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# pragma once
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enum Config {
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NUMPLAYERS = 1 ,
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NUMCDIMAGES = 6 , // gta3.img duplicates (not used on PC)
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MAX_CDIMAGES = 8 , // additional cdimages
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MAX_CDCHANNELS = 5 ,
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MODELINFOSIZE = 6500 ,
TXDSTORESIZE = 1385 ,
COLSTORESIZE = 31 ,
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EXTRADIRSIZE = 256 ,
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CUTSCENEDIRSIZE = 512 ,
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SIMPLEMODELSIZE = 3885 ,
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TIMEMODELSIZE = 385 ,
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CLUMPMODELSIZE = 5 ,
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WEAPONMODELSIZE = 37 ,
PEDMODELSIZE = 130 ,
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VEHICLEMODELSIZE = 110 ,
TWODFXSIZE = 1210 ,
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MAXVEHICLESLOADED = 50 , // 70 on mobile
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NUMOBJECTINFO = 210 ,
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// Pool sizes
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NUMPTRNODES = 50000 ,
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NUMENTRYINFOS = 3200 ,
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NUMPEDS = 140 ,
NUMVEHICLES = 110 ,
NUMBUILDINGS = 7000 ,
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NUMTREADABLES = 1 ,
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NUMOBJECTS = 460 ,
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NUMDUMMIES = 2340 ,
NUMAUDIOSCRIPTOBJECTS = 192 ,
NUMCOLMODELS = 4400 ,
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NUMCUTSCENEOBJECTS = 50 , // does not exist in VC
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NUMANIMBLOCKS = 35 ,
NUMANIMATIONS = 450 ,
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NUMTEMPOBJECTS = 40 ,
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// Path data
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NUM_PATHNODES = 9650 ,
NUM_CARPATHLINKS = 3500 ,
NUM_MAPOBJECTS = 1250 ,
NUM_PATHCONNECTIONS = 20400 ,
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// Link list lengths
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NUMALPHALIST = 20 ,
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NUMBOATALPHALIST = 20 ,
NUMALPHAENTITYLIST = 200 ,
NUMALPHAUNTERWATERENTITYLIST = 30 ,
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NUMCOLCACHELINKS = 50 ,
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NUMREFERENCES = 800 ,
// Zones
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NUMAUDIOZONES = 14 ,
NUMINFOZONES = 169 ,
NUMMAPZONES = 39 ,
NUMNAVIGZONES = 20 ,
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// Cull zones
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NUMATTRIBZONES = 704 ,
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NUMOCCLUSIONVOLUMES = 350 ,
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NUMACTIVEOCCLUDERS = 48 ,
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PATHNODESIZE = 4500 ,
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NUMWEATHERS = 7 ,
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NUMHOURS = 24 ,
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NUMEXTRADIRECTIONALS = 4 ,
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NUMANTENNAS = 8 ,
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NUMCORONAS = 56 ,
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NUMPOINTLIGHTS = 32 ,
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NUM3DMARKERS = 32 ,
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NUMBRIGHTLIGHTS = 32 ,
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NUMSHINYTEXTS = 32 ,
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NUMMONEYMESSAGES = 16 ,
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NUMPICKUPMESSAGES = 16 ,
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NUMBULLETTRACES = 16 ,
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NUMMBLURSTREAKS = 4 ,
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NUMSKIDMARKS = 32 ,
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NUMONSCREENCLOCKS = 1 ,
NUMONSCREENCOUNTERS = 3 ,
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NUMRADARBLIPS = 75 ,
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NUMGENERALPICKUPS = 320 ,
NUMSCRIPTEDPICKUPS = 16 ,
NUMPICKUPS = NUMGENERALPICKUPS + NUMSCRIPTEDPICKUPS ,
NUMCOLLECTEDPICKUPS = 20 ,
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NUMPACMANPICKUPS = 256 ,
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NUMEVENTS = 64 ,
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NUM_CARGENS = 185 ,
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NUM_PATH_NODES_IN_AUTOPILOT = 8 ,
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NUM_ACCIDENTS = 20 ,
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NUM_FIRES = 40 ,
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NUM_GARAGES = 32 ,
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NUM_PROJECTILES = 32 ,
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NUM_GLASSPANES = 45 ,
NUM_GLASSENTITIES = 32 ,
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NUM_WATERCANNONS = 3 ,
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NUMPEDROUTES = 200 ,
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NUMPHONES = 50 ,
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NUMPEDGROUPS = 67 ,
NUMMODELSPERPEDGROUP = 16 ,
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MAXZONEPEDSLOADED = 8 ,
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NUMSHOTINFOS = 100 ,
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NUMROADBLOCKS = 300 ,
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NUM_SCRIPT_ROADBLOCKS = 16 ,
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NUMVISIBLEENTITIES = 2000 ,
NUMINVISIBLEENTITIES = 150 ,
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NUM_AUDIOENTITY_EVENTS = 4 ,
NUM_PED_COMMENTS_BANKS = 2 ,
NUM_PED_COMMENTS_SLOTS = 20 ,
NUM_SOUNDS_SAMPLES_BANKS = 2 ,
NUM_SOUNDS_SAMPLES_SLOTS = 27 ,
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NUM_AUDIOENTITIES = 250 ,
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NUM_AUDIO_REFLECTIONS = 8 ,
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NUM_SCRIPT_MAX_ENTITIES = 40 ,
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NUM_GARAGE_STORED_CARS = 4 ,
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NUM_CRANES = 8 ,
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NUM_ESCALATORS = 22 ,
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NUM_WATER_CREATURES = 8 ,
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NUM_EXPLOSIONS = 48 ,
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NUM_SETPIECES = 96 ,
NUM_SHORTCUT_START_POINTS = 16
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} ;
