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fixed review stuff

This commit is contained in:
Nikolay Korolev 2020-12-19 14:33:22 +03:00
parent 17efc38e35
commit 76a564df2e
4 changed files with 1 additions and 22 deletions

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@ -71,13 +71,6 @@ void CRecordDataForChase::ProcessControlCars(void)
bool CRecordDataForChase::ShouldThisPadBeLeftAlone(uint8 pad) bool CRecordDataForChase::ShouldThisPadBeLeftAlone(uint8 pad)
{ {
// may be wrong
if (Status == STATE_PLAYBACK_INIT) // this is useless but ps2 def checks if it's STATE_PLAYBACK_INIT
return false;
if (Status == STATE_RECORD)
return pad != 0;
return false; return false;
} }

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@ -415,9 +415,7 @@ bool CGame::Initialise(const char* datFile)
CPickups::Init(); CPickups::Init();
CTheCarGenerators::Init(); CTheCarGenerators::Init();
#ifndef GTA_PS2 // or GTA_VERSION?
CdStreamAddImage("MODELS\\GTA3.IMG"); CdStreamAddImage("MODELS\\GTA3.IMG");
#endif
CFileLoader::LoadLevel("DATA\\DEFAULT.DAT"); CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
CFileLoader::LoadLevel(datFile); CFileLoader::LoadLevel(datFile);

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@ -28,7 +28,7 @@ CDummyPool *CPools::ms_pDummyPool;
CAudioScriptObjectPool *CPools::ms_pAudioScriptObjectPool; CAudioScriptObjectPool *CPools::ms_pAudioScriptObjectPool;
CColModelPool *CPools::ms_pColModelPool; CColModelPool *CPools::ms_pColModelPool;
#ifdef GTA_PS2 // or USE_CUSTOM_ALLOCATOR #if defined GTA_PS2 && !defined MASTER // or USE_CUSTOM_ALLOCATOR
#define CHECKMEM(msg) CMemCheck::AllocateMemCheckBlock(msg) #define CHECKMEM(msg) CMemCheck::AllocateMemCheckBlock(msg)
#else #else
#define CHECKMEM(msg) #define CHECKMEM(msg)

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@ -11,18 +11,6 @@ public:
float m_lodDistances[3]; float m_lodDistances[3];
uint8 m_numAtomics; uint8 m_numAtomics;
uint8 m_alpha; uint8 m_alpha;
/* // For reference, PS2 has:
uint8 m_firstDamaged;
uint8 m_normalCull : 1;
uint8 m_isDamaged : 1;
uint8 m_isBigBuilding : 1;
uint8 m_noFade : 1;
uint8 m_drawLast : 1;
uint8 m_additive : 1;
uint8 m_isSubway : 1;
uint8 m_ignoreLight : 1;
// m_noZwrite is missing because not needed
*/
uint16 m_firstDamaged : 2; // 0: no damage model uint16 m_firstDamaged : 2; // 0: no damage model
// 1: 1 and 2 are damage models // 1: 1 and 2 are damage models
// 2: 2 is damage model // 2: 2 is damage model