDATE_SIZE(cAudioCollision, 40);
@@ -31,8 +42,16 @@ public:
uint8 m_bCollisionsInQueue;
cAudioCollision m_sQueue;
cAudioCollisionManager();
cAudioCollisionManager()
{
m_sQueue.Reset();
for(int i = 0; i < NUMAUDIOCOLLISIONS; i++)
m_bIndicesTable[i] = NUMAUDIOCOLLISIONS;
m_bCollisionsInQueue = 0;
}
void AddCollisionToRequestedQueue();
};
VALIDATE_SIZE(cAudioCollisionManager, 0x354);
VALIDATE_SIZE(cAudioCollisionManager, 852);

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -2,43 +2,74 @@
#include "audio_enums.h"
#include "AudioCollision.h"
#include "PoliceRadio.h"
#include "VehicleModelInfo.h"
#include "Vehicle.h"
#include "PolRadio.h"
class tSound
{
public:
int32 m_nEntityIndex;
int32 m_nCounter;
int32 m_nSampleIndex;
uint8 m_nBankIndex;
bool m_bIs2D;
int32 m_nReleasingVolumeModificator;
uint32 m_nFrequency;
uint8 m_nVolume;
float m_fDistance;
int32 m_nLoopCount;
int32 m_nLoopStart;
int32 m_nEntityIndex; // audio entity index
#if GTA_VERSION >= GTA3_PC_10
uint32 m_nCounter; // I'm not sure what this is but it looks like a virtual counter to determine the same sound in queue
// Values higher than 255 are used by reflections
#else
uint8 m_nCounter;
#endif
uint32 m_nSampleIndex; // An index of sample from AudioSamples.h
uint8 m_nBankIndex; // A sound bank index. IDK what's the point of it here since samples are hardcoded anyway
bool8 m_bIs2D; // If TRUE then sound is played in 2D space (such as frontend or police radio)
uint32 m_nPriority; // The multiplier for the sound priority (see m_nFinalPriority below). Lesser value means higher priority
uint32 m_nFrequency; // Sound frequency, plain and simple
uint8 m_nVolume; // Sound volume (0..127), only used as an actual volume without EXTERNAL_3D_SOUND (see m_nEmittingVolume)
float m_fDistance; // Distance to camera (useless if m_bIs2D == TRUE)
uint32 m_nLoopCount; // 0 - always loop, 1 - don't loop, other values never seen
#ifndef GTA_PS2
// Loop offsets
uint32 m_nLoopStart;
int32 m_nLoopEnd;
uint8 m_nEmittingVolume;
float m_fSpeedMultiplier;
float m_fSoundIntensity;
bool m_bReleasingSoundFlag;
CVector m_vecPos;
bool m_bReverbFlag;
uint8 m_nLoopsRemaining;
bool m_bRequireReflection; // Used for oneshots
uint8 m_nOffset;
uint8 field_4C;
int32 m_nReleasingVolumeDivider;
bool m_bIsProcessed;
bool m_bLoopEnded;
int32 m_nCalculatedVolume;
int8 m_nVolumeChange;
#endif
#ifdef EXTERNAL_3D_SOUND
uint8 m_nEmittingVolume; // The volume in 3D space, provided to 3D audio engine
#endif
float m_fSpeedMultiplier; // Used for doppler effect. 0.0f - unaffected by doppler
#if GTA_VERSION >= GTA3_PC_10
float m_MaxDistance; // The maximum distance at which sound could be heard. Minimum distance = MaxDistance / 5 or MaxDistance / 4 in case of emitting volume (useless if m_bIs2D == TRUE)
#else
uint32 m_MaxDistance;
#endif
bool8 m_bStatic; // If TRUE then sound parameters cannot be changed during playback (frequency, position, etc.)
CVector m_vecPos; // Position of sound in 3D space. Unused if m_bIs2D == TRUE
bool8 m_bReverb; // Toggles reverb effect
#ifdef AUDIO_REFLECTIONS
uint8 m_nReflectionDelay; // Number of frames before reflection could be played. This is calculated internally by AudioManager and shouldn't be set by queued sample
bool8 m_bReflections; // Add sound reflections
#endif
uint8 m_nPan; // Sound panning (0-127). Controls the volume of the playback coming from left and right speaker. Calculated internally unless m_bIs2D==TRUE.
// 0 = L 100% R 0%
// 63 = L 100% R 100%
// 127 = L 0% R 100%
#ifndef FIX_BUGS
uint32 m_nFramesToPlay; // Number of frames the sound would be played (if it stops being queued).
// This one is being set by queued sample for looping sounds, otherwise calculated inside AudioManager
#else
float m_nFramesToPlay; // Made into float for high fps fix
#endif
// all fields below are internal to AudioManager calculations and aren't set by queued sample
bool8 m_bIsBeingPlayed; // Set to TRUE when the sound was added or changed on current frame to avoid it being overwritten
bool8 m_bIsPlayingFinished; // Not sure about the name. Set to TRUE when sampman channel becomes free
#if GTA_VERSION < GTA3_PC_10
int32 unk; // (inherited from GTA 2) Only on PS2, used by static non-looped sounds (AFAIK)
// Looks like it's keeping a number of frames left to play with the purpose of setting m_bIsPlayingFinished=TRUE once value reaches 0
// Default value is -3 for whatever reason
#endif
uint32 m_nFinalPriority; // Actual value used to compare priority, calculated using volume and m_nPriority. Lesser value means higher priority
int8 m_nVolumeChange; // How much m_nVolume should reduce per each frame.
#if defined(FIX_BUGS) && defined(EXTERNAL_3D_SOUND)
int8 m_nEmittingVolumeChange; // same as above but for m_nEmittingVolume
#endif
};
VALIDATE_SIZE(tSound, 96);
VALIDATE_SIZE(tSound, 92);
class CPhysical;
class CAutomobile;
@@ -48,8 +79,8 @@ class tAudioEntity
public:
eAudioType m_nType;
void *m_pEntity;
bool m_bIsUsed;
uint8 m_bStatus;
bool8 m_bIsUsed;
bool8 m_bStatus;
int16 m_awAudioEvent[NUM_AUDIOENTITY_EVENTS];
float m_afVolume[NUM_AUDIOENTITY_EVENTS];
uint8 m_AudioEvents;
@@ -64,8 +95,11 @@ public:
int32 m_nEntityIndex;
CVector m_vecPos;
float m_fDistance;
uint8 m_bVolume;
int8 m_nProcess;
uint8 m_nVolume;
int8 m_nLoadingTimeout; // how many iterations we gonna wait until dropping the sample if it's still not loaded (only useful on PS2)
#if defined(EXTERNAL_3D_SOUND) && defined(FIX_BUGS)
uint8 m_nEmittingVolume;
#endif
};
VALIDATE_SIZE(tPedComment, 28);
@@ -73,53 +107,28 @@ VALIDATE_SIZE(tPedComment, 28);
class cPedComments
{
public:
tPedComment m_asPedComments[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nIndexMap[NUM_PED_COMMENTS_BANKS][NUM_PED_COMMENTS_SLOTS];
uint8 m_nCommentsInBank[NUM_PED_COMMENTS_BANKS];
uint8 m_nActiveBank;
#ifdef GTA_PC
bool m_bDelay;
uint32 m_nDelayTimer;
#endif
tPedComment m_aPedCommentQueue[NUM_SOUND_QUEUES][NUM_PED_COMMENTS_SLOTS];
uint8 m_aPedCommentOrderList[NUM_SOUND_QUEUES][NUM_PED_COMMENTS_SLOTS];
uint8 m_nPedCommentCount[NUM_SOUND_QUEUES];
uint8 m_nActiveQueue;
cPedComments()
{
for (int i = 0; i < NUM_PED_COMMENTS_SLOTS; i++)
for (int j = 0; j < NUM_PED_COMMENTS_BANKS; j++) {
m_asPedComments[j][i].m_nProcess = -1;
m_nIndexMap[j][i] = NUM_PED_COMMENTS_SLOTS;
for (int j = 0; j < NUM_SOUND_QUEUES; j++) {
m_aPedCommentQueue[j][i].m_nLoadingTimeout = -1;
m_aPedCommentOrderList[j][i] = NUM_PED_COMMENTS_SLOTS;
}
for (int i = 0; i < NUM_PED_COMMENTS_BANKS; i++)
m_nCommentsInBank[i] = 0;
m_nActiveBank = 0;
for (int i = 0; i < NUM_SOUND_QUEUES; i++)
m_nPedCommentCount[i] = 0;
m_nActiveQueue = 0;
}
void Add(tPedComment *com); // done
void Process(); // done
void Add(tPedComment *com);
void Process();
};
VALIDATE_SIZE(cPedComments, 0x490);
class CEntity;
#define MISSION_AUDIO_SLOTS (2)
// So instead of doing cMissionAudio [2] they've added [2] to every field of the struct...
// Only someone with a VERY EXTRAORDINARY mind could have come up with that
class cMissionAudio
{
public:
CVector m_vecPos[MISSION_AUDIO_SLOTS];
bool m_bPredefinedProperties[MISSION_AUDIO_SLOTS];
int32 m_nSampleIndex[MISSION_AUDIO_SLOTS];
uint8 m_nLoadingStatus[MISSION_AUDIO_SLOTS];
uint8 m_nPlayStatus[MISSION_AUDIO_SLOTS];
bool m_bIsPlaying[MISSION_AUDIO_SLOTS];
int32 m_nMissionAudioCounter[MISSION_AUDIO_SLOTS];
bool m_bIsPlayed[MISSION_AUDIO_SLOTS];
bool m_bIsMobile[MISSION_AUDIO_SLOTS];
};
VALIDATE_SIZE(cMissionAudio, 0x38);
VALIDATE_SIZE(cPedComments, 1164);
// name made up
class cAudioScriptObjectManager
@@ -134,6 +143,7 @@ public:
class cTransmission;
class CEntity;
class CPlane;
class CVehicle;
class CPed;
@@ -141,7 +151,7 @@ class CPed;
class cPedParams
{
public:
bool m_bDistanceCalculated;
bool8 m_bDistanceCalculated;
float m_fDistance;
CPed *m_pPed;
@@ -156,17 +166,15 @@ public:
class cVehicleParams
{
public:
int32 m_VehicleType;
bool m_bDistanceCalculated;
bool8 m_bDistanceCalculated;
float m_fDistance;
CVehicle *m_pVehicle;
cTransmission *m_pTransmission;
int32 m_nIndex;
uint32 m_nIndex;
float m_fVelocityChange;
cVehicleParams()
{
m_VehicleType = -1;
m_bDistanceCalculated = false;
m_fDistance = 0.0f;
m_pVehicle = nil;
@@ -176,376 +184,404 @@ public:
}
};
VALIDATE_SIZE(cVehicleParams, 0x1C);
VALIDATE_SIZE(cVehicleParams, 0x18);
enum {
REFLECTION_NORTH = 0,
REFLECTION_SOUTH,
REFLECTION_WEST,
REFLECTION_EAST,
REFLECTION_CEIL_NORTH,
REFLECTION_CEIL_SOUTH,
REFLECTION_CEIL_WEST,
REFLECTION_CEIL_EAST,
/*
REFLECTION_YMAX = 0, top
REFLECTION_YMIN = 1, bottom
REFLECTION_XMIN = 2, left
REFLECTION_XMAX = 3, right
REFLECTION_ZMAX = 4,
*/
REFLECTION_TOP = 0,
REFLECTION_BOTTOM,
REFLECTION_LEFT,
REFLECTION_RIGHT,
REFLECTION_UP,
MAX_REFLECTIONS,
};
enum PLAY_STATUS { PLAY_STATUS_STOPPED = 0, PLAY_STATUS_PLAYING, PLAY_STATUS_FINISHED };
enum LOADING_STATUS { LOADING_STATUS_NOT_LOADED = 0, LOADING_STATUS_LOADED, LOADING_STATUS_LOADING };
class cAudioManager
{
public:
bool m_bIsInitialised;
uint8 m_bReverb; // unused
bool m_bFifthFrameFlag;
bool8 m_bIsInitialised;
bool8 m_bIsSurround; // unused until VC
bool8 m_bReduceReleasingPriority;
uint8 m_nActiveSamples;
uint8 field_4; // unused
bool m_bDynamicAcousticModelingStatus;
int8 field_6;
bool8 m_bDoubleVolume; // unused
#if GTA_VERSION >= GTA3_PC_10
bool8 m_bDynamicAcousticModelingStatus;
#endif
float m_fSpeedOfSound;
bool m_bTimerJustReset;
int32 m_nTimer;
bool8 m_bTimerJustReset;
uint32 m_nTimer;
tSound m_sQueueSample;
uint8 m_nActiveSampleQueue;
tSound m_asSamples[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
uint8 m_abSampleQueueIndexTable[NUM_SOUNDS_SAMPLES_BANKS][NUM_SOUNDS_SAMPLES_SLOTS];
uint8 m_SampleRequestQueuesStatus[NUM_SOUNDS_SAMPLES_BANKS];
tSound m_asActiveSamples[NUM_SOUNDS_SAMPLES_SLOTS];
