mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-12-23 12:59:59 +00:00
sync with re3
-radardisc shadow fix -fix for the dimension where moon is round -correct radar based on the early gta 3 screenshot -proper scaling based on ps2 gta 3 -ini and debugmenu options
This commit is contained in:
parent
c6c55d0130
commit
7a3ee349da
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@ -7,7 +7,7 @@
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#include "FrontEndControls.h"
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#include "FrontEndControls.h"
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#define X SCREEN_SCALE_X
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#define X SCREEN_SCALE_X
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#define Y(x) SCREEN_SCALE_Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(DEFAULT_SCREEN_HEIGHT_PAL)))
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#define Y(x) SCREEN_SCALE_Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(SCREEN_HEIGHT_PAL)))
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void
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void
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CPlaceableShText::Draw(float x, float y)
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CPlaceableShText::Draw(float x, float y)
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@ -3,6 +3,7 @@
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#include <dinput.h>
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#include <dinput.h>
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#endif
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#endif
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#define FORCE_PC_SCALING
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#define WITHWINDOWS
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#define WITHWINDOWS
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#include "common.h"
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#include "common.h"
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#ifndef PS2_MENU
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#ifndef PS2_MENU
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@ -43,7 +43,7 @@ void DoRWStuffEndOfFrame(void);
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#define X SCREEN_SCALE_X
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#define X SCREEN_SCALE_X
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#define Y SCREEN_SCALE_Y
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#define Y SCREEN_SCALE_Y
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#define YF(x) Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(DEFAULT_SCREEN_HEIGHT_PAL)))
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#define YF(x) Y(float(x)*(float(DEFAULT_SCREEN_HEIGHT)/float(SCREEN_HEIGHT_PAL)))
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//#define X(x) ((x)/640.0f*SCRW)
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//#define X(x) ((x)/640.0f*SCRW)
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//#define Y(y) ((y)/448.0f*SCRH)
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//#define Y(y) ((y)/448.0f*SCRH)
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@ -156,8 +156,28 @@ struct sRadarTraceSave
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// Values for screen space
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// Values for screen space
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#define RADAR_LEFT (40.0f)
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#define RADAR_LEFT (40.0f)
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#define RADAR_BOTTOM (40.0f)
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#define RADAR_BOTTOM (40.0f)
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#ifdef FIX_RADAR
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/*
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The values are from an early screenshot taken before R* broke radar
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#define RADAR_WIDTH (82.0f)
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#define RADAR_HEIGHT (82.0f)
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*/
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#define RADAR_WIDTH ((CDraw::ms_bFixRadar) ? (82.0f) : (94.0f))
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#define RADAR_HEIGHT ((CDraw::ms_bFixRadar) ? (82.0f) : (76.0f))
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#else
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/*
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broken since forever, someone tried to fix size for 640x512(PAL)
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http://aap.rockstarvision.com/pics/gta3/ps2screens/gta3_interface.jpg
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but failed:
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http://aap.rockstarvision.com/pics/gta3/artwork/gta3_artwork_16.jpg
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most likely the guy used something like this:
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int y = 82 * (640.0/512.0)/(640.0/480.0);
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int x = y * (640.0/512.0);
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*/
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#define RADAR_WIDTH (94.0f)
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#define RADAR_WIDTH (94.0f)
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#define RADAR_HEIGHT (76.0f)
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#define RADAR_HEIGHT (76.0f)
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#endif
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class CRadar
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class CRadar
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{
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{
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@ -123,17 +123,43 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#include "skeleton.h"
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#include "skeleton.h"
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#include "Draw.h"
