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synced 2024-11-05 08:25:54 +00:00
Fix build without FIX_BUGS, divide to 0 fixes
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5d4917a5d7
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542a5393ac
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@ -238,12 +238,16 @@ enum Config {
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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 FIX_BUGS // fixes bugs that we've came across during reversing. You can undefine this only on release builds.
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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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#define FIX_HIGH_FPS_BUGS_ON_FRONTEND
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#if defined(__LP64__) || defined(_WIN64)
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#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
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#endif
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// Just debug menu entries
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#ifdef DEBUGMENU
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#define RELOADABLES // some debug menu options to reload TXD files
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@ -883,9 +883,13 @@ CPhysical::ApplyCollision(CPhysical *B, CColPoint &colpoint, float &impulseA, fl
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if(B->GetStatus() == STATUS_PLAYER)
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pointposB *= 0.8f;
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if(CWorld::bNoMoreCollisionTorque){
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// BUG: the game actually uses A here, but this can't be right
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#ifdef FIX_BUGS
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B->ApplyFrictionMoveForce(fB*-0.3f);
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B->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
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#else
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A->ApplyFrictionMoveForce(fB*-0.3f);
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A->ApplyFrictionTurnForce(fB*-0.3f, pointposB);
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#endif
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}
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}
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if(!A->bInfiniteMass){
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@ -1054,7 +1058,13 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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speedSum = (B->m_fMass*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(B->m_fMass + A->m_fMass);
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if(fOtherSpeedA > speedSum){
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impulseA = (speedSum - fOtherSpeedA) * A->m_fMass;
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@ -1084,7 +1094,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massB = B->GetMass(pointposB, frictionDir);
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speedSum = (massB*fOtherSpeedB + A->m_fMass*fOtherSpeedA)/(massB + A->m_fMass);
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if(fOtherSpeedA > speedSum){
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@ -1112,7 +1127,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massA = A->GetMass(pointposA, frictionDir);
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speedSum = (B->m_fMass*fOtherSpeedB + massA*fOtherSpeedA)/(B->m_fMass + massA);
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if(fOtherSpeedA > speedSum){
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@ -1140,7 +1160,12 @@ CPhysical::ApplyFriction(CPhysical *B, float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeedA = vOtherSpeedA.Magnitude();
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fOtherSpeedB = vOtherSpeedB.Magnitude();
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeedA;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeedA * (1.0f/fOtherSpeedA);
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#endif
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float massA = A->GetMass(pointposA, frictionDir);
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float massB = B->GetMass(pointposB, frictionDir);
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speedSum = (massB*fOtherSpeedB + massA*fOtherSpeedA)/(massB + massA);
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@ -1178,7 +1203,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeed = vOtherSpeed.Magnitude();
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if(fOtherSpeed > 0.0f){
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeed;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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#endif
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// not really impulse but speed
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// maybe use ApplyFrictionMoveForce instead?
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fImpulse = -fOtherSpeed;
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@ -1196,7 +1226,12 @@ CPhysical::ApplyFriction(float adhesiveLimit, CColPoint &colpoint)
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fOtherSpeed = vOtherSpeed.Magnitude();
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if(fOtherSpeed > 0.0f){
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#ifdef FIX_BUGS // division by 0
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frictionDir = vOtherSpeed;
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frictionDir.Normalise();
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#else
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frictionDir = vOtherSpeed * (1.0f/fOtherSpeed);
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#endif
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fImpulse = -fOtherSpeed * m_fMass;
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impulseLimit = adhesiveLimit*CTimer::GetTimeStep() * 1.5;
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if(fImpulse < -impulseLimit) fImpulse = -impulseLimit;
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@ -93,7 +93,7 @@ MemoryMgrFree(void *ptr)
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void *
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RwMallocAlign(RwUInt32 size, RwUInt32 align)
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{
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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uintptr ptralign = align-1;
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void *mem = (void *)MemoryMgrMalloc(size + sizeof(uintptr) + ptralign);
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@ -255,7 +255,8 @@ SkinGetBonePositionsToTable(RpClump *clump, RwV3d *boneTable)
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parent = stack[sp--];
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else
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parent = i;
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assert(parent >= 0 && parent < numBones);
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//assert(parent >= 0 && parent < numBones);
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}
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}
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@ -263,7 +264,7 @@ RpHAnimAnimation*
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HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
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{
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int i;
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#ifdef FIX_BUGS
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#if defined FIX_BUGS || defined LIBRW
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int numNodes = hier->numNodes*2; // you're supposed to have at least two KFs per node
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#else
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int numNodes = hier->numNodes;
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@ -277,7 +278,7 @@ HAnimAnimationCreateForHierarchy(RpHAnimHierarchy *hier)
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frame->q.real = 1.0f;
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frame->q.imag.x = frame->q.imag.y = frame->q.imag.z = 0.0f;
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frame->t.x = frame->t.y = frame->t.z = 0.0f;
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#ifdef FIX_BUGS
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#if defined FIX_BUGS || defined LIBRW
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// times are subtracted and divided giving NaNs
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// so they can't both be 0
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frame->time = i/hier->numNodes;
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@ -483,7 +484,7 @@ CameraSize(RwCamera * camera, RwRect * rect,
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RwRaster *zRaster;
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// BUG: game just changes camera raster's sizes, but this is a hack
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#ifdef FIX_BUGS
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#if defined FIX_BUGS || defined LIBRW
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/*
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* Destroy rasters...
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*/
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@ -111,14 +111,14 @@ wchar*
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CText::Get(const char *key)
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{
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uint8 result = false;
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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wchar *outstr = keyArray.Search(key, data.chars, &result);
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#else
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wchar *outstr = keyArray.Search(key, &result);
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#endif
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if (!result && bHasMissionTextOffsets && bIsMissionTextLoaded)
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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outstr = mission_keyArray.Search(key, mission_data.chars, &result);
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#else
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outstr = mission_keyArray.Search(key, &result);
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@ -340,7 +340,7 @@ CKeyArray::Unload(void)
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void
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CKeyArray::Update(wchar *chars)
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{
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#ifndef FIX_BUGS
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#if !defined(FIX_BUGS) && !defined(FIX_BUGS_64)
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int i;
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for(i = 0; i < numEntries; i++)
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entries[i].value = (wchar*)((uint8*)chars + (uintptr)entries[i].value);
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@ -368,7 +368,7 @@ CKeyArray::BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 hi
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}
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wchar*
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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CKeyArray::Search(const char *key, wchar *data, uint8 *result)
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#else
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CKeyArray::Search(const char *key, uint8 *result)
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@ -378,7 +378,7 @@ CKeyArray::Search(const char *key, uint8 *result)
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char errstr[25];
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int i;
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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found = BinarySearch(key, entries, 0, numEntries-1);
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if (found) {
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*result = true;
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@ -7,7 +7,7 @@ void TextCopy(wchar *dst, const wchar *src);
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struct CKeyEntry
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{
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#ifdef FIX_BUGS
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#if defined(FIX_BUGS) || defined(FIX_BUGS_64)
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uint32 valueOffset;
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#else
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wchar *value;
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void Unload(void);
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void Update(wchar *chars);
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CKeyEntry *BinarySearch(const char *key, CKeyEntry *entries, int16 low, int16 high);
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#ifdef FIX_BUGS
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#if defined (FIX_BUGS) || defined(FIX_BUGS_64)
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wchar *Search(const char *key, wchar *data, uint8 *result);
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#else
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wchar *Search(const char *key, uint8* result);
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