uint8 m_nActiveQueue;
tSound m_aRequestedQueue[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
uint8 m_aRequestedOrderList[NUM_SOUND_QUEUES][NUM_CHANNELS_GENERIC];
uint8 m_nRequestedCount[NUM_SOUND_QUEUES];
tSound m_asActiveSamples[NUM_CHANNELS_GENERIC];
tAudioEntity m_asAudioEntities[NUM_AUDIOENTITIES];
int32 m_anAudioEntityIndices[NUM_AUDIOENTITIES];
int32 m_nAudioEntitiesTotal;
CVector m_avecReflectionsPos[NUM_AUDIO_REFLECTIONS];
float m_afReflectionsDistances[NUM_AUDIO_REFLECTIONS];
uint32 m_aAudioEntityOrderList[NUM_AUDIOENTITIES];
uint32 m_nAudioEntitiesCount;
#ifdef AUDIO_REFLECTIONS
CVector m_avecReflectionsPos[MAX_REFLECTIONS];
float m_afReflectionsDistances[MAX_REFLECTIONS];
#endif
cAudioScriptObjectManager m_sAudioScriptObjectManager;
// miami
uint8 m_bIsPlayerShutUp;
uint8 m_nPlayerMood;
uint32 m_nPlayerMoodTimer;
uint8 field_rest[4];
bool m_bGenericSfx;
cPedComments m_sPedComments;
int32 m_nFireAudioEntity;
int32 m_nWaterCannonEntity;
int32 m_nPoliceChannelEntity;
cPoliceRadioQueue m_sPoliceRadioQueue;
cAMCrime m_aCrimes[10];
int32 m_nFrontEndEntity;
int32 m_nCollisionEntity;
cAudioCollisionManager m_sCollisionManager;
int32 m_nProjectileEntity;
#ifdef GTA_BRIDGE
int32 m_nBridgeEntity;
#endif
int32 m_nEscalatorEntity;
int32 m_nExtraSoundsEntity;
cMissionAudio m_sMissionAudio;
uint8 field_5538; // something related to phone dialogues
// Mission audio stuff
CVector m_vecMissionAudioPosition;
bool8 m_bIsMissionAudio2D;
uint32 m_nMissionAudioSampleIndex;
uint8 m_nMissionAudioLoadingStatus;
uint8 m_nMissionAudioPlayStatus;
bool8 m_bIsMissionAudioPlaying;
int32 m_nMissionAudioFramesToPlay; // possibly unsigned
bool8 m_bIsMissionAudioAllowedToPlay;
int32 m_anRandomTable[5];
uint8 m_nTimeSpent;
uint8 m_nUserPause;
uint8 m_nPreviousUserPause;
bool8 m_bIsPaused;
bool8 m_bWasPaused;
uint32 m_FrameCounter;
cAudioManager();
~cAudioManager();
// getters
uint32 GetFrameCounter() const { return m_FrameCounter; } // done
float GetReflectionsDistance(int32 idx) const { return m_afReflectionsDistances[idx]; } // done
int32 GetRandomNumber(int32 idx) const { return m_anRandomTable[idx]; }
int32 GetRandomNumberInRange(int32 idx, int32 low, int32 high) const { return (m_anRandomTable[idx] % (high - low + 1)) + low; }
bool IsMissionAudioSamplePlaying(uint8 slot) const; // { return m_sMissionAudio.m_nPlayStatus == 1; }
bool ShouldDuckMissionAudio(uint8 slot) const;
// "Should" be in alphabetic order, except "getXTalkSfx"
void AddDetailsToRequestedOrderList(uint8 sample); // done (inlined in vc)
void AddPlayerCarSample(uint8 emittingVolume, int32 freq, uint32 sample, uint8 bank, uint8 counter, bool notLooping); // done
void AddReflectionsToRequestedQueue(); // done
void AddReleasingSounds(); // done
void AddSampleToRequestedQueue(); // done
void AgeCrimes(); // done (inlined in vc)
void CalculateDistance(bool &condition, float dist); // done
bool CheckForAnAudioFileOnCD() const; // done
void ClearActiveSamples(); // done
void ClearMissionAudio(uint8 slot); // done (inlined in vc)
void ClearRequestedQueue(); // done (inlined in vc)
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier) const; // done
int32 ComputePan(float, CVector *); // done
uint8 ComputeVolume(uint8 emittingVolume, float soundIntensity, float distance) const; // done
int32 CreateEntity(eAudioType type, void *entity); // done
void DestroyAllGameCreatedEntities(); // done
void DestroyEntity(int32 id); // done (inlined in vc)
void DoPoliceRadioCrackle(); // done
// functions returning talk sfx,
// order from GetPedCommentSfx
uint32 GetPlayerTalkSfx(CPed *ped, int16 sound);
uint32 GetCopTalkSfx(CPed *ped, int16 sound);
uint32 GetSwatTalkSfx(CPed *ped, int16 sound);
uint32 GetFBITalkSfx(CPed *ped, int16 sound);
uint32 GetArmyTalkSfx(CPed *ped, int16 sound);
uint32 GetMedicTalkSfx(CPed *ped, int16 sound);
uint32 GetFiremanTalkSfx(CPed *ped, int16 sound);
uint32 GetDefaultTalkSfx(CPed *ped, int16 sound);
uint32 GetHFYSTTalkSfx(CPed *ped, int16 sound);
uint32 GetHFOSTTalkSfx(CPed *ped, int16 sound);
uint32 GetHMYSTTalkSfx(CPed *ped, int16 sound);
uint32 GetHMOSTTalkSfx(CPed *ped, int16 sound);
uint32 GetHFYRITalkSfx(CPed *ped, int16 sound);
uint32 GetHFORITalkSfx(CPed *ped, int16 sound);
uint32 GetHMYRITalkSfx(CPed *ped, int16 sound);
uint32 GetHMORITalkSfx(CPed *ped, int16 sound);
uint32 GetHFYBETalkSfx(CPed *ped, int16 sound);
uint32 GetHFOBETalkSfx(CPed *ped, int16 sound);
uint32 GetHMYBETalkSfx(CPed *ped, int16 sound);
uint32 GetHMOBETalkSfx(CPed *ped, int16 sound);
uint32 GetHFYBUTalkSfx(CPed *ped, int16 sound);
uint32 GetHFYMDTalkSfx(CPed *ped, int16 sound);
uint32 GetHFYCGTalkSfx(CPed *ped, int16 sound);
uint32 GetHFYPRTalkSfx(CPed *ped, int16 sound);
uint32 GetHFOTRTalkSfx(CPed *ped, int16 sound);
uint32 GetHMOTRTalkSfx(CPed *ped, int16 sound);
uint32 GetHMYAPTalkSfx(CPed *ped, int16 sound);
uint32 GetHMOCATalkSfx(CPed *ped, int16 sound);
uint32 GetBMODKTalkSfx(CPed *ped, int16 sound);
uint32 GetBMYCRTalkSfx(CPed *ped, int16 sound);
uint32 GetBFYSTTalkSfx(CPed *ped, int16 sound);
uint32 GetBFOSTTalkSfx(CPed *ped, int16 sound);
uint32 GetBMYSTTalkSfx(CPed *ped, int16 sound);
uint32 GetBMOSTTalkSfx(CPed *ped, int16 sound);
uint32 GetBFYRITalkSfx(CPed *ped, int16 sound);
uint32 GetBFORITalkSfx(CPed *ped, int16 sound);
uint32 GetBMYRITalkSfx(CPed *ped, int16 sound);
uint32 GetBFYBETalkSfx(CPed *ped, int16 sound);
uint32 GetBMYBETalkSfx(CPed *ped, int16 sound);
uint32 GetBFOBETalkSfx(CPed *ped, int16 sound);
uint32 GetBMOBETalkSfx(CPed *ped, int16 sound);
uint32 GetBMYBUTalkSfx(CPed *ped, int16 sound);
uint32 GetBFYPRTalkSfx(CPed *ped, int16 sound);
uint32 GetBFOTRTalkSfx(CPed *ped, int16 sound);
uint32 GetBMOTRTalkSfx(CPed *ped, int16 sound);
uint32 GetBMYPITalkSfx(CPed *ped, int16 sound);
uint32 GetBMYBBTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYCRTalkSfx(CPed *ped, int16 sound);
uint32 GetWFYSTTalkSfx(CPed *ped, int16 sound);
uint32 GetWFOSTTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYSTTalkSfx(CPed *ped, int16 sound);
uint32 GetWMOSTTalkSfx(CPed *ped, int16 sound);
uint32 GetWFYRITalkSfx(CPed *ped, int16 sound);
uint32 GetWFORITalkSfx(CPed *ped, int16 sound);
uint32 GetWMYRITalkSfx(CPed *ped, int16 sound);
uint32 GetWMORITalkSfx(CPed *ped, int16 sound);
uint32 GetWFYBETalkSfx(CPed *ped, int16 sound);
uint32 GetWMYBETalkSfx(CPed *ped, int16 sound);
uint32 GetWFOBETalkSfx(CPed *ped, int16 sound);
uint32 GetWMOBETalkSfx(CPed *ped, int16 sound);
uint32 GetWMYCWTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYGOTalkSfx(CPed *ped, int16 sound);
uint32 GetWFOGOTalkSfx(CPed *ped, int16 sound);
uint32 GetWMOGOTalkSfx(CPed *ped, int16 sound);
uint32 GetWFYLGTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYLGTalkSfx(CPed *ped, int16 sound);
uint32 GetWFYBUTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYBUTalkSfx(CPed *ped, int16 sound);
uint32 GetWMOBUTalkSfx(CPed *ped, int16 sound);
uint32 GetWFYPRTalkSfx(CPed *ped, int16 sound);
uint32 GetWFOTRTalkSfx(CPed *ped, int16 sound);
uint32 GetWMOTRTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYPITalkSfx(CPed *ped, int16 sound);
uint32 GetWMOCATalkSfx(CPed *ped, int16 sound);
uint32 GetWFYJGTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYJGTalkSfx(CPed *ped, int16 sound);
uint32 GetWFYSKTalkSfx(CPed *ped, int16 sound);
uint32 GetWMYSKTalkSfx(CPed *ped, int16 sound);
uint32 GetWFYSHTalkSfx(CPed *ped, int16 sound);
uint32 GetWFOSHTalkSfx(CPed *ped, int16 sound);
uint32 GetJFOTOTalkSfx(CPed *ped, int16 sound);
uint32 GetJMOTOTalkSfx(CPed *ped, int16 sound);
uint32 GetCBTalkSfx(CPed *ped, int16 sound);
uint32 GetHNTalkSfx(CPed *ped, int16 sound);
uint32 GetSGTalkSfx(CPed *ped, int16 sound);
uint32 GetCLTalkSfx(CPed *ped, int16 sound);
uint32 GetGDTalkSfx(CPed *ped, int16 sound);
uint32 GetBKTalkSfx(CPed *ped, int16 sound);
uint32 GetPGTalkSfx(CPed *ped, int16 sound);
uint32 GetVICETalkSfx(CPed *ped, int16 sound, int16 model);
uint32 GetWFYG1TalkSfx(CPed *ped, int16 sound);
uint32 GetWFYG2TalkSfx(CPed *ped, int16 sound);
uint32 GetGenericMaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
uint32 GetGenericFemaleTalkSfx(CPed *ped, int16 sound); // todo names (inlined in vc)
// end of functions returning talk sfx
void GenerateIntegerRandomNumberTable(); // done
char *Get3DProviderName(uint8 id) const; // done
uint8 GetCDAudioDriveLetter() const; // done
int8 GetCurrent3DProviderIndex() const; // done
int8 AutoDetect3DProviders() const; // done
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c) const; // not used
float GetCollisionOneShotRatio(int32 a, float b) const; // done
float GetCollisionRatio(float a, float b, float c, float d) const; // done (inlined in vc)
float GetDistanceSquared(const CVector &v) const; // done (inlined in vc)
int32 GetJumboTaxiFreq() const; // done (inlined in vc)
uint8 GetMissionAudioLoadingStatus(uint8 slot) const; // done
int8 GetMissionScriptPoliceAudioPlayingStatus() const; // done
uint8 GetNum3DProvidersAvailable() const; // done
uint32 GetPedCommentSfx(CPed *ped, int32 sound); // done
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset) const; // done
float GetVehicleDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, float gasPedalAudio, cTransmission *transmission,
float velocityChange); // done
float GetVehicleNonDriveWheelSkidValue(CVehicle *veh, tWheelState wheelState, cTransmission *transmission, float velocityChange); // done
bool HasAirBrakes(int32 model) const; // done
void Initialise(); // done
void InitialisePoliceRadio(); // done
void InitialisePoliceRadioZones(); // done
void InterrogateAudioEntities(); // done (inlined)
bool IsAudioInitialised() const; // done