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#include "Draw.h"
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#define DEFAULT_SCREEN_WIDTH (640)
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#if defined(PROPER_SCALING)
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#define DEFAULT_SCREEN_HEIGHT (448)
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#ifdef FORCE_PC_SCALING
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#define DEFAULT_SCREEN_HEIGHT_PAL (512)
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT_NTSC (448)
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#define DEFAULT_SCREEN_HEIGHT (448)
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#else
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT (480)
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#endif
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#elif defined(GTA_PS2)
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT (480)
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#else //elif defined(GTA_PC)
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#define DEFAULT_SCREEN_WIDTH (640)
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#define DEFAULT_SCREEN_HEIGHT (448)
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#endif
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#define DEFAULT_ASPECT_RATIO (4.0f/3.0f)
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#define DEFAULT_ASPECT_RATIO (4.0f/3.0f)
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#define DEFAULT_VIEWWINDOW (0.7f)
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#define DEFAULT_VIEWWINDOW (0.7f)
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// game uses maximumWidth/Height, but this probably won't work
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// game uses maximumWidth/Height, but this probably won't work
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// with RW windowed mode
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// with RW windowed mode
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#ifdef GTA_PS2
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#ifdef GTA_PAL
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#define SCREEN_WIDTH ((float)640)
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#define SCREEN_HEIGHT ((float)512)
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#else
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#define SCREEN_WIDTH ((float)640)
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#define SCREEN_HEIGHT ((float)448)
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#endif
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#else
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#define SCREEN_WIDTH ((float)RsGlobal.width)
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#define SCREEN_WIDTH ((float)RsGlobal.width)
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#define SCREEN_HEIGHT ((float)RsGlobal.height)
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#define SCREEN_HEIGHT ((float)RsGlobal.height)
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#endif
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#define SCREEN_HEIGHT_PAL ((float)512)
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#define SCREEN_HEIGHT_NTSC ((float)448)
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#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
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#define SCREEN_ASPECT_RATIO (CDraw::GetAspectRatio())
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#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
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#define SCREEN_VIEWWINDOW (Tan(DEGTORAD(CDraw::GetScaledFOV() * 0.5f)))
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@ -151,8 +177,13 @@ inline uint32 ldb(uint32 p, uint32 s, uint32 w)
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#ifdef ASPECT_RATIO_SCALE
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#ifdef ASPECT_RATIO_SCALE
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#define SCREEN_SCALE_AR(a) ((a) * DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO)
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#define SCREEN_SCALE_AR(a) ((a) * DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO)
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extern float ScaleAndCenterX(float x);
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#define SCALE_AND_CENTER_X(x) ((SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH) ? (x) : (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X((x)))
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#define SCALE_AND_CENTER_X(x) ScaleAndCenterX(x)
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#ifdef PROPER_SCALING
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#ifndef FORCE_PC_SCALING
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#undef SCREEN_SCALE_Y
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#define SCREEN_SCALE_Y(a) CDraw::ScaleY(SCREEN_STRETCH_Y(a))
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#endif
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#endif
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#else
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#else
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#define SCREEN_SCALE_AR(a) (a)
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#define SCREEN_SCALE_AR(a) (a)
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#define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x)
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#define SCALE_AND_CENTER_X(x) SCREEN_STRETCH_X(x)
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// Rendering/display
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// Rendering/display
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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 ASPECT_RATIO_SCALE // Not just makes everything scale with aspect ratio, also adds support for all aspect ratios
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#define PROPER_SCALING // use original DEFAULT_SCREEN_WIDTH/DEFAULT_SCREEN_HEIGHT from PS2 instead of PC(R* changed HEIGHT here to make radar look better, but broke other hud elements aspect ratio).