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// We'll use this once we're ready to become independent of the game
// Use it to mark bugs in the code that will prevent the game from working then
//#define STANDALONE
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// We don't expect to compile for PS2 or Xbox
// but it might be interesting for documentation purposes
# define GTA_PC
//#define GTA_PS2
//#define GTA_XBOX
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// This enables things from the PS2 version on PC
# define GTA_PS2_STUFF
// This is enabled for all released games.
// any debug stuff that isn't left in any game is not in FINAL
//#define FINAL
// This is enabled for all released games except mobile
// any debug stuff that is only left in mobile, is not in MASTER
//#define MASTER
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// once and for all:
// pc: FINAL & MASTER
// mobile: FINAL
// MASTER builds must be FINAL
# ifdef MASTER
# define FINAL
# endif
// quality of life fixes that should also be in FINAL
# define NASTY_GAME // nasty game for all languages
# define NO_CDCHECK
// those infamous texts
# define DRAW_GAME_VERSION_TEXT
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# if defined GTA_PS2
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# define GTA_PS2_STUFF
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# define RANDOMSPLASH
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# define VU_COLLISION
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# elif defined GTA_PC
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//# define GTA3_STEAM_PATCH
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//# define GTAVC_JP_PATCH
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# ifdef GTA_PS2_STUFF
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# define USE_PS2_RAND
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# define RANDOMSPLASH // use random splash as on PS2
# define PS2_MATFX
# endif
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# define GTA_REPLAY
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# elif defined GTA_XBOX
# endif
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# ifdef VU_COLLISION
# define COMPRESSED_COL_VECTORS // current need compressed vectors in this code
# endif
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# ifdef MASTER
// only in master builds
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# undef DRAW_GAME_VERSION_TEXT
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# else
// not in master builds
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# define VALIDATE_SAVE_SIZE
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# define NO_MOVIES // disable intro videos
# define DEBUGMENU
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# endif
# ifdef FINAL
// in all games
# define USE_MY_DOCUMENTS // use my documents directory for user files
# else
// not in any game
# define CHATTYSPLASH // print what the game is loading
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# define TIMEBARS // print debug timers
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# endif
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# define FIX_BUGS // fixes bugs that we've came across during reversing, TODO: use this more
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//#define MORE_LANGUAGES // Add more translations to the game
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# define COMPATIBLE_SAVES // this allows changing structs while keeping saves compatible
# define FIX_HIGH_FPS_BUGS_ON_FRONTEND
// Just debug menu entries
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# ifdef DEBUGMENU
# define RELOADABLES // some debug menu options to reload TXD files
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# define MISSION_SWITCHER // from debug menu
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# endif
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// Rendering/display
# define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
# define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
# define USE_TXD_CDIMAGE // generate and load textures from txd.img
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# define PS2_ALPHA_TEST // emulate ps2 alpha test
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# define IMPROVED_VIDEOMODE // save and load videomode parameters instead of a magic number
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# define DISABLE_LOADING_SCREEN // disable the loading screen which vastly improves the loading time
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# define DISABLE_VSYNC_ON_TEXTURE_CONVERSION // make texture conversion work faster by disabling vsync
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//#define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
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//#define USE_TEXTURE_POOL
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//#define CUTSCENE_BORDERS_SWITCH
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# ifdef LIBRW
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//#define EXTENDED_COLOURFILTER // more options for colour filter (replaces mblur)
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//#define EXTENDED_PIPELINES // custom render pipelines (includes Neo)
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//#define SCREEN_DROPLETS // neo water droplets
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//#define NEW_RENDERER // leeds-like world rendering, needs librw
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# endif
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//#define MULTISAMPLING // adds MSAA option TODO
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# ifndef EXTENDED_COLOURFILTER
# undef SCREEN_DROPLETS // we need the front- (or back-)buffer for this effect
# endif
# ifndef EXTENDED_PIPELINES
# undef SCREEN_DROPLETS // we need neo.txd
# endif
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# ifdef LIBRW
// these are not supported with librw yet
# undef MULTISAMPLING
# endif
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// Water & Particle
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# define PC_PARTICLE
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//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
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// #define PC_WATER
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# define WATER_CHEATS
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//#define USE_CUTSCENE_SHADOW_FOR_PED
# define DISABLE_CUTSCENE_SHADOWS
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// Pad
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# if !defined(RW_GL3) && defined(_WIN32)
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# define XINPUT
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# endif
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# if !defined(_WIN32) && !defined(__SWITCH__)
# define DONT_TRUST_RECOGNIZED_JOYSTICKS // Then we'll only rely on GLFW gamepad DB, and expect user to enter Controller->Detect joysticks if his joystick isn't on that list.