bool IsMissionAudioSampleFinished(uint8 slot); // done
bool IsMP3RadioChannelAvailable() const; // done
bool MissionScriptAudioUsesPoliceChannel(int32 soundMission) const; //done
void PlayLoadedMissionAudio(uint8 slot); // done
void PlayOneShot(int32 index, uint16 sound, float vol); // done
void PlaySuspectLastSeen(float x, float y, float z); // done
void PlayerJustGotInCar() const; // done
void PlayerJustLeftCar() const; // done
void PostInitialiseGameSpecificSetup(); // done
void PostTerminateGameSpecificShutdown(); // done
void PreInitialiseGameSpecificSetup() const; // done
void PreloadMissionAudio(uint8 slot, Const char *name); // done
void PreTerminateGameSpecificShutdown(); // done
/// processX - main logic of adding new sounds
void ProcessActiveQueues(); // done
bool ProcessAirBrakes(cVehicleParams& params); // done
bool ProcessBoatEngine(cVehicleParams& params);
bool ProcessBoatMovingOverWater(cVehicleParams& params); //done
#ifdef GTA_BRIDGE
void ProcessBridge(); // done(bcs not exists in VC)
void ProcessBridgeMotor(); // done(bcs not exists in VC)
void ProcessBridgeOneShots(); // done(bcs not exists in VC)
void ProcessBridgeWarning(); // done(bcs not exists in VC)
#endif
bool ProcessCarBombTick(cVehicleParams& params); // done
void ProcessCarHeli(cVehicleParams& params); // done
void ProcessCesna(cVehicleParams& params); // done
//void ProcessCrane(); // done(bcs not exists in VC)
bool ProcessEngineDamage(cVehicleParams& params); // done
void ProcessEntity(int32 sound); // done
void ProcessExplosions(int32 explosion); // done
void ProcessFireHydrant(); // done
void ProcessFires(int32 entity); // done
void ProcessFrontEnd(); // done
void ProcessGarages(); // done
void ProcessJumbo(cVehicleParams& params); // done
void ProcessJumboAccel(CPlane *plane); // done
void ProcessJumboDecel(CPlane *plane); // done
void ProcessJumboFlying(); // done
void ProcessJumboLanding(CPlane *plane); // done
void ProcessJumboTakeOff(CPlane *plane); // done
void ProcessJumboTaxi(); // done
void ProcessLoopingScriptObject(uint8 sound); // done
void ProcessMissionAudio(); // done
void ProcessMissionAudioSlot(uint8 slot); // done
void ProcessModelHeliVehicle(cVehicleParams& params); // done
void ProcessModelVehicle(cVehicleParams& params); // done
void ProcessOneShotScriptObject(uint8 sound); //
void ProcessPed(CPhysical *ped); // done
void ProcessPedOneShots(cPedParams &params); //
void ProcessPhysical(int32 id); // done
void ProcessPlane(cVehicleParams& params); // done
void ProcessPlayerMood(); // done
void ProcessPlayersVehicleEngine(cVehicleParams& params, CVehicle* veh); // done
void ProcessProjectiles(); // done
void ProcessRainOnVehicle(cVehicleParams& params); // done
void ProcessReverb() const; // done
bool ProcessReverseGear(cVehicleParams& params); // done
void ProcessScriptObject(int32 id); // done
void ProcessSpecial(); // done
#ifdef GTA_TRAIN
bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
#endif
void ProcessVehicle(CVehicle *vehicle); // done
bool ProcessVehicleDoors(cVehicleParams &params); // done
void ProcessVehicleEngine(cVehicleParams &params); // done
void ProcessVehicleFlatTyre(cVehicleParams &params); // done
bool ProcessVehicleHorn(cVehicleParams &params); // done
void ProcessVehicleOneShots(cVehicleParams &params); // done
bool ProcessVehicleReverseWarning(cVehicleParams &params); // done
bool ProcessVehicleRoadNoise(cVehicleParams &params); // done
bool ProcessVehicleSirenOrAlarm(cVehicleParams &params); // done
bool ProcessVehicleSkidding(cVehicleParams &params); // done
void ProcessWaterCannon(int32); // done
void ProcessWeather(int32 id); // done
bool ProcessWetRoadNoise(cVehicleParams& params); // done
void ProcessEscalators(); // done
void ProcessExtraSounds(); // done
int32 RandomDisplacement(uint32 seed) const; // done
void ReacquireDigitalHandle() const; // done
void ReleaseDigitalHandle() const; // done
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2); // done
void ReportCrime(eCrimeType crime, const CVector &pos); // done
void ResetAudioLogicTimers(uint32 timer); // done
void ResetPoliceRadio(); // done
void ResetTimers(uint32 time); // done
void Service(); // done
void ServiceCollisions(); // done
void ServicePoliceRadio(); // done
void ServicePoliceRadioChannel(uint8 wantedLevel); // done
void ServiceSoundEffects(); // done
int8 SetCurrent3DProvider(uint8 which); // done
void SetDynamicAcousticModelingStatus(uint8 status); // done
void SetEffectsFadeVol(uint8 volume) const; // done
void SetEffectsMasterVolume(uint8 volume) const; // done
void SetMP3BoostVolume(uint8 volume) const; // done
void SetEntityStatus(int32 id, uint8 status); // done
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision); // done
void SetMissionAudioLocation(uint8 slot, float x, float y, float z); // done
void SetMissionScriptPoliceAudio(int32 sfx) const; // inlined and optimized
void SetMonoMode(uint8 mono); // done
void SetMusicFadeVol(uint8 volume) const; // done
void SetMusicMasterVolume(uint8 volume) const; // done
void SetSpeakerConfig(int32 conf) const; // done
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter); // done
void SetUpOneShotCollisionSound(const cAudioCollision &col); // done
bool SetupCrimeReport(); // done
bool SetupJumboEngineSound(uint8 vol, uint32 freq); // done
bool SetupJumboFlySound(uint8 emittingVol); // done
bool SetupJumboRumbleSound(uint8 emittingVol); // done
bool SetupJumboTaxiSound(uint8 vol); // done
bool SetupJumboWhineSound(uint8 emittingVol, uint32 freq); // done
void SetupPedComments(cPedParams &params, uint16 sound); // done
void SetupSuspectLastSeenReport();
void Terminate(); // done
void TranslateEntity(Const CVector *v1, CVector *v2) const; // done
void UpdateGasPedalAudio(CVehicle *veh, int vehType); // done
void UpdateReflections(); // done
bool UsesReverseWarning(int32 model) const; // done
bool UsesSiren(cVehicleParams &params) const; // done
bool UsesSirenSwitching(cVehicleParams &params) const; // done
CVehicle *FindVehicleOfPlayer(); // done
void SetPedTalkingStatus(CPed *ped, uint8 status); // done
void SetPlayersMood(uint8 mood, uint32 time); // done
float Sqrt(float v) const { return v <= 0.0f ? 0.0f : ::Sqrt(v); }
void Initialise();
void Terminate();
void Service();
int32 CreateEntity(eAudioType type, void *entity);
void DestroyEntity(int32 id);
bool8 GetEntityStatus(int32 id);
void SetEntityStatus(int32 id, bool8 status);
void *GetEntityPointer(int32 id);
void PlayOneShot(int32 index, uint16 sound, float vol);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
void SetMusicFadeVol(uint8 volume);
void SetMonoMode(bool8 mono);
void ResetTimers(uint32 time);
void DestroyAllGameCreatedEntities();
#ifdef GTA_PC
// only used in pc
void AdjustSamplesVolume(); // done (inlined)
uint8 ComputeEmittingVolume(uint8 emittingVolume, float intensity, float dist); // done (inlined)
uint8 GetNum3DProvidersAvailable();
char *Get3DProviderName(uint8 id);
int8 GetCurrent3DProviderIndex();
int8 SetCurrent3DProvider(uint8 which);
void SetSpeakerConfig(int32 conf);
bool8 IsMP3RadioChannelAvailable();
void ReleaseDigitalHandle();
void ReacquireDigitalHandle();
#ifdef AUDIO_REFLECTIONS
void SetDynamicAcousticModelingStatus(bool8 status);
#endif
bool8 CheckForAnAudioFileOnCD();
char GetCDAudioDriveLetter();
bool8 IsAudioInitialised();
#endif
void ServiceSoundEffects();
uint32 FL(float f); // not used
uint8 ComputeVolume(uint8 emittingVolume, float maxDistance, float distance);
void TranslateEntity(Const CVector *v1, CVector *v2);
int32 ComputePan(float, CVector *);
uint32 ComputeDopplerEffectedFrequency(uint32 oldFreq, float position1, float position2, float speedMultiplier); // inlined on PS2
int32 RandomDisplacement(uint32 seed);
void InterrogateAudioEntities(); // inlined on PS2
void AddSampleToRequestedQueue();
void AddDetailsToRequestedOrderList(uint8 sample); // inlined on PS2
#ifdef AUDIO_REFLECTIONS
void AddReflectionsToRequestedQueue();
void UpdateReflections();
#endif
void AddReleasingSounds();
void ProcessActiveQueues();
void ClearRequestedQueue(); // inlined on PS2
void ClearActiveSamples();
void GenerateIntegerRandomNumberTable(); // inlined on PS2
#ifdef GTA_PS2
bool8 LoadBankIfNecessary(uint8 bank); // this is used only on PS2 but technically not a platform code
#endif
#ifdef EXTERNAL_3D_SOUND // actually must have been && AUDIO_MSS as well
void AdjustSamplesVolume();
uint8 ComputeEmittingVolume(uint8 emittingVolume, float maxDistance, float distance);
#endif
// audio logic
void PreInitialiseGameSpecificSetup();
void PostInitialiseGameSpecificSetup();
void PreTerminateGameSpecificShutdown();
void PostTerminateGameSpecificShutdown();
void ResetAudioLogicTimers(uint32 timer);
void ProcessReverb();
float GetDistanceSquared(const CVector &v);
void CalculateDistance(bool8 &condition, float dist);
void ProcessSpecial();
void ProcessEntity(int32 id);
void ProcessPhysical(int32 id);
// vehicles
void ProcessVehicle(CVehicle *vehicle);
void ProcessRainOnVehicle(cVehicleParams &params);
bool8 ProcessReverseGear(cVehicleParams &params);
void ProcessModelCarEngine(cVehicleParams &params);
bool8 ProcessVehicleRoadNoise(cVehicleParams &params);
bool8 ProcessWetRoadNoise(cVehicleParams &params);
bool8 ProcessVehicleEngine(cVehicleParams &params);
void UpdateGasPedalAudio(CAutomobile *automobile); // inlined on PS2
void PlayerJustGotInCar();
void PlayerJustLeftCar();
void AddPlayerCarSample(uint8 emittingVolume, uint32 freq, uint32 sample, uint8 bank, uint8 counter, bool8 notLooping);
void ProcessCesna(cVehicleParams &params);
void ProcessPlayersVehicleEngine(cVehicleParams &params, CAutomobile *automobile);