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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 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 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 PS2_ALPHA_TEST // emulate ps2 alpha test
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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#define NEW_RENDERER // leeds-like world rendering, needs librw
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#endif
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#endif
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#define FIX_SPRITES // fix sprites aspect ratio(moon, coronas, particle etc)
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#ifndef EXTENDED_COLOURFILTER
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#ifndef EXTENDED_COLOURFILTER
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#undef SCREEN_DROPLETS // we need the backbuffer for this effect
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#endif
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#endif
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// Hud, frontend and radar
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// Hud, frontend and radar
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#define PC_MENU
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#define PC_MENU
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#define FIX_RADAR // use radar size from early version before R* broke it
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#ifndef PC_MENU
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#ifndef PC_MENU
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# define PS2_MENU
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# define PS2_MENU
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//# define PS2_MENU_USEALLPAGEICONS
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//# define PS2_MENU_USEALLPAGEICONS
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CustomPipes::GlossMult = CheckAndReadIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult);
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CustomPipes::GlossMult = CheckAndReadIniFloat("CustomPipesValues", "GlossMult", CustomPipes::GlossMult);
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#endif
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#endif
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gBackfaceCulling = CheckAndReadIniInt("Rendering", "BackfaceCulling", gBackfaceCulling);
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gBackfaceCulling = CheckAndReadIniInt("Rendering", "BackfaceCulling", gBackfaceCulling);
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#ifdef PROPER_SCALING
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CDraw::ms_bProperScaling = CheckAndReadIniInt("Draw", "ProperScaling", CDraw::ms_bProperScaling);
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#endif
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#ifdef FIX_RADAR
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CDraw::ms_bFixRadar = CheckAndReadIniInt("Draw", "FixRadar", CDraw::ms_bFixRadar);
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#endif
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#ifdef FIX_SPRITES
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CDraw::ms_bFixSprites = CheckAndReadIniInt("Draw", "FixSprites", CDraw::ms_bFixSprites);
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#endif
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}
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}
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void SaveINISettings()
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void SaveINISettings()
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#endif
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#endif
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CheckAndSaveIniInt("Rendering", "BackfaceCulling", gBackfaceCulling, changed);
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CheckAndSaveIniInt("Rendering", "BackfaceCulling", gBackfaceCulling, changed);
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#ifdef PROPER_SCALING
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CheckAndSaveIniInt("Draw", "ProperScaling", CDraw::ms_bProperScaling, changed);
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#endif
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#ifdef FIX_RADAR
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CheckAndSaveIniInt("Draw", "FixRadar", CDraw::ms_bFixRadar, changed);
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#endif
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#ifdef FIX_SPRITES
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CheckAndSaveIniInt("Draw", "FixSprites", CDraw::ms_bFixSprites, changed);
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#endif
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if (changed)
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if (changed)
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cfg.write_file("reVC.ini");
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cfg.write_file("reVC.ini");
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}
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}
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DebugMenuAddVarBool8("Render", "Don't render Objects", &gbDontRenderObjects, nil);
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DebugMenuAddVarBool8("Render", "Don't render Objects", &gbDontRenderObjects, nil);
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DebugMenuAddVarBool8("Render", "Don't Render Water", &gbDontRenderWater, nil);
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DebugMenuAddVarBool8("Render", "Don't Render Water", &gbDontRenderWater, nil);
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#ifdef PROPER_SCALING
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DebugMenuAddVarBool8("Draw", "Proper Scaling", &CDraw::ms_bProperScaling, nil);
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#endif
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#ifdef FIX_RADAR
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DebugMenuAddVarBool8("Draw", "Fix Radar", &CDraw::ms_bFixRadar, nil);
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#endif
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#ifdef FIX_SPRITES
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DebugMenuAddVarBool8("Draw", "Fix Sprites", &CDraw::ms_bFixSprites, nil);
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#endif
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#ifndef FINAL
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#ifndef FINAL
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DebugMenuAddVarBool8("Debug", "Print Memory Usage", &gbPrintMemoryUsage, nil);
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DebugMenuAddVarBool8("Debug", "Print Memory Usage", &gbPrintMemoryUsage, nil);
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#ifdef USE_CUSTOM_ALLOCATOR
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#ifdef USE_CUSTOM_ALLOCATOR
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uint8 CDraw::FadeGreen;
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uint8 CDraw::FadeGreen;
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uint8 CDraw::FadeBlue;
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uint8 CDraw::FadeBlue;
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#ifdef PROPER_SCALING
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bool CDraw::ms_bProperScaling = true;
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#endif
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#ifdef FIX_RADAR
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bool CDraw::ms_bFixRadar = true;
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#endif
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#ifdef FIX_SPRITES
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bool CDraw::ms_bFixSprites = true;
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#endif
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float
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float
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CDraw::CalculateAspectRatio(void)
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CDraw::CalculateAspectRatio(void)
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{
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{
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ms_fFOV = fov;
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ms_fFOV = fov;
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}
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}
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#ifdef ASPECT_RATIO_SCALE
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#ifdef PROPER_SCALING
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float
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float CDraw::ScaleY(float y)
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ScaleAndCenterX(float x)
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{
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{
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if (SCREEN_WIDTH == DEFAULT_SCREEN_WