Refactoring
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6362ceeff3
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@ -329,41 +329,41 @@ CCutsceneMgr::CreateCutsceneObject(int modelId)
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void
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CCutsceneMgr::DeleteCutsceneData(void)
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{
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if (ms_loaded) {
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ms_cutsceneProcessing = false;
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ms_useLodMultiplier = false;
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if (!ms_loaded) return;
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for (--ms_numCutsceneObjs; ms_numCutsceneObjs >= 0; ms_numCutsceneObjs--) {
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CWorld::Remove(ms_pCutsceneObjects[ms_numCutsceneObjs]);
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ms_pCutsceneObjects[ms_numCutsceneObjs]->DeleteRwObject();
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if (ms_pCutsceneObjects[ms_numCutsceneObjs])
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delete ms_pCutsceneObjects[ms_numCutsceneObjs];
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}
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ms_numCutsceneObjs = 0;
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ms_cutsceneProcessing = false;
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ms_useLodMultiplier = false;
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if (ms_animLoaded)
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CAnimManager::RemoveLastAnimFile();
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ms_animLoaded = false;
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TheCamera.RestoreWithJumpCut();
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TheCamera.SetWideScreenOff();
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ms_running = false;
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ms_loaded = false;
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FindPlayerPed()->bIsVisible = true;
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CPad::GetPad(0)->DisablePlayerControls &= ~PLAYERCONTROL_DISABLED_80;
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CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(false);
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if (strcmpi(ms_cutsceneName, "end")) {
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DMAudio.StopCutSceneMusic();
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if (strcmpi(ms_cutsceneName, "bet"))
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DMAudio.ChangeMusicMode(1);
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}
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CTimer::Stop();
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//TheCamera.GetScreenFadeStatus() == 2; // what for??
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CGame::DrasticTidyUpMemory();
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CTimer::Update();
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for (--ms_numCutsceneObjs; ms_numCutsceneObjs >= 0; ms_numCutsceneObjs--) {
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CWorld::Remove(ms_pCutsceneObjects[ms_numCutsceneObjs]);
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ms_pCutsceneObjects[ms_numCutsceneObjs]->DeleteRwObject();
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if (ms_pCutsceneObjects[ms_numCutsceneObjs])
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delete ms_pCutsceneObjects[ms_numCutsceneObjs];
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}
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ms_numCutsceneObjs = 0;
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if (ms_animLoaded)
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CAnimManager::RemoveLastAnimFile();
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ms_animLoaded = false;
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TheCamera.RestoreWithJumpCut();
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TheCamera.SetWideScreenOff();
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ms_running = false;
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ms_loaded = false;
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FindPlayerPed()->bIsVisible = true;
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CPad::GetPad(0)->DisablePlayerControls &= ~PLAYERCONTROL_DISABLED_80;
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CWorld::Players[CWorld::PlayerInFocus].MakePlayerSafe(false);
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if (strcmpi(ms_cutsceneName, "end")) {
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DMAudio.StopCutSceneMusic();
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if (strcmpi(ms_cutsceneName, "bet"))
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DMAudio.ChangeMusicMode(1);
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}
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CTimer::Stop();
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//TheCamera.GetScreenFadeStatus() == 2; // what for??
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CGame::DrasticTidyUpMemory();
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CTimer::Update();
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}
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void
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@ -395,20 +395,20 @@ CCutsceneMgr::Update(void)
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break;
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}
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if (ms_running) {
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ms_cutsceneTimer += CTimer::GetTimeStepNonClipped() * 0.02;
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if (strcmpi(ms_cutsceneName, "end") && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FLYBY && ms_cutsceneLoadStatus == CUTSCENE_LOADING_0) {
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if (CPad::GetPad(0)->GetCrossJustDown()
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|| (CGame::playingIntro && CPad::GetPad(0)->GetStartJustDown())
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|| CPad::GetPad(0)->GetLeftMouseJustDown()
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|| CPad::GetPad(0)->GetPadEnterJustDown() || CPad::GetPad(0)->GetEnterJustDown() // NOTE: In original code it's a single CPad method
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|| CPad::GetPad(0)->GetCharJustDown(VK_SPACE))
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FinishCutscene();
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}
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if (!ms_running) return;
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ms_cutsceneTimer += CTimer::GetTimeStepNonClipped() * 0.02;
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if (strcmpi(ms_cutsceneName, "end") && TheCamera.Cams[TheCamera.ActiveCam].Mode == CCam::MODE_FLYBY && ms_cutsceneLoadStatus == CUTSCENE_LOADING_0) {
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if (CPad::GetPad(0)->GetCrossJustDown()
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|| (CGame::playingIntro && CPad::GetPad(0)->GetStartJustDown())
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|| CPad::GetPad(0)->GetLeftMouseJustDown()
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|| CPad::GetPad(0)->GetPadEnterJustDown() || CPad::GetPad(0)->GetEnterJustDown() // NOTE: In original code it's a single CPad method
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|| CPad::GetPad(0)->GetCharJustDown(VK_SPACE))
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FinishCutscene();
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}
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}
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bool CCutsceneMgr::HasCutsceneFinished() { return TheCamera.GetPositionAlongSpline() == 1.0; }
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bool CCutsceneMgr::HasCutsceneFinished(void) { return TheCamera.GetPositionAlongSpline() == 1.0; }
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STARTPATCHES
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InjectHook(0x4045D0, &CCutsceneMgr::Initialise, PATCH_JUMP);
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@ -27,7 +27,7 @@ public:
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static bool IsRunning(void) { return ms_running; }
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static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
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static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
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static int GetCutsceneTimeInMilleseconds() { return 1000.0f * ms_cutsceneTimer; }
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static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
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static char *GetCutsceneName(void) { return ms_cutsceneName; }
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static bool HasCutsceneFinished(void);
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