bool8 ProcessVehicleSkidding(cVehicleParams &params);
float GetVehicleDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange);
float GetVehicleNonDriveWheelSkidValue(uint8 wheel, CAutomobile *automobile, cTransmission *transmission, float velocityChange); // inlined on PS2
bool8 ProcessVehicleHorn(cVehicleParams &params);
bool8 UsesSiren(uint32 model); // inlined on PS2
bool8 UsesSirenSwitching(uint32 model); // inlined on PS2
bool8 ProcessVehicleSirenOrAlarm(cVehicleParams &params);
bool8 UsesReverseWarning(uint32 model); // inlined on PS2
bool8 ProcessVehicleReverseWarning(cVehicleParams &params);
bool8 ProcessVehicleDoors(cVehicleParams &params);
bool8 ProcessAirBrakes(cVehicleParams &params);
bool8 HasAirBrakes(uint32 model); // inlined on PS2
bool8 ProcessEngineDamage(cVehicleParams &params);
bool8 ProcessCarBombTick(cVehicleParams &params);
void ProcessVehicleOneShots(cVehicleParams &params);
bool8 ProcessTrainNoise(cVehicleParams &params);
bool8 ProcessBoatEngine(cVehicleParams &params);
bool8 ProcessBoatMovingOverWater(cVehicleParams &params);
bool8 ProcessHelicopter(cVehicleParams &params);
void ProcessPlane(cVehicleParams &params); // inlined on PS2
void ProcessJumbo(cVehicleParams &params);
void ProcessJumboTaxi(); // inlined on PS2
void ProcessJumboAccel(CPlane *plane);
void ProcessJumboTakeOff(CPlane *plane); // inlined on PS2
void ProcessJumboFlying(); // inlined on PS2
void ProcessJumboLanding(CPlane *plane); // inlined on PS2
void ProcessJumboDecel(CPlane *plane); // inlined on PS2
bool8 SetupJumboTaxiSound(uint8 vol);
bool8 SetupJumboWhineSound(uint8 emittingVol, uint32 freq);
bool8 SetupJumboEngineSound(uint8 vol, uint32 freq);
bool8 SetupJumboFlySound(uint8 emittingVol);
bool8 SetupJumboRumbleSound(uint8 emittingVol);
int32 GetJumboTaxiFreq(); // inlined on PS2
// peds
void ProcessPed(CPhysical *ped); // inlined on PS2
void ProcessPedHeadphones(cPedParams &params);
void ProcessPedOneShots(cPedParams &params);
// ped comments
void SetupPedComments(cPedParams &params, uint16 sound);
int32 GetPedCommentSfx(CPed *ped, uint16 sound);
void GetPhrase(uint32 &phrase, uint32 &prevPhrase, uint32 sample, uint32 maxOffset); // inlined on PS2
uint32 GetPlayerTalkSfx(uint16 sound); // inlined on PS2
uint32 GetCopTalkSfx(uint16 sound);
uint32 GetSwatTalkSfx(uint16 sound);
uint32 GetFBITalkSfx(uint16 sound);
uint32 GetArmyTalkSfx(uint16 sound);
uint32 GetMedicTalkSfx(uint16 sound);
uint32 GetFiremanTalkSfx(uint16 sound); // inlined on PS2
uint32 GetBusinessMaleOldTalkSfx(uint16 sound);
uint32 GetBusinessMaleYoungTalkSfx(uint16 sound, uint32 model);
uint32 GetMafiaTalkSfx(uint16 sound);
uint32 GetTriadTalkSfx(uint16 sound);
uint32 GetDiabloTalkSfx(uint16 sound);
uint32 GetYakuzaTalkSfx(uint16 sound);
uint32 GetYardieTalkSfx(uint16 sound);
uint32 GetColumbianTalkSfx(uint16 sound);
uint32 GetHoodTalkSfx(uint16 sound);
uint32 GetBlackCriminalTalkSfx(uint16 sound);
uint32 GetWhiteCriminalTalkSfx(uint16 sound);
uint32 GetCasualMaleOldTalkSfx(uint16 sound);
uint32 GetCasualMaleYoungTalkSfx(uint16 sound);
uint32 GetBlackCasualFemaleTalkSfx(uint16 sound);
uint32 GetWhiteCasualFemaleTalkSfx(uint16 sound);
uint32 GetFemaleNo3TalkSfx(uint16 sound);
uint32 GetWhiteBusinessFemaleTalkSfx(uint16 sound, uint32 model);
uint32 GetBlackFatFemaleTalkSfx(uint16 sound);
uint32 GetWhiteFatMaleTalkSfx(uint16 sound);
uint32 GetBlackFatMaleTalkSfx(uint16 sound);
uint32 GetWhiteFatFemaleTalkSfx(uint16 sound);
uint32 GetBlackFemaleProstituteTalkSfx(uint16 sound);
uint32 GetWhiteFemaleProstituteTalkSfx(uint16 sound);
uint32 GetBlackProjectMaleTalkSfx(uint16 sound, uint32 model);
uint32 GetBlackProjectFemaleOldTalkSfx(uint16 sound);
uint32 GetBlackProjectFemaleYoungTalkSfx(uint16 sound);
uint32 GetChinatownMaleOldTalkSfx(uint16 sound);
uint32 GetChinatownMaleYoungTalkSfx(uint16 sound);
uint32 GetChinatownFemaleOldTalkSfx(uint16 sound);
uint32 GetChinatownFemaleYoungTalkSfx(uint16 sound);
uint32 GetLittleItalyMaleTalkSfx(uint16 sound);
uint32 GetLittleItalyFemaleOldTalkSfx(uint16 sound);
uint32 GetLittleItalyFemaleYoungTalkSfx(uint16 sound);
uint32 GetWhiteDockerMaleTalkSfx(uint16 sound);
uint32 GetBlackDockerMaleTalkSfx(uint16 sound);
uint32 GetScumMaleTalkSfx(uint16 sound);
uint32 GetScumFemaleTalkSfx(uint16 sound);
uint32 GetWhiteWorkerMaleTalkSfx(uint16 sound);
uint32 GetBlackWorkerMaleTalkSfx(uint16 sound);
uint32 GetBlackBusinessFemaleTalkSfx(uint16 sound);
uint32 GetSupermodelMaleTalkSfx(uint16 sound);
uint32 GetSupermodelFemaleTalkSfx(uint16 sound);
uint32 GetStewardMaleTalkSfx(uint16 sound);
uint32 GetStewardFemaleTalkSfx(uint16 sound);
uint32 GetFanMaleTalkSfx(uint16 sound, uint32 model);
uint32 GetFanFemaleTalkSfx(uint16 sound);
uint32 GetHospitalMaleTalkSfx(uint16 sound);
uint32 GetHospitalFemaleTalkSfx(uint16 sound); // inlined on PS2
uint32 GetWhiteConstructionWorkerTalkSfx(uint16 sound);
uint32 GetBlackConstructionWorkerTalkSfx(uint16 sound);
uint32 GetShopperFemaleTalkSfx(uint16 sound, uint32 model);
uint32 GetStudentMaleTalkSfx(uint16 sound);
uint32 GetStudentFemaleTalkSfx(uint16 sound);
uint32 GetSpecialCharacterTalkSfx(uint32 modelIndex, uint16 sound);
uint32 GetEightBallTalkSfx(uint16 sound); // inlined on PS2
uint32 GetSalvatoreTalkSfx(uint16 sound); // inlined on PS2
uint32 GetMistyTalkSfx(uint16 sound);
uint32 GetOldJapTalkSfx(uint16 sound); // inlined on PS2
uint32 GetCatalinaTalkSfx(uint16 sound); // inlined on PS2
uint32 GetBomberTalkSfx(uint16 sound); // inlined on PS2
uint32 GetSecurityGuardTalkSfx(uint16 sound);
uint32 GetChunkyTalkSfx(uint16 sound); // inlined on PS2
uint32 GetAsianTaxiDriverTalkSfx(uint16 sound); // inlined on PS2
uint32 GetPimpTalkSfx(uint16 sound);
uint32 GetNormalMaleTalkSfx(uint16 sound);
uint32 GetGenericMaleTalkSfx(uint16 sound);
uint32 GetGenericFemaleTalkSfx(uint16 sound);
// particles
void ProcessExplosions(int32 id);
void ProcessFires(int32 id);
void ProcessWaterCannon(int32 id);
// script objects
void ProcessScriptObject(int32 id); // inlined on PS2
void ProcessOneShotScriptObject(uint8 sound);
void ProcessLoopingScriptObject(uint8 sound);
void ProcessPornCinema(uint8 sound);
void ProcessWorkShopScriptObject(uint8 sound);
void ProcessSawMillScriptObject(uint8 sound);
void ProcessLaunderetteScriptObject(uint8 sound);
void ProcessShopScriptObject(uint8 sound);
void ProcessAirportScriptObject(uint8 sound);
void ProcessCinemaScriptObject(uint8 sound);
void ProcessDocksScriptObject(uint8 sound);
void ProcessHomeScriptObject(uint8 sound);
void ProcessPoliceCellBeatingScriptObject(uint8 sound);
// misc
void ProcessWeather(int32 id);
void ProcessFrontEnd();
void ProcessCrane();
void ProcessProjectiles();
void ProcessGarages();
void ProcessFireHydrant();
// bridge
void ProcessBridge(); // inlined on PS2
void ProcessBridgeWarning();
void ProcessBridgeMotor();
void ProcessBridgeOneShots();
// mission audio
bool8 MissionScriptAudioUsesPoliceChannel(uint32 soundMission);
void PreloadMissionAudio(Const char *name);
uint8 GetMissionAudioLoadingStatus();
void SetMissionAudioLocation(float x, float y, float z);
void PlayLoadedMissionAudio();
bool8 IsMissionAudioSampleFinished();
bool8 IsMissionAudioSamplePlaying() { return m_nMissionAudioPlayStatus == PLAY_STATUS_PLAYING; }
bool8 ShouldDuckMissionAudio() { return IsMissionAudioSamplePlaying(); }
void ClearMissionAudio();
void ProcessMissionAudio();
// police radio
void InitialisePoliceRadioZones();
void InitialisePoliceRadio();
void ResetPoliceRadio();
void SetMissionScriptPoliceAudio(uint32 sfx);
int8 GetMissionScriptPoliceAudioPlayingStatus();
void DoPoliceRadioCrackle();
void ServicePoliceRadio();
void ServicePoliceRadioChannel(uint8 wantedLevel);
bool8 SetupCrimeReport();
void SetupSuspectLastSeenReport();
void ReportCrime(eCrimeType crime, const CVector &pos);
void PlaySuspectLastSeen(float x, float y, float z);
void AgeCrimes(); // inlined on PS2
// collision stuff
void ReportCollision(CEntity *entity1, CEntity *entity2, uint8 surface1, uint8 surface2, float collisionPower, float intensity2);
void ServiceCollisions();
void SetUpOneShotCollisionSound(const cAudioCollision &col);
void SetUpLoopingCollisionSound(const cAudioCollision &col, uint8 counter);
uint32 SetLoopingCollisionRequestedSfxFreqAndGetVol(const cAudioCollision &audioCollision);
float GetCollisionOneShotRatio(uint32 a, float b);
float GetCollisionLoopingRatio(uint32 a, uint32 b, float c); // not used
float GetCollisionRatio(float a, float b, float c, float d); // inlined on PS2
};
#ifdef AUDIO_MSS
static_assert(sizeof(cAudioManager) == 0x5558, "cAudioManager: error");
/*
Manual loop points are not on PS2 so let's have these macros to avoid massive ifndefs.
Setting these manually was pointless anyway since they never change from sdt values.
What were they thinking?
*/
#ifndef GTA_PS2
#define RESET_LOOP_OFFSETS \
m_sQueueSample.m_nLoopStart = 0; \
m_sQueueSample.m_nLoopEnd = -1;
#define SET_LOOP_OFFSETS(sample) \
m_sQueueSample.m_nLoopStart = SampleManager.GetSampleLoopStartOffset(sample); \
m_sQueueSample.m_nLoopEnd = SampleManager.GetSampleLoopEndOffset(sample);
#else
#define RESET_LOOP_OFFSETS
#define SET_LOOP_OFFSETS(sample)
#endif
#ifdef EXTERNAL_3D_SOUND
#define SET_EMITTING_VOLUME(vol) m_sQueueSample.m_nEmittingVolume = vol
#else
#define SET_EMITTING_VOLUME(vol)
#endif
#ifdef AUDIO_REFLECTIONS
#define SET_SOUND_REFLECTION(b) m_sQueueSample.m_bReflections = b
#else
#define SET_SOUND_REFLECTION(b)
#endif
#if defined(AUDIO_MSS) && !defined(PS2_AUDIO_CHANNELS)
static_assert(sizeof(cAudioManager) == 19220, "cAudioManager: error");
#endif
extern cAudioManager AudioManager;
enum
{
PED_COMMENT_VOLUME = 127,
PED_COMMENT_VOLUME_BEHIND_WALL = 31,
COLLISION_MAX_DIST = 60,
};

File diff suppressed because it is too large Load Diff

View File

@@ -3,6 +3,7 @@
#include "AudioScriptObject.h"
#include "Pools.h"
#include "DMAudio.h"
#include "SaveBuf.h"
cAudioScriptObject::cAudioScriptObject()
{
@@ -23,25 +24,25 @@ cAudioScriptObject::Reset()
}
void *
cAudioScriptObject::operator new(size_t sz)
cAudioScriptObject::operator new(size_t sz) throw()
{
return CPools::GetAudioScriptObjectPool()->New();
}
void *
cAudioScriptObject::operator new(size_t sz, int handle)
cAudioScriptObject::operator new(size_t sz, int handle) throw()
{
return CPools::GetAudioScriptObjectPool()->New(handle);
}
void
cAudioScriptObject::operator delete(void *p, size_t sz)
cAudioScriptObject::operator delete(void *p, size_t sz) throw()
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
void
cAudioScriptObject::operator delete(void *p, int handle)
cAudioScriptObject::operator delete(void *p, int handle) throw()
{
CPools::GetAudioScriptObjectPool()->Delete((cAudioScriptObject *)p);
}
@@ -53,12 +54,14 @@ cAudioScriptObject::LoadAllAudioScriptObjects(uint8 *buf, uint32 size)
CheckSaveHeader(buf, 'A', 'U', 'D', '\0', size - SAVE_HEADER_SIZE);
int32 pool_size = ReadSaveBuf<int32>(buf);
int32 pool_size;
ReadSaveBuf(&pool_size, buf);
for (int32 i = 0; i < pool_size; i++) {
int handle = ReadSaveBuf<int32>(buf);
int32 handle;
ReadSaveBuf(&handle, buf);
cAudioScriptObject *p = new(handle) cAudioScriptObject;
assert(p != nil);
*p = ReadSaveBuf<cAudioScriptObject>(buf);
ReadSaveBuf(p, buf);
p->AudioEntity = DMAudio.CreateLoopingScriptObject(p);
}

View File

@@ -12,10 +12,10 @@ public:
void Reset(); /// ok
static void* operator new(size_t);
static void* operator new(size_t, int);
static void operator delete(void*, size_t);
static void operator delete(void*, int);
static void* operator new(size_t) throw();
static void* operator new(size_t, int) throw();
static void operator delete(void*, size_t) throw();
static void operator delete(void*, int) throw();
static void LoadAllAudioScriptObjects(uint8 *buf, uint32 size);
static void SaveAllAudioScriptObjects(uint8 *buf, uint32 *size);

View File

@@ -38,8 +38,14 @@ cDMAudio::DestroyEntity(int32 audioEntity)
AudioManager.DestroyEntity(audioEntity);
}
bool8
cDMAudio::GetEntityStatus(int32 audioEntity)
{
return AudioManager.GetEntityStatus(audioEntity);
}
void
cDMAudio::SetEntityStatus(int32 audioEntity, uint8 status)
cDMAudio::SetEntityStatus(int32 audioEntity, bool8 status)
{
AudioManager.SetEntityStatus(audioEntity, status);
}
@@ -57,20 +63,11 @@ cDMAudio::DestroyAllGameCreatedEntities(void)
}
void
cDMAudio::SetMonoMode(uint8 mono)
cDMAudio::SetMonoMode(bool8 mono)
{
AudioManager.SetMonoMode(mono);
}
void
cDMAudio::SetMP3BoostVolume(uint8 volume)
{
uint8 vol = volume;
if (vol > MAX_VOLUME) vol = MAX_VOLUME;
AudioManager.SetMP3BoostVolume(vol);
}
void
cDMAudio::SetEffectsMasterVolume(uint8 volume)
{
@@ -119,11 +116,6 @@ cDMAudio::Get3DProviderName(uint8 id)
return AudioManager.Get3DProviderName(id);
}
int8 cDMAudio::AutoDetect3DProviders(void)
{
return AudioManager.AutoDetect3DProviders();
}
int8
cDMAudio::GetCurrent3DProviderIndex(void)
{
@@ -142,7 +134,7 @@ cDMAudio::SetSpeakerConfig(int32 config)
AudioManager.SetSpeakerConfig(config);
}
bool
bool8
cDMAudio::IsMP3RadioChannelAvailable(void)
{
return AudioManager.IsMP3RadioChannelAvailable();
@@ -161,12 +153,14 @@ cDMAudio::ReacquireDigitalHandle(void)
}
void
cDMAudio::SetDynamicAcousticModelingStatus(uint8 status)
cDMAudio::SetDynamicAcousticModelingStatus(bool8 status)
{
#ifdef AUDIO_REFLECTIONS
AudioManager.SetDynamicAcousticModelingStatus(status);
#endif
}
bool
bool8
cDMAudio::CheckForAnAudioFileOnCD(void)
{
return AudioManager.CheckForAnAudioFileOnCD();
@@ -178,12 +172,18 @@ cDMAudio::GetCDAudioDriveLetter(void)
return AudioManager.GetCDAudioDriveLetter();
}
bool
bool8
cDMAudio::IsAudioInitialised(void)
{
return AudioManager.IsAudioInitialised();
}
void
cDMAudio::ResetPoliceRadio()
{
AudioManager.ResetPoliceRadio();
}
void
cDMAudio::ReportCrime(eCrimeType crime, const CVector &pos)
{
@@ -196,7 +196,7 @@ cDMAudio::CreateLoopingScriptObject(cAudioScriptObject *scriptObject)
int32 audioEntity = AudioManager.CreateEntity(AUDIOTYPE_SCRIPTOBJECT, scriptObject);
if ( AEHANDLE_IS_OK(audioEntity) )
AudioManager.SetEntityStatus(audioEntity, true);
AudioManager.SetEntityStatus(audioEntity, TRUE);
return audioEntity;
}
@@ -214,7 +214,7 @@ cDMAudio::CreateOneShotScriptObject(cAudioScriptObject *scriptObject)
if ( AEHANDLE_IS_OK(audioEntity) )
{
AudioManager.SetEntityStatus(audioEntity, true);
AudioManager.SetEntityStatus(audioEntity, TRUE);
AudioManager.PlayOneShot(audioEntity, scriptObject->AudioId, 0.0f);
}
}
@@ -238,13 +238,13 @@ cDMAudio::PlayFrontEndSound(uint16 frontend, uint32 volume)
}
void
cDMAudio::PlayRadioAnnouncement(uint32 announcement)
cDMAudio::PlayRadioAnnouncement(uint8 announcement)
{
MusicManager.PlayAnnouncement(announcement);
}
void
cDMAudio::PlayFrontEndTrack(uint32 track, uint8 frontendFlag)
cDMAudio::PlayFrontEndTrack(uint8 track, bool8 frontendFlag)
{
MusicManager.PlayFrontEndTrack(track, frontendFlag);
}
@@ -268,7 +268,7 @@ cDMAudio::ChangeMusicMode(uint8 mode)
}
void
cDMAudio::PreloadCutSceneMusic(uint32 track)
cDMAudio::PreloadCutSceneMusic(uint8 track)
{
MusicManager.PreloadCutSceneMusic(track);
}
@@ -286,39 +286,39 @@ cDMAudio::StopCutSceneMusic(void)
}
void
cDMAudio::PreloadMissionAudio(uint8 slot, Const char *missionAudio)
cDMAudio::PreloadMissionAudio(Const char *missionAudio)
{
AudioManager.PreloadMissionAudio(slot, missionAudio);
AudioManager.PreloadMissionAudio(missionAudio);
}
uint8
cDMAudio::GetMissionAudioLoadingStatus(uint8 slot)
cDMAudio::GetMissionAudioLoadingStatus(void)
{
return AudioManager.GetMissionAudioLoadingStatus(slot);
return AudioManager.GetMissionAudioLoadingStatus();
}
void
cDMAudio::SetMissionAudioLocation(uint8 slot, float x, float y, float z)
cDMAudio::SetMissionAudioLocation(float x, float y, float z)
{
AudioManager.SetMissionAudioLocation(slot, x, y, z);
AudioManager.SetMissionAudioLocation(x, y, z);
}
void
cDMAudio::PlayLoadedMissionAudio(uint8 slot)
cDMAudio::PlayLoadedMissionAudio(void)
{
AudioManager.PlayLoadedMissionAudio(slot);
AudioManager.PlayLoadedMissionAudio();
}
bool
cDMAudio::IsMissionAudioSampleFinished(uint8 slot)
bool8
cDMAudio::IsMissionAudioSampleFinished(void)
{
return AudioManager.IsMissionAudioSampleFinished(slot);
return AudioManager.IsMissionAudioSampleFinished();
}
void
cDMAudio::ClearMissionAudio(uint8 slot)
cDMAudio::ClearMissionAudio(void)
{
AudioManager.ClearMissionAudio(slot);
AudioManager.ClearMissionAudio();
}
uint8
@@ -334,49 +334,7 @@ cDMAudio::SetRadioInCar(uint32 radio)
}
void
cDMAudio::SetRadioChannel(uint32 radio, int32 pos)
cDMAudio::SetRadioChannel(uint8 radio, int32 pos)
{
MusicManager.SetRadioChannelByScript(radio, pos);
}
void
cDMAudio::SetStartingTrackPositions(uint8 isStartGame)
{
MusicManager.SetStartingTrackPositions(isStartGame);
}
float *
cDMAudio::GetListenTimeArray()
{
return MusicManager.GetListenTimeArray();
}
uint32
cDMAudio::GetFavouriteRadioStation()
{
return MusicManager.GetFavouriteRadioStation();
}
int32
cDMAudio::GetRadioPosition(uint32 station)
{
return MusicManager.GetRadioPosition(station);
}
void
cDMAudio::SetPedTalkingStatus(CPed *ped, uint8 status)
{
return AudioManager.SetPedTalkingStatus(ped, status);
}
void
cDMAudio::SetPlayersMood(uint8 mood, uint32 time)
{
return AudioManager.SetPlayersMood(mood, time);
}
void
cDMAudio::ShutUpPlayerTalking(uint8 state)
{
AudioManager.m_bIsPlayerShutUp = state;
}

View File

@@ -7,9 +7,6 @@
#define AEHANDLE_IS_FAILED(h) ((h)<0)
#define AEHANDLE_IS_OK(h) ((h)>=0)
#define NO_AUDIO_PROVIDER -3
#define AUDIO_PROVIDER_NOT_DETERMINED -99
class cAudioScriptObject;
class CEntity;
@@ -25,12 +22,12 @@ public:
int32 CreateEntity(eAudioType type, void *UID);
void DestroyEntity(int32 audioEntity);
void SetEntityStatus(int32 audioEntity, uint8 status);
bool8 GetEntityStatus(int32 audioEntity);
void SetEntityStatus(int32 audioEntity, bool8 status);
void PlayOneShot(int32 audioEntity, uint16 oneShot, float volume);
void DestroyAllGameCreatedEntities(void);
void SetMonoMode(uint8 mono);
void SetMP3BoostVolume(uint8 volume);
void SetMonoMode(bool8 mono);
void SetEffectsMasterVolume(uint8 volume);
void SetMusicMasterVolume(uint8 volume);
void SetEffectsFadeVol(uint8 volume);
@@ -39,25 +36,24 @@ public:
uint8 GetNum3DProvidersAvailable(void);
char *Get3DProviderName(uint8 id);
int8 AutoDetect3DProviders(void);
int8 GetCurrent3DProviderIndex(void);
int8 SetCurrent3DProvider(uint8 which);
void SetSpeakerConfig(int32 config);
bool IsMP3RadioChannelAvailable(void);
bool8 IsMP3RadioChannelAvailable(void);
void ReleaseDigitalHandle(void);
void ReacquireDigitalHandle(void);
void SetDynamicAcousticModelingStatus(uint8 status);
void SetDynamicAcousticModelingStatus(bool8 status);
bool CheckForAnAudioFileOnCD(void);
bool8 CheckForAnAudioFileOnCD(void);
char GetCDAudioDriveLetter(void);
bool IsAudioInitialised(void);
bool8 IsAudioInitialised(void);
void ResetPoliceRadio();
void ReportCrime(eCrimeType crime, CVector const &pos);
int32 CreateLoopingScriptObject(cAudioScriptObject *scriptObject);
@@ -69,35 +65,27 @@ public:
void ReportCollision(CEntity *entityA, CEntity *entityB, uint8 surfaceTypeA, uint8 surfaceTypeB, float collisionPower, float velocity);
void PlayFrontEndSound(uint16 frontend, uint32 volume);
void PlayRadioAnnouncement(uint32 announcement);
void PlayFrontEndTrack(uint32 track, uint8 frontendFlag);
void PlayRadioAnnouncement(uint8 announcement);
void PlayFrontEndTrack(uint8 track, bool8 frontendFlag);
void StopFrontEndTrack(void);
void ResetTimers(uint32 time);
void ChangeMusicMode(uint8 mode);
void PreloadCutSceneMusic(uint32 track);
void PreloadCutSceneMusic(uint8 track);
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
void PreloadMissionAudio(uint8 slot, Const char *missionAudio);
uint8 GetMissionAudioLoadingStatus(uint8 slot);
void SetMissionAudioLocation(uint8 slot, float x, float y, float z);
void PlayLoadedMissionAudio(uint8 slot);
bool IsMissionAudioSampleFinished(uint8 slot);
void ClearMissionAudio(uint8 slot);
void PreloadMissionAudio(Const char *missionAudio);
uint8 GetMissionAudioLoadingStatus(void);
void SetMissionAudioLocation(float x, float y, float z);
void PlayLoadedMissionAudio(void);
bool8 IsMissionAudioSampleFinished(void);
void ClearMissionAudio(void);
uint8 GetRadioInCar(void);
void SetRadioInCar(uint32 radio);
void SetRadioChannel(uint32 radio, int32 pos);
void SetStartingTrackPositions(uint8 isStartGame);
float *GetListenTimeArray();
uint32 GetFavouriteRadioStation();
int32 GetRadioPosition(uint32 station);
void SetPedTalkingStatus(class CPed *ped, uint8 status);
void SetPlayersMood(uint8 mood, uint32 time);
void ShutUpPlayerTalking(uint8 state);
void SetRadioChannel(uint8 radio, int32 pos);
};
extern cDMAudio DMAudio;

File diff suppressed because it is too large Load Diff

View File

@@ -11,103 +11,79 @@ public:
};
class CVehicle;
class CPed;
class cMusicManager
{
public:
bool m_bIsInitialised;
bool m_bDisabled;
bool m_bSetNextStation;
uint8 m_nVolumeLatency;
uint8 m_nCurrentVolume;
uint8 m_nMaxVolume;
uint32 m_nAnnouncement;
bool m_bAnnouncementInProgress;
bool8 m_bIsInitialised;
bool8 m_bDisabled;
uint8 m_nMusicMode;
uint8 m_nNextTrack;
uint8 m_nPlayingTrack;
bool8 m_bFrontendTrackFinished;
bool8 m_bPlayInFrontend;
bool8 m_bSetNextStation;
uint8 m_nAnnouncement;
bool8 m_bPreviousPlayerInCar;
bool8 m_bPlayerInCar;
bool8 m_bAnnouncementInProgress;
tStreamedSample m_aTracks[TOTAL_STREAMED_SOUNDS];
bool m_bResetTimers;
bool8 m_bResetTimers;
uint32 m_nResetTime;
bool m_bRadioSetByScript;
uint32 m_nLastTrackServiceTime;
uint32 m_nTimer;
bool8 m_bDoTrackService;
bool8 m_bIgnoreTimeDelay;
bool8 m_bVerifyAmbienceTrackStartedToPlay;
bool8 m_bRadioSetByScript;
uint8 m_nRadioStationScript;
int32 m_nRadioPosition;
uint32 m_nRadioInCar;
uint32 m_nFrontendTrack;
uint32 m_nPlayingTrack;
uint8 m_nUpcomingMusicMode;
uint8 m_nMusicMode;
bool m_FrontendLoopFlag;
bool m_bTrackChangeStarted;
uint32 m_nNextTrack;
bool m_nNextLoopFlag;
bool m_bVerifyNextTrackStartedToPlay;
bool m_bGameplayAllowsRadio;
bool m_bRadioStreamReady;
int8 nFramesSinceCutsceneEnded;
bool m_bUserResumedGame;
bool m_bMusicModeChangeStarted;
uint8 m_nMusicModeToBeSet;
bool m_bEarlyFrontendTrack;
float aListenTimeArray[NUM_RADIOS];
float m_nLastTrackServiceTime;
uint8 m_nRadioInCar;
public:
cMusicManager();
bool IsInitialised() { return m_bIsInitialised; }
uint8 GetMusicMode() { return m_nMusicMode; }
uint32 GetCurrentTrack() { return m_nPlayingTrack; }
bool8 IsInitialised() { return m_bIsInitialised; }
uint32 GetMusicMode() { return m_nMusicMode; }
uint8 GetNextTrack() { return m_nNextTrack; }
void ResetMusicAfterReload();
void SetStartingTrackPositions(uint8 isNewGameTimer);
bool Initialise();
bool8 Initialise();
void Terminate();
void ChangeMusicMode(uint8 mode);
void StopFrontEndTrack();
bool PlayerInCar();
bool8 PlayerInCar();
void DisplayRadioStationName();
void PlayAnnouncement(uint32);
void PlayFrontEndTrack(uint32, uint8);
void PreloadCutSceneMusic(uint32);
void PlayAnnouncement(uint8);
void PlayFrontEndTrack(uint8, bool8);
void PreloadCutSceneMusic(uint8);
void PlayPreloadedCutSceneMusic(void);
void StopCutSceneMusic(void);
uint32 GetRadioInCar(void);
uint8 GetRadioInCar(void);
void SetRadioInCar(uint32);
void SetRadioChannelByScript(uint32, int32);
void SetRadioChannelByScript(uint8, int32);
void ResetTimers(int32);
void ResetMusicAfterReload();
void ResetTimers(uint32);
void Service();
void ServiceFrontEndMode();
void ServiceGameMode();
void ServiceAmbience();
void ServiceTrack(CVehicle *veh, CPed *ped);
void ServiceTrack();
bool UsesPoliceRadio(CVehicle *veh);
bool UsesTaxiRadio(CVehicle *veh);
uint32 GetTrackStartPos(uint32 track);
bool8 UsesPoliceRadio(CVehicle *veh);
uint32 GetTrackStartPos(uint8);
void ComputeAmbienceVol(uint8 reset, uint8& outVolume);
bool ServiceAnnouncement();
void ComputeAmbienceVol(bool8 reset, uint8& outVolume);
bool8 ServiceAnnouncement();
uint32 GetCarTuning();
uint32 GetNextCarTuning();
bool ChangeRadioChannel();
void RecordRadioStats();
void SetUpCorrectAmbienceTrack();
float *GetListenTimeArray();
uint32 GetRadioPosition(uint32 station);
uint32 GetFavouriteRadioStation();
void SetMalibuClubTrackPos(uint8 pos);
void SetStripClubTrackPos(uint8 pos);
bool CheckForMusicInterruptions();
void Enable();
void Disable();
uint8 GetCarTuning();
uint8 GetNextCarTuning();
bool8 ChangeRadioChannel();
};
VALIDATE_SIZE(cMusicManager, 0x95C);
extern cMusicManager MusicManager;
extern bool g_bAnnouncementReadPosAlready; // we have a symbol of this so it was declared in .h
float GetHeightScale();

