diff --git a/src/common.h b/src/common.h index c4220b74..4844353b 100644 --- a/src/common.h +++ b/src/common.h @@ -125,7 +125,7 @@ inline float sq(float x) { return x*x; } #define DEGTORAD(x) ((x) * PI / 180.0f) #define RADTODEG(x) ((x) * 180.0f / PI) -#if USE_PS2_RAND == TRUE +#ifdef USE_PS2_RAND #define MYRAND_MAX 65535 #else #define MYRAND_MAX 32767 diff --git a/src/config.h b/src/config.h index 3a4896a2..bf3f6572 100644 --- a/src/config.h +++ b/src/config.h @@ -57,7 +57,10 @@ enum Config { NUMPOINTLIGHTS = 32 }; -#define GTA3_1_1_PATCH FALSE -#define USE_PS2_RAND FALSE +#define GTA3_1_1_PATCH +#define USE_PS2_RAND #define RANDOMSPLASH #define CHATTYSPLASH +//#define FIX_BUGS +//#define NO_CDCHECK +#define NO_MOVIES diff --git a/src/re3.cpp b/src/re3.cpp index f81c52a6..cff70ff4 100644 --- a/src/re3.cpp +++ b/src/re3.cpp @@ -21,7 +21,7 @@ WRAPPER void gtadelete(void *p) { EAXJMP(0x5A07E0); } void *operator new(size_t sz) { return gtanew(sz); } void operator delete(void *ptr) noexcept { gtadelete(ptr); } -#if USE_PS2_RAND == TRUE +#ifdef USE_PS2_RAND unsigned __int64 myrand_seed = 1; #else unsigned long int myrand_seed = 1; @@ -30,7 +30,7 @@ unsigned long int myrand_seed = 1; int myrand(void) { -#if USE_PS2_RAND == TRUE +#ifdef USE_PS2_RAND // Use our own implementation of rand, stolen from PS2 myrand_seed = 0x5851F42D4C957F2D * myrand_seed + 1; return ((myrand_seed >> 32) & 0x7FFFFFFF); diff --git a/src/render/Particle.cpp b/src/render/Particle.cpp index 03ff6bb2..b7c14f1b 100644 --- a/src/render/Particle.cpp +++ b/src/render/Particle.cpp @@ -587,7 +587,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_SMOKE_FILES; i++ ) { RwTextureDestroy(gpSmokeTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpSmokeTex[i] = NULL; #endif } @@ -595,7 +595,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_SMOKE2_FILES; i++ ) { RwTextureDestroy(gpSmoke2Tex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpSmoke2Tex[i] = NULL; #endif } @@ -603,7 +603,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_RUBBER_FILES; i++ ) { RwTextureDestroy(gpRubberTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpRubberTex[i] = NULL; #endif } @@ -611,7 +611,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_RAINSPLASH_FILES; i++ ) { RwTextureDestroy(gpRainSplashTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpRainSplashTex[i] = NULL; #endif } @@ -619,7 +619,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_WATERSPRAY_FILES; i++ ) { RwTextureDestroy(gpWatersprayTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpWatersprayTex[i] = NULL; #endif } @@ -627,7 +627,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_EXPLOSIONMEDIUM_FILES; i++ ) { RwTextureDestroy(gpExplosionMediumTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpExplosionMediumTex[i] = NULL; #endif } @@ -635,7 +635,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_GUNFLASH_FILES; i++ ) { RwTextureDestroy(gpGunFlashTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpGunFlashTex[i] = NULL; #endif } @@ -643,7 +643,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_RAINDROP_FILES; i++ ) { RwTextureDestroy(gpRainDropTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpRainDropTex[i] = NULL; #endif } @@ -651,7 +651,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_RAINSPLASHUP_FILES; i++ ) { RwTextureDestroy(gpRainSplashupTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpRainSplashupTex[i] = NULL; #endif } @@ -659,7 +659,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_BIRDFRONT_FILES; i++ ) { RwTextureDestroy(gpBirdfrontTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpBirdfrontTex[i] = NULL; #endif } @@ -667,7 +667,7 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_CARDEBRIS_FILES; i++ ) { RwTextureDestroy(gpCarDebrisTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpCarDebrisTex[i] = NULL; #endif } @@ -675,78 +675,78 @@ void CParticle::Shutdown() for ( Int32 i = 0; i < MAX_CARSPLASH_FILES; i++ ) { RwTextureDestroy(gpCarSplashTex[i]); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpCarSplashTex[i] = NULL; #endif } RwTextureDestroy(gpFlame1Tex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpFlame1Tex = NULL; #endif RwTextureDestroy(gpFlame5Tex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpFlame5Tex = NULL; #endif RwTextureDestroy(gpRainDropSmallTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpRainDropSmallTex = NULL; #endif RwTextureDestroy(gpBloodTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpBloodTex = NULL; #endif RwTextureDestroy(gpLeafTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpLeafTex = NULL; #endif RwTextureDestroy(gpCloudTex1); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpCloudTex1 = NULL; #endif RwTextureDestroy(gpCloudTex4); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpCloudTex4 = NULL; #endif RwTextureDestroy(gpBloodSmallTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpBloodSmallTex = NULL; #endif RwTextureDestroy(gpGungeTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpGungeTex = NULL; #endif RwTextureDestroy(gpCollisionSmokeTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpCollisionSmokeTex = NULL; #endif RwTextureDestroy(gpBulletHitTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpBulletHitTex = NULL; #endif RwTextureDestroy(gpGunShellTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpGunShellTex = NULL; #endif RwTextureDestroy(gpWakeOldTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpWakeOldTex = NULL; #endif RwTextureDestroy(gpPointlightTex); -#if GTA3_1_1_PATCH == TRUE +#ifdef GTA3_1_1_PATCH gpPointlightTex = NULL; #endif diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp index 2b04a32e..ea139ae6 100644 --- a/src/skel/win/win.cpp +++ b/src/skel/win/win.cpp @@ -1906,6 +1906,17 @@ _WinMain(HINSTANCE instance, SetErrorMode(SEM_FAILCRITICALERRORS); + +#ifdef NO_MOVIES + gGameState = GS_INIT_FRONTEND; + TRACE("gGameState = GS_INIT_FRONTEND"); + + LoadingScreen(NULL, NULL, "loadsc0"); + if ( !CGame::InitialiseOnceAfterRW() ) + RsGlobal.quit = TRUE; +#endif + + while ( TRUE ) { RwInitialised = TRUE;