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# endif
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# define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m
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# define KANGAROO_CHEAT
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# define RESTORE_ALLCARSHELI_CHEAT
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# define BETTER_ALLCARSAREDODO_CHEAT
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# define WALLCLIMB_CHEAT
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# define REGISTER_START_BUTTON
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//#define BIND_VEHICLE_FIREWEAPON // Adds ability to rebind fire key for 'in vehicle' controls
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// Hud, frontend and radar
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//#define BETA_SLIDING_TEXT
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# define PC_MENU
# ifndef PC_MENU
# define PS2_MENU
//# define PS2_MENU_USEALLPAGEICONS
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# else
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# define MAP_ENHANCEMENTS // Adding waypoint and better mouse support
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# define TRIANGLE_BACK_BUTTON
//# define CIRCLE_BACK_BUTTON
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//#define CUSTOM_FRONTEND_OPTIONS
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# define GRAPHICS_MENU_OPTIONS
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# define LEGACY_MENU_OPTIONS
# define MUCH_SHORTER_OUTRO_SCREEN
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// #define XBOX_MESSAGE_SCREEN // Blue background, no "saved successfully press OK" screen etc.
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// Script
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# define USE_DEBUG_SCRIPT_LOADER // Loads main.scm by default. Hold R for main_freeroam.scm and D for main_d.scm
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# define USE_MEASUREMENTS_IN_METERS // makes game use meters instead of feet in script
# define USE_PRECISE_MEASUREMENT_CONVERTION // makes game convert feet to meeters more precisely
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# define SUPPORT_JAPANESE_SCRIPT
//#define SUPPORT_XBOX_SCRIPT
//#define SUPPORT_MOBILE_SCRIPT
# if (defined SUPPORT_XBOX_SCRIPT && defined SUPPORT_MOBILE_SCRIPT)
static_assert ( false , " SUPPORT_XBOX_SCRIPT and SUPPORT_MOBILE_SCRIPT are mutually exclusive " ) ;
# endif
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//#define MISSION_REPLAY // mobile feature
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# endif
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//#define SIMPLIER_MISSIONS // apply simplifications from mobile
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# define USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
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# define SCRIPT_LOG_FILE_LEVEL 1 // 0 == no log, 1 == overwrite every frame, 2 == full log
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# ifndef USE_ADVANCED_SCRIPT_DEBUG_OUTPUT
# define USE_BASIC_SCRIPT_DEBUG_OUTPUT
# endif
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// Replay
//#define DONT_FIX_REPLAY_BUGS // keeps various bugs in CReplay, some of which are fairly cool!
//#define USE_BETA_REPLAY_MODE // adds another replay mode, a few seconds slomo (caution: buggy!)
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// Vehicles
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# define EXPLODING_AIRTRAIN // can blow up jumbo jet with rocket launcher
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# define CPLANE_ROTORS // make the rotors of the NPC police heli rotate
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// Pickups
//#define MONEY_MESSAGES
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# define CAMERA_PICKUP
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// Peds
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# define PED_SKIN // support for skinned geometry on peds
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# define ANIMATE_PED_COL_MODEL
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# define VC_PED_PORTS // various ports from VC's CPed, mostly subtle
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# define CANCELLABLE_CAR_ENTER
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// Camera
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# define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
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# define FREE_CAM // Rotating cam
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// Audio
# define AUDIO_CACHE // cache sound lengths to speed up the cold boot
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//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
//#define SQUEEZE_PERFORMANCE
# ifdef SQUEEZE_PERFORMANCE
# undef PS2_ALPHA_TEST
# undef NO_ISLAND_LOADING
# define PC_PARTICLE
# define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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# endif