805
src/audio/PolRadio.cpp Normal file
View File

@@ -0,0 +1,805 @@
#include "common.h"
#include "DMAudio.h"
#include "AudioManager.h"
#include "AudioSamples.h"
#include "MusicManager.h"
#include "PlayerPed.h"
#include "PolRadio.h"
#include "Replay.h"
#include "Vehicle.h"
#include "World.h"
#include "Zones.h"
#include "sampman.h"
#include "Wanted.h"
struct tPoliceRadioZone {
char m_aName[8];
uint32 m_nSampleIndex;
int32 field_12;
};
tPoliceRadioZone ZoneSfx[NUMAUDIOZONES];
char SubZo2Label[8];
char SubZo3Label[8];
uint32 g_nMissionAudioSfx = TOTAL_AUDIO_SAMPLES;
int8 g_nMissionAudioPlayingStatus = PLAY_STATUS_FINISHED;
bool8 gSpecialSuspectLastSeenReport;
uint32 gMinTimeToNextReport[NUM_CRIME_TYPES];
void
cAudioManager::InitialisePoliceRadioZones()
{
for (int32 i = 0; i < NUMAUDIOZONES; i++)
memset(ZoneSfx[i].m_aName, 0, 8);
#define SETZONESFX(i, name, sample) \
strcpy(ZoneSfx[i].m_aName, name); \
ZoneSfx[i].m_nSampleIndex = sample;
SETZONESFX(0, "HOSPI_2", SFX_POLICE_RADIO_ROCKFORD);
SETZONESFX(1, "CONSTRU", SFX_POLICE_RADIO_FORT_STAUNTON);
SETZONESFX(2, "STADIUM", SFX_POLICE_RADIO_ASPATRIA);
SETZONESFX(3, "YAKUSA", SFX_POLICE_RADIO_TORRINGTON);
SETZONESFX(4, "SHOPING", SFX_POLICE_RADIO_BEDFORD_POINT);
SETZONESFX(5, "COM_EAS", SFX_POLICE_RADIO_NEWPORT);
SETZONESFX(6, "PARK", SFX_POLICE_RADIO_BELLEVILLE_PARK);
SETZONESFX(7, "UNIVERS", SFX_POLICE_RADIO_LIBERTY_CAMPUS);
SETZONESFX(8, "BIG_DAM", SFX_POLICE_RADIO_COCHRANE_DAM);
SETZONESFX(9, "SUB_IND", SFX_POLICE_RADIO_PIKE_CREEK);
SETZONESFX(10, "SWANKS", SFX_POLICE_RADIO_CEDAR_GROVE);
SETZONESFX(11, "PROJECT", SFX_POLICE_RADIO_WICHITA_GARDENS);
SETZONESFX(12, "AIRPORT", SFX_POLICE_RADIO_FRANCIS_INTERNATIONAL_AIRPORT);
SETZONESFX(13, "PORT_W", SFX_POLICE_RADIO_CALLAHAN_POINT);
SETZONESFX(14, "PORT_S", SFX_POLICE_RADIO_ATLANTIC_QUAYS);
SETZONESFX(15, "PORT_E", SFX_POLICE_RADIO_PORTLAND_HARBOUR);
SETZONESFX(16, "PORT_I", SFX_POLICE_RADIO_TRENTON);
SETZONESFX(17, "CHINA", SFX_POLICE_RADIO_CHINATOWN);
SETZONESFX(18, "REDLIGH", SFX_POLICE_RADIO_RED_LIGHT_DISTRICT);
SETZONESFX(19, "TOWERS", SFX_POLICE_RADIO_HEPBURN_HEIGHTS);
SETZONESFX(20, "LITTLEI", SFX_POLICE_RADIO_SAINT_MARKS);
SETZONESFX(21, "HARWOOD", SFX_POLICE_RADIO_HARWOOD);
SETZONESFX(22, "EASTBAY", SFX_POLICE_RADIO_PORTLAND_BEACH);
SETZONESFX(23, "S_VIEW", SFX_POLICE_RADIO_PORTLAND_STRAIGHTS);
SETZONESFX(24, "CITYZON", SFX_POLICE_RADIO_LIBERTY_CITY);
SETZONESFX(25, "IND_ZON", SFX_POLICE_RADIO_PORTLAND);
SETZONESFX(26, "COM_ZON", SFX_POLICE_RADIO_STAUNTON_ISLAND);
SETZONESFX(27, "SUB_ZON", SFX_POLICE_RADIO_SHORESIDE_VALE);
SETZONESFX(28, "SUB_ZO2", SFX_POLICE_RADIO_SHORESIDE_VALE);
SETZONESFX(29, "SUB_ZO3", SFX_POLICE_RADIO_SHORESIDE_VALE);
SETZONESFX(30, "A", SFX_POLICE_RADIO_ROCKFORD);
SETZONESFX(31, "A", SFX_POLICE_RADIO_ROCKFORD);
SETZONESFX(32, "A", SFX_POLICE_RADIO_ROCKFORD);
SETZONESFX(33, "A", SFX_POLICE_RADIO_ROCKFORD);
SETZONESFX(34, "A", SFX_POLICE_RADIO_ROCKFORD);
#undef SETZONESFX
strcpy(SubZo2Label, "SUB_ZO2");
strcpy(SubZo3Label, "SUB_ZO3");
}
void
cAudioManager::InitialisePoliceRadio()
{
m_sPoliceRadioQueue.Reset();
for (int32 i = 0; i < ARRAY_SIZE(m_aCrimes); i++)
m_aCrimes[i].type = CRIME_NONE;
SampleManager.SetChannelReverbFlag(CHANNEL_POLICE_RADIO, FALSE);
gSpecialSuspectLastSeenReport = FALSE;
for (int32 i = 0; i < ARRAY_SIZE(gMinTimeToNextReport); i++)
gMinTimeToNextReport[i] = m_FrameCounter;
}
void
cAudioManager::ResetPoliceRadio()
{
if (!m_bIsInitialised) return;
if (SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
InitialisePoliceRadio();
}
void
cAudioManager::SetMissionScriptPoliceAudio(uint32 sfx)
{
if (!m_bIsInitialised) return;
if (g_nMissionAudioPlayingStatus != PLAY_STATUS_PLAYING) {
g_nMissionAudioPlayingStatus = PLAY_STATUS_STOPPED;
g_nMissionAudioSfx = sfx;
}
}
int8
cAudioManager::GetMissionScriptPoliceAudioPlayingStatus()
{
return g_nMissionAudioPlayingStatus;
}
void
cAudioManager::DoPoliceRadioCrackle()
{
m_sQueueSample.m_nEntityIndex = m_nPoliceChannelEntity;
m_sQueueSample.m_nCounter = 0;
m_sQueueSample.m_nSampleIndex = SFX_POLICE_RADIO_CRACKLE;
m_sQueueSample.m_nBankIndex = SFX_BANK_0;
m_sQueueSample.m_bIs2D = TRUE;
m_sQueueSample.m_nPriority = 10;
m_sQueueSample.m_nFrequency = SampleManager.GetSampleBaseFrequency(SFX_POLICE_RADIO_CRACKLE);
m_sQueueSample.m_nVolume = m_anRandomTable[2] % 20 + 15;
m_sQueueSample.m_nLoopCount = 0;
SET_EMITTING_VOLUME(m_sQueueSample.m_nVolume);
SET_LOOP_OFFSETS(SFX_POLICE_RADIO_CRACKLE)
m_sQueueSample.m_bStatic = FALSE;
m_sQueueSample.m_bReverb = FALSE;
m_sQueueSample.m_nPan = 63;
m_sQueueSample.m_nFramesToPlay = 3;
SET_SOUND_REFLECTION(FALSE);
AddSampleToRequestedQueue();
}
void
cAudioManager::ServicePoliceRadio()
{
int32 wantedLevel = 0; // uninitialized variable
static uint32 nLastSeen = 300;
if(!m_bIsInitialised) return;
if(!m_bIsPaused) {
bool8 crimeReport = SetupCrimeReport();
#ifdef FIX_BUGS // Crash at 0x5fe6ef
if(CReplay::IsPlayingBack() || !FindPlayerPed() || !FindPlayerPed()->m_pWanted)
return;
#endif
wantedLevel = FindPlayerPed()->m_pWanted->GetWantedLevel();
if (!crimeReport) {
if (wantedLevel != 0) {
if (nLastSeen != 0) {
#ifdef FIX_BUGS
nLastSeen -= CTimer::GetLogicalFramesPassed();
#else
nLastSeen--;
#endif
} else {
nLastSeen = m_anRandomTable[1] % 1000 + 2000;
SetupSuspectLastSeenReport();
}
}
}
}
ServicePoliceRadioChannel(wantedLevel);
}
void
cAudioManager::ServicePoliceRadioChannel(uint8 wantedLevel)
{
bool8 processed = FALSE;
uint32 sample;
uint32 freq;
static int cWait = 0;
static bool8 bChannelOpen = FALSE;
static uint8 bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_STOPPED;
static uint32 PoliceChannelFreq = 5500;
if (!m_bIsInitialised) return;
if (m_bIsPaused) {
#ifdef GTA_PS2
if (SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO))
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, 0);
#else
if (SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) SampleManager.StopChannel(CHANNEL_POLICE_RADIO);
if (g_nMissionAudioSfx != TOTAL_AUDIO_SAMPLES && bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_PLAYING &&
SampleManager.IsStreamPlaying(1))
SampleManager.PauseStream(TRUE, 1);
#endif
} else {
#ifdef GTA_PS2
if (m_bWasPaused)
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, PoliceChannelFreq);
#else
if (m_bWasPaused && g_nMissionAudioSfx != TOTAL_AUDIO_SAMPLES &&
bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_PLAYING)
SampleManager.PauseStream(FALSE, 1);
#endif
if (m_sPoliceRadioQueue.m_nSamplesInQueue == 0) bChannelOpen = FALSE;
if (cWait) {
#ifdef FIX_BUGS
cWait -= CTimer::GetLogicalFramesPassed();
#else
--cWait;
#endif
return;
}
if (g_nMissionAudioSfx != TOTAL_AUDIO_SAMPLES && !bChannelOpen) {
if (g_nMissionAudioPlayingStatus != PLAY_STATUS_STOPPED) {
if (g_nMissionAudioPlayingStatus == PLAY_STATUS_PLAYING && bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_STOPPED &&
#ifdef GTA_PS2
SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) {
#else
SampleManager.IsStreamPlaying(1)) {
#endif
bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_PLAYING;
}
if (bMissionAudioPhysicalPlayingStatus == PLAY_STATUS_PLAYING) {
#ifdef GTA_PS2
if (SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) {
#else
if (SampleManager.IsStreamPlaying(1)) {
#endif
DoPoliceRadioCrackle();
} else {
bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_FINISHED;
g_nMissionAudioPlayingStatus = PLAY_STATUS_FINISHED;
g_nMissionAudioSfx = TOTAL_AUDIO_SAMPLES;
cWait = 30;
}
return;
}
} else if (!SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO)) {
#ifdef GTA_PS2
SampleManager.InitialiseChannel(CHANNEL_POLICE_RADIO, g_nMissionAudioSfx, SFX_BANK_PED_COMMENTS);
PoliceChannelFreq = SampleManager.GetSampleBaseFrequency(g_nMissionAudioSfx);
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, PoliceChannelFreq);
SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, MAX_VOLUME);
SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
#else
SampleManager.PreloadStreamedFile(g_nMissionAudioSfx, 1);
SampleManager.SetStreamedVolumeAndPan(MAX_VOLUME, 63, TRUE, 1);
SampleManager.StartPreloadedStreamedFile(1);
#endif
g_nMissionAudioPlayingStatus = PLAY_STATUS_PLAYING;
bMissionAudioPhysicalPlayingStatus = PLAY_STATUS_STOPPED;
return;
}
}
if (bChannelOpen) DoPoliceRadioCrackle();
if ((g_nMissionAudioSfx == TOTAL_AUDIO_SAMPLES || g_nMissionAudioPlayingStatus != PLAY_STATUS_PLAYING) &&
!SampleManager.GetChannelUsedFlag(CHANNEL_POLICE_RADIO) && m_sPoliceRadioQueue.m_nSamplesInQueue != 0) {
sample = m_sPoliceRadioQueue.Remove();
if (wantedLevel == 0) {
if (gSpecialSuspectLastSeenReport) {
gSpecialSuspectLastSeenReport = FALSE;
} else if (((sample >= SFX_POLICE_RADIO_MESSAGE_NOISE_1) && (sample <= SFX_POLICE_RADIO_MESSAGE_NOISE_3)) || sample == TOTAL_AUDIO_SAMPLES) {
bChannelOpen = FALSE;
processed = TRUE;
}
}
if (sample == TOTAL_AUDIO_SAMPLES) {
if (!processed) cWait = 30;
} else {
SampleManager.InitialiseChannel(CHANNEL_POLICE_RADIO, sample, SFX_BANK_0);
switch (sample) {
case SFX_POLICE_RADIO_MESSAGE_NOISE_1:
case SFX_POLICE_RADIO_MESSAGE_NOISE_2:
case SFX_POLICE_RADIO_MESSAGE_NOISE_3:
freq = m_anRandomTable[4] % 2000 + 10025;
bChannelOpen = bChannelOpen == FALSE;
break;
default: freq = SampleManager.GetSampleBaseFrequency(sample); break;
}
PoliceChannelFreq = freq;
#ifdef USE_TIME_SCALE_FOR_AUDIO
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq * CTimer::GetTimeScale());
#else
SampleManager.SetChannelFrequency(CHANNEL_POLICE_RADIO, freq);
#endif
SampleManager.SetChannelVolume(CHANNEL_POLICE_RADIO, 100);
SampleManager.SetChannelPan(CHANNEL_POLICE_RADIO, 63);
SampleManager.SetChannelLoopCount(CHANNEL_POLICE_RADIO, 1);
#ifndef GTA_PS2
SampleManager.SetChannelLoopPoints(CHANNEL_POLICE_RADIO, 0, -1);
#endif
SampleManager.StartChannel(CHANNEL_POLICE_RADIO);
}
if (processed) ResetPoliceRadio();
}
}
}
bool8
cAudioManager::SetupCrimeReport()
{
int16 audioZoneId;
CZone *zone;
float rangeX;
float rangeY;
float halfX;
float halfY;
float quarterX;
float quarterY;
int i;
uint32 sampleIndex;
bool8 processed = FALSE;
if (MusicManager.m_nMusicMode == MUSICMODE_CUTSCENE) return FALSE;
if (POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue <= 9) {
AgeCrimes();
return TRUE;
}
for (i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
if (m_aCrimes[i].type != CRIME_NONE)
break;
}
if (i == ARRAY_SIZE(m_aCrimes)) return FALSE;
audioZoneId = CTheZones::FindAudioZone(&m_aCrimes[i].position);
if (audioZoneId >= 0 && audioZoneId < NUMAUDIOZONES) {
zone = CTheZones::GetAudioZone(audioZoneId);
for (int j = 0; j < NUMAUDIOZONES; j++) {
if (strcmp(zone->name, ZoneSfx[j].m_aName) == 0) {
sampleIndex = ZoneSfx[j].m_nSampleIndex;
m_sPoliceRadioQueue.Add(m_anRandomTable[4] % 3 + SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(m_anRandomTable[0] % 3 + SFX_WEVE_GOT);
m_sPoliceRadioQueue.Add(m_anRandomTable[1] % 2 + SFX_A_10_1);
switch (m_aCrimes[i].type) {
case CRIME_PED_BURNED: m_aCrimes[i].type = CRIME_HIT_PED; break;
case CRIME_COP_BURNED: m_aCrimes[i].type = CRIME_HIT_COP; break;
case CRIME_VEHICLE_BURNED: m_aCrimes[i].type = CRIME_STEAL_CAR; break;
