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# pragma once
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enum Config {
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NUMPLAYERS = 1 ,
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NUMCDIMAGES = 12 , // gta3.img duplicates (not used on PC)
MAX_CDIMAGES = 8 , // additional cdimages
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MAX_CDCHANNELS = 5 ,
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MODELINFOSIZE = 5500 ,
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// TXDSTORESIZE = 850,
TXDSTORESIZE = 1024 , // for Xbox map
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EXTRADIRSIZE = 128 ,
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CUTSCENEDIRSIZE = 512 ,
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SIMPLEMODELSIZE = 5000 ,
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MLOMODELSIZE = 1 ,
MLOINSTANCESIZE = 1 ,
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TIMEMODELSIZE = 30 ,
CLUMPMODELSIZE = 5 ,
PEDMODELSIZE = 90 ,
VEHICLEMODELSIZE = 120 ,
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XTRACOMPSMODELSIZE = 2 ,
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TWODFXSIZE = 2000 ,
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MAXVEHICLESLOADED = 50 , // 70 on mobile
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NUMOBJECTINFO = 168 , // object.dat
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// Pool sizes
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NUMPTRNODES = 30000 , // 26000 on PS2
NUMENTRYINFOS = 5400 , // 3200 on PS2
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NUMPEDS = 140 , // 90 on PS2
NUMVEHICLES = 110 , // 70 on PS2
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NUMBUILDINGS = 5500 , // 4915 on PS2
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NUMTREADABLES = 1214 ,
NUMOBJECTS = 450 ,
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NUMDUMMIES = 2802 , // 2368 on PS2
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NUMAUDIOSCRIPTOBJECTS = 256 ,
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NUMCUTSCENEOBJECTS = 50 ,
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NUMANIMBLOCKS = 2 ,
NUMANIMATIONS = 250 ,
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NUMTEMPOBJECTS = 30 ,
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// Path data
NUM_PATHNODES = 4930 ,
NUM_CARPATHLINKS = 2076 ,
NUM_MAPOBJECTS = 1250 ,
NUM_PATHCONNECTIONS = 10260 ,
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// Link list lengths
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NUMALPHALIST = 20 ,
NUMALPHAENTITYLIST = 150 ,
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NUMCOLCACHELINKS = 200 ,
NUMREFERENCES = 800 ,
// Zones
NUMAUDIOZONES = 36 ,
NUMZONES = 50 ,
NUMMAPZONES = 25 ,
// Cull zones
NUMCULLZONES = 512 ,
NUMATTRIBZONES = 288 ,
NUMZONEINDICES = 55000 ,
PATHNODESIZE = 4500 ,
NUMWEATHERS = 4 ,
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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NUMONSCREENTIMERENTRIES = 1 ,
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NUMRADARBLIPS = 32 ,
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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 = 160 ,
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 = 31 ,
NUMMODELSPERPEDGROUP = 8 ,
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NUMSHOTINFOS = 100 ,
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NUMROADBLOCKS = 600 ,
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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 ,
NUM_AUDIOENTITIES = 200 ,
NUM_AUDIO_REFLECTIONS = 5 ,
NUM_SCRIPT_MAX_ENTITIES = 40 ,
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NUM_GARAGE_STORED_CARS = 6 ,
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NUM_CRANES = 8 ,
NUM_EXPLOSIONS = 48 ,
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} ;
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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
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// Version defines
# define GTA3_PS2_140 300
# define GTA3_PS2_160 301
# define GTA3_PC_10 310
# define GTA3_PC_11 311
# define GTA3_PC_STEAM 312
// TODO? maybe something for xbox or android?
# define GTA_VERSION GTA3_PC_11
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// 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
# define DRAW_MENU_VERSION_TEXT
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// Memory allocation and compression
// #define USE_CUSTOM_ALLOCATOR // use CMemoryHeap for allocation. use with care, not finished yet
//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
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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 USE_CUSTOM_ALLOCATOR
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# define VU_COLLISION
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# define ANIM_COMPRESSION
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# elif defined GTA_PC
# 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
# elif defined GTA_XBOX
# endif
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# ifdef VU_COLLISION
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# define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code
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# 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
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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
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# define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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// Just debug menu entries
# ifdef DEBUGMENU
# define MISSION_SWITCHER // from debug menu
# endif
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// Rendering/display
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//#define EXTRA_MODEL_FLAGS // from mobile to optimize rendering
//# define HARDCODED_MODEL_FLAGS // sets the flags enabled above from hardcoded model names.
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// NB: keep this enabled unless your map IDEs have these flags baked in
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# define ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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# define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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# 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 USE_TEXTURE_POOL
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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
# endif
# ifndef EXTENDED_COLOURFILTER
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# undef SCREEN_DROPLETS // we need the backbuffer for this effect
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# endif
# ifndef EXTENDED_PIPELINES
# undef SCREEN_DROPLETS // we need neo.txd
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# endif
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// Particle
//#define PC_PARTICLE
//#define PS2_ALTERNATIVE_CARSPLASH // unused on PS2
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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 ALLCARSHELI_CHEAT
# define ALT_DODO_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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# define BUTTON_ICONS // use textures to show controller buttons
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// Hud, frontend and radar
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# define HUD_ENHANCEMENTS // Adjusts some aspects to make the HUD look/behave a little bit better.
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// #define BETA_SLIDING_TEXT
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# define TRIANGULAR_BLIPS // height indicating triangular radar blips, as in VC
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// #define XBOX_SUBTITLES // the infamous outlines
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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 MENU_MAP // VC-like menu map. Make sure you have new menu.txd
# define SCROLLABLE_STATS_PAGE // only draggable by mouse atm
# define TRIANGLE_BACK_BUTTON
//# define CIRCLE_BACK_BUTTON
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//# define PS2_LIKE_MENU // An effort to recreate PS2 menu, cycling through tabs, different bg etc.
//# define PS2_SAVE_DIALOG // PS2 style save dialog with transparent black box
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# define CUSTOM_FRONTEND_OPTIONS
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# ifdef CUSTOM_FRONTEND_OPTIONS
# define GRAPHICS_MENU_OPTIONS // otherwise Advanced Options menu will appear if Display is full
# define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU
# define CUTSCENE_BORDERS_SWITCH
# define MULTISAMPLING // adds MSAA option
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# define INVERT_LOOK_FOR_PAD // add bInvertLook4Pad from VC
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# endif
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# endif
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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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# ifdef PC_MENU
# define MISSION_REPLAY // mobile feature
# 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 0 // 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 REMOVE_TREADABLE_PATHFIND
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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 NEW_WALK_AROUND_ALGORITHM // to make walking around vehicles/objects less awkward
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# define CANCELLABLE_CAR_ENTER
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//#define PEDS_REPORT_CRIMES_ON_PHONE
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// Camera
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//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
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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
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# ifndef AUDIO_OAL // is not working yet for openal
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# define AUDIO_CACHE // cache sound lengths to speed up the cold boot
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# endif
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//#define PS2_AUDIO // changes audio paths for cutscenes and radio to PS2 paths, needs vbdec to support VB with MSS
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// IMG
# define BIG_IMG // allows to read larger img files
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//#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
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# ifdef LIBRW
// these are not supported with librw yet
# endif