Merge branch 'master' of github.com:GTAmodding/re3
This commit is contained in:
commit
46253fbf7d
@ -92,7 +92,10 @@ workspace "re3"
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filter { "system:bsd" }
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platforms {
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"bsd-amd64-librw_gl3_glfw-oal"
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"bsd-x86-librw_gl3_glfw-oal",
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"bsd-amd64-librw_gl3_glfw-oal",
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"bsd-arm-librw_gl3_glfw-oal",
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"bsd-arm64-librw_gl3_glfw-oal"
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}
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filter { "system:macosx" }
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@ -2692,7 +2692,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
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float distance = 30.0f;
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CFire* pNearestFire = gFireManager.FindNearestFire(FindPlayerCoors(), &distance);
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if (pNearestFire) {
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if (CountCarsOfType(MI_FIRETRUCK) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeFireTruckCreated + 30000){
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if (CountCarsOfType(MI_FIRETRUCK) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeFireTruckCreated + 35000){
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CStreaming::RequestModel(MI_FIRETRUCK, STREAMFLAGS_DEPENDENCY);
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CStreaming::RequestModel(MI_FIREMAN, STREAMFLAGS_DONT_REMOVE);
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if (CStreaming::HasModelLoaded(MI_FIRETRUCK) && CStreaming::HasModelLoaded(MI_FIREMAN)){
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@ -542,6 +542,22 @@ CPathFind::PreparePathDataForType(uint8 type, CTempNode *tempnodes, CPathInfoFor
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int done, cont;
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int tileStart;
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#ifndef MASTER
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for (i = 0; i < m_numMapObjects-1; i++)
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for (j = i+1; j < m_numMapObjects; j++) {
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CTreadable *obj1 = m_mapObjects[i];
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CTreadable *obj2 = m_mapObjects[j];
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if (obj1->GetModelIndex() == obj2->GetModelIndex() &&
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obj1->GetPosition().x == obj2->GetPosition().x && obj1->GetPosition().y == obj2->GetPosition().y && obj1->GetPosition().z == obj2->GetPosition().z &&
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obj1->GetRight().x == obj2->GetRight().x && obj1->GetForward().x == obj2->GetForward().x && obj1->GetUp().x == obj2->GetUp().x &&
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obj1->GetRight().y == obj2->GetRight().y && obj1->GetForward().y == obj2->GetForward().y && obj1->GetUp().y == obj2->GetUp().y &&
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obj1->GetRight().z == obj2->GetRight().z && obj1->GetForward().z == obj2->GetForward().z && obj1->GetUp().z == obj2->GetUp().z) {
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printf("THIS IS VERY BAD INDEED. FIX IMMEDIATELY!!!\n");
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printf("Double road objects at the following coors: %f %f %f\n", obj1->GetPosition().x, obj1->GetPosition().y, obj1->GetPosition().z);
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}
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}
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#endif // !MASTER
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oldNumPathNodes = m_numPathNodes;
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oldNumLinks = m_numConnections;
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@ -5433,6 +5433,10 @@ CMenuManager::SetHelperText(int text)
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void
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CMenuManager::ShutdownJustMenu()
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{
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// In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
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#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
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m_bMenuActive = false;
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CTimer::EndUserPause();
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}
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@ -5529,9 +5533,15 @@ CMenuManager::SwitchMenuOnAndOff()
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gMusicPlaying = 0;
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}
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*/
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if (m_bMenuActive != menuWasActive)
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if (m_bMenuActive != menuWasActive) {
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m_bMenuStateChanged = true;
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// In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
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#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, m_bMenuActive && m_nPrefsWindowed ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
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#endif
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}
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m_bStartUpFrontEndRequested = false;
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m_bShutDownFrontEndRequested = false;
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}
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@ -1090,9 +1090,9 @@ Idle(void *arg)
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if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
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TheCamera.GetScreenFadeStatus() != FADE_2)
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{
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#ifdef GTA_PC
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// This is from SA, but it's nice for windowed mode
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#if defined(GTA_PC) && !defined(RW_GL3)
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if (!FrontEndMenuManager.m_bRenderGameInMenu) {
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// This is from SA, but it's nice for windowed mode
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RwV2d pos;
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pos.x = SCREEN_WIDTH / 2.0f;
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pos.y = SCREEN_HEIGHT / 2.0f;
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@ -1,7 +1,5 @@
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#pragma once
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#pragma once
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#include "Object.h"
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class CProjectile : public CObject
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@ -244,8 +244,10 @@ double
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psTimer(void)
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{
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struct timespec start;
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#ifdef __linux__
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#if defined(CLOCK_MONOTONIC_RAW)
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clock_gettime(CLOCK_MONOTONIC_RAW, &start);
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#elif defined(CLOCK_MONOTONIC_FAST)
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clock_gettime(CLOCK_MONOTONIC_FAST, &start);
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#else
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clock_gettime(CLOCK_MONOTONIC, &start);
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#endif
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@ -893,7 +895,7 @@ void psPostRWinit(void)
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RwEngineGetVideoModeInfo(&vm, GcurSelVM);
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glfwSetKeyCallback(PSGLOBAL(window), keypressCB);
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glfwSetWindowSizeCallback(PSGLOBAL(window), resizeCB);
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glfwSetFramebufferSizeCallback(PSGLOBAL(window), resizeCB);
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glfwSetScrollCallback(PSGLOBAL(window), scrollCB);
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glfwSetCursorPosCallback(PSGLOBAL(window), cursorCB);
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glfwSetCursorEnterCallback(PSGLOBAL(window), cursorEnterCB);
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@ -1414,8 +1416,13 @@ _InputTranslateShiftKeyUpDown(RsKeyCodes *rs) {
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// TODO this only works in frontend(and luckily only frontend use this). Fun fact: if I get pos manually in game, glfw reports that it's > 32000
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void
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cursorCB(GLFWwindow* window, double xpos, double ypos) {
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FrontEndMenuManager.m_nMouseTempPosX = xpos;
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FrontEndMenuManager.m_nMouseTempPosY = ypos;
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if (!FrontEndMenuManager.m_bMenuActive)
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return;
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int winw, winh;
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glfwGetWindowSize(PSGLOBAL(window), &winw, &winh);
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FrontEndMenuManager.m_nMouseTempPosX = xpos * (RsGlobal.maximumWidth / winw);
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FrontEndMenuManager.m_nMouseTempPosY = ypos * (RsGlobal.maximumHeight / winh);
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}
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void
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