case CRIME_DESTROYED_CESSNA: m_aCrimes[i].type = CRIME_SHOOT_HELI; break;
default: break;
}
m_sPoliceRadioQueue.Add(m_aCrimes[i].type + SFX_CRIME_1 - 1);
m_sPoliceRadioQueue.Add(SFX_IN);
if (sampleIndex == SFX_POLICE_RADIO_SHORESIDE_VALE &&
(strcmp(zone->name, SubZo2Label) == 0 || strcmp(zone->name, SubZo3Label) == 0)) {
m_sPoliceRadioQueue.Add(SFX_NORTH);
m_sPoliceRadioQueue.Add(SFX_EAST);
} else {
rangeX = zone->maxx - zone->minx;
rangeY = zone->maxy - zone->miny;
halfX = 0.5f * rangeX + zone->minx;
halfY = 0.5f * rangeY + zone->miny;
quarterX = 0.25f * rangeX;
quarterY = 0.25f * rangeY;
if (m_aCrimes[i].position.y > halfY + quarterY) {
m_sPoliceRadioQueue.Add(SFX_NORTH);
processed = TRUE;
} else if (m_aCrimes[i].position.y < halfY - quarterY) {
m_sPoliceRadioQueue.Add(SFX_SOUTH);
processed = TRUE;
}
if (m_aCrimes[i].position.x > halfX + quarterX)
m_sPoliceRadioQueue.Add(SFX_EAST);
else if (m_aCrimes[i].position.x < halfX - quarterX)
m_sPoliceRadioQueue.Add(SFX_WEST);
else if (!processed)
m_sPoliceRadioQueue.Add(SFX_CENTRAL);
m_sPoliceRadioQueue.Add(sampleIndex);
m_sPoliceRadioQueue.Add(m_anRandomTable[2] % 3 + SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(TOTAL_AUDIO_SAMPLES);
}
break;
}
}
}
m_aCrimes[i].type = CRIME_NONE;
AgeCrimes();
return TRUE;
}
Const uint32 gCarColourTable[][3] = {
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLACK, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_WHITE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_BRIGHT, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_BLUE, SFX_POLICE_RADIO_GREY},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
#else
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
#endif
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_RED, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
#else
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
#endif
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_ORANGE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
#else
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
#endif
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_YELLOW, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
#else
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
#endif
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_GREEN, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
#else
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
#endif
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_BLUE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, SFX_POLICE_RADIO_BLUE},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
#else
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
#endif
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, SFX_POLICE_RADIO_GREY},
#else
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
#endif
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_PURPLE, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
#else
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
#endif
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
#ifdef FIX_BUGS
{SFX_POLICE_RADIO_LIGHT, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
#else
{TOTAL_AUDIO_SAMPLES, SFX_POLICE_RADIO_SILVER, TOTAL_AUDIO_SAMPLES},
#endif
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_LIGHT, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES},
{SFX_POLICE_RADIO_DARK, TOTAL_AUDIO_SAMPLES, TOTAL_AUDIO_SAMPLES}
};
void
cAudioManager::SetupSuspectLastSeenReport()
{
CVehicle *veh;
uint8 color1;
uint32 main_color;
uint32 sample;
uint32 color_pre_modifier;
uint32 color_post_modifier;
if (MusicManager.m_nMusicMode != MUSICMODE_CUTSCENE) {
veh = FindPlayerVehicle();
if (veh != nil) {
if (POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue > 9) {
color1 = veh->m_currentColour1;
if (color1 >= ARRAY_SIZE(gCarColourTable)) {
debug("\n *** UNKNOWN CAR COLOUR %d *** ", color1);
} else {
main_color = gCarColourTable[color1][1];
color_pre_modifier = gCarColourTable[color1][0];
color_post_modifier = gCarColourTable[color1][2];
switch (veh->GetModelIndex()) {
#ifdef FIX_BUGS
case MI_COLUMB:
main_color = SFX_POLICE_RADIO_BLUE;
color_pre_modifier = color_post_modifier = TOTAL_AUDIO_SAMPLES;
#endif
case MI_LANDSTAL:
case MI_BLISTA: sample = SFX_POLICE_RADIO_CRUISER; break;
#ifdef FIX_BUGS
case MI_YARDIE:
color_pre_modifier = TOTAL_AUDIO_SAMPLES;
main_color = SFX_POLICE_RADIO_RED;
color_post_modifier = SFX_POLICE_RADIO_YELLOW;
sample = SFX_POLICE_RADIO_CONVERTIBLE; break;
case MI_DIABLOS:
main_color = SFX_POLICE_RADIO_BLACK;
#endif
case MI_IDAHO:
case MI_STALLION: sample = SFX_POLICE_RADIO_CONVERTIBLE; break;
#ifdef FIX_BUGS
case MI_YAKUZA:
color_pre_modifier = TOTAL_AUDIO_SAMPLES;
main_color = SFX_POLICE_RADIO_SILVER;
color_post_modifier = SFX_POLICE_RADIO_RED;
#endif
case MI_STINGER:
case MI_INFERNUS:
case MI_CHEETAH:
case MI_BANSHEE: sample = SFX_POLICE_RADIO_SPORTS_CAR; break;
#ifdef FIX_BUGS
case MI_MAFIA:
color_pre_modifier = color_post_modifier = TOTAL_AUDIO_SAMPLES;
main_color = SFX_POLICE_RADIO_GREY;
case MI_KURUMA:
#endif
case MI_PEREN:
case MI_SENTINEL:
case MI_FBICAR: sample = SFX_POLICE_RADIO_SALOON; break;
case MI_PATRIOT:
case MI_BOBCAT: sample = SFX_POLICE_RADIO_PICKUP; break;
case MI_FIRETRUCK: sample = SFX_POLICE_RADIO_FIRE_TRUCK; break;
#ifdef FIX_BUGS
case MI_LINERUN:
case MI_FLATBED:
#endif
case MI_TRASH:
case MI_BARRACKS: sample = SFX_POLICE_RADIO_TRUCK; break;
case MI_STRETCH: sample = SFX_POLICE_RADIO_LIMO; break;
#ifdef FIX_BUGS
case MI_CORPSE:
#endif
case MI_MANANA:
case MI_ESPERANT: sample = SFX_POLICE_RADIO_2_DOOR; break;
#ifdef FIX_BUGS
case MI_HOODS:
color_pre_modifier = TOTAL_AUDIO_SAMPLES;
main_color = SFX_POLICE_RADIO_BLUE;
color_post_modifier = SFX_POLICE_RADIO_GREEN;
case MI_BELLYUP:
case MI_YANKEE:
case MI_TOYZ:
case MI_MRWONGS:
case MI_PANLANT:
#endif
case MI_PONY:
case MI_MULE:
case MI_MOONBEAM:
case MI_ENFORCER:
case MI_SECURICA:
case MI_RUMPO: sample = SFX_POLICE_RADIO_VAN; break;
case MI_AMBULAN: sample = SFX_POLICE_RADIO_AMBULANCE; break;
case MI_TAXI:
case MI_CABBIE:
case MI_BORGNINE: sample = SFX_POLICE_RADIO_TAXI; break;
case MI_MRWHOOP:
sample = SFX_POLICE_RADIO_ICE_CREAM_VAN;
break;
case MI_BFINJECT: sample = SFX_POLICE_RADIO_BUGGY; break;
case MI_POLICE: sample = SFX_POLICE_RADIO_POLICE_CAR; break;
#ifdef FIX_BUGS
case MI_SPEEDER:
case MI_REEFER:
case MI_GHOST:
#endif
case MI_PREDATOR: sample = SFX_POLICE_RADIO_BOAT; break;
case MI_BUS:
case MI_COACH: sample = SFX_POLICE_RADIO_BUS; break;
case MI_RHINO:
sample = SFX_POLICE_RADIO_TANK;
main_color = TOTAL_AUDIO_SAMPLES;
color_post_modifier = TOTAL_AUDIO_SAMPLES;
break;
case MI_TRAIN:
sample = SFX_POLICE_RADIO_SUBWAY_CAR;
main_color = TOTAL_AUDIO_SAMPLES;
color_post_modifier = TOTAL_AUDIO_SAMPLES;
break;
default:
debug("\n *** UNKNOWN CAR MODEL INDEX %d *** ", veh->GetModelIndex());
return;
}
m_sPoliceRadioQueue.Add(m_anRandomTable[4] % 3 + SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_SUSPECT);
if (m_anRandomTable[3] % 2)
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_LAST_SEEN);
#ifdef FIX_BUGS
if (main_color == SFX_POLICE_RADIO_ORANGE && color_pre_modifier == TOTAL_AUDIO_SAMPLES)
#else
if (main_color == SFX_POLICE_RADIO_ORANGE)
#endif
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_IN_AN);
else
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_IN_A);
if (color_pre_modifier != TOTAL_AUDIO_SAMPLES)
m_sPoliceRadioQueue.Add(color_pre_modifier);
if (main_color != TOTAL_AUDIO_SAMPLES)
m_sPoliceRadioQueue.Add(main_color);
if (color_post_modifier != TOTAL_AUDIO_SAMPLES)
m_sPoliceRadioQueue.Add(color_post_modifier);
m_sPoliceRadioQueue.Add(sample);
m_sPoliceRadioQueue.Add(m_anRandomTable[0] % 3 + SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(TOTAL_AUDIO_SAMPLES);
}
}
} else if (POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue > 4) {
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_SUSPECT);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_ON_FOOT);
m_sPoliceRadioQueue.Add(m_anRandomTable[0] % 3 + SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(TOTAL_AUDIO_SAMPLES);
}
}
}
void
cAudioManager::ReportCrime(eCrimeType type, const CVector &pos)
{
int32 lastCrime = ARRAY_SIZE(m_aCrimes);
if (m_bIsInitialised && MusicManager.m_nMusicMode != MUSICMODE_CUTSCENE && FindPlayerPed()->m_pWanted->GetWantedLevel() > 0 &&
(type > CRIME_NONE || type < NUM_CRIME_TYPES) && m_FrameCounter >= gMinTimeToNextReport[type]) {
for (int32 i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
if (m_aCrimes[i].type != CRIME_NONE) {
if (m_aCrimes[i].type == type) {
m_aCrimes[i].position = pos;
m_aCrimes[i].timer = 0;
return;
}
} else {
lastCrime = i;
}
}
if (lastCrime < ARRAY_SIZE(m_aCrimes)) {
m_aCrimes[lastCrime].type = type;
m_aCrimes[lastCrime].position = pos;
m_aCrimes[lastCrime].timer = 0;
gMinTimeToNextReport[type] = m_FrameCounter + 500;
}
}
}
void
cAudioManager::PlaySuspectLastSeen(float x, float y, float z)
{
int16 audioZone;
CZone *zone;
float rangeX;
float rangeY;
float halfX;
float halfY;
float quarterX;
float quarterY;
uint32 sample;
bool8 processed = FALSE;
CVector vec = CVector(x, y, z);
if (!m_bIsInitialised) return;
if (MusicManager.m_nMusicMode != MUSICMODE_CUTSCENE && POLICE_RADIO_QUEUE_MAX_SAMPLES - m_sPoliceRadioQueue.m_nSamplesInQueue > 9) {
audioZone = CTheZones::FindAudioZone(&vec);
if (audioZone >= 0 && audioZone < NUMAUDIOZONES) {
zone = CTheZones::GetAudioZone(audioZone);
for (int i = 0; i < NUMAUDIOZONES; i++) {
if (strcmp(zone->name, ZoneSfx[i].m_aName) == 0) {
sample = ZoneSfx[i].m_nSampleIndex;
m_sPoliceRadioQueue.Add(m_anRandomTable[4] % 3 + SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_SUSPECT);
m_sPoliceRadioQueue.Add(SFX_POLICE_RADIO_LAST_SEEN);
m_sPoliceRadioQueue.Add(SFX_IN);
if (sample == SFX_POLICE_RADIO_SHORESIDE_VALE &&
(strcmp(zone->name, SubZo2Label) == 0 ||
strcmp(zone->name, SubZo3Label) == 0)) {
m_sPoliceRadioQueue.Add(SFX_NORTH);
m_sPoliceRadioQueue.Add(SFX_EAST);
} else {
rangeX = zone->maxx - zone->minx;
rangeY = zone->maxy - zone->miny;
halfX = 0.5f * rangeX + zone->minx;
halfY = 0.5f * rangeY + zone->miny;
quarterX = 0.25f * rangeX;
quarterY = 0.25f * rangeY;
if (vec.y > halfY + quarterY) {
m_sPoliceRadioQueue.Add(SFX_NORTH);
processed = TRUE;
} else if (vec.y < halfY - quarterY) {
m_sPoliceRadioQueue.Add(SFX_SOUTH);
processed = TRUE;
}
if (vec.x > halfX + quarterX)
m_sPoliceRadioQueue.Add(SFX_EAST);
else if (vec.x < halfX - quarterX)
m_sPoliceRadioQueue.Add(SFX_WEST);
else if (!processed)
m_sPoliceRadioQueue.Add(SFX_CENTRAL);
}
m_sPoliceRadioQueue.Add(sample);
m_sPoliceRadioQueue.Add(m_anRandomTable[2] % 3 + SFX_POLICE_RADIO_MESSAGE_NOISE_1);
m_sPoliceRadioQueue.Add(TOTAL_AUDIO_SAMPLES);
gSpecialSuspectLastSeenReport = TRUE;
break;
}
}
}
}
}
void
cAudioManager::AgeCrimes()
{
for (uint8 i = 0; i < ARRAY_SIZE(m_aCrimes); i++) {
if (m_aCrimes[i].type != CRIME_NONE) {
if (++m_aCrimes[i].timer > 1500) m_aCrimes[i].type = CRIME_NONE;
}
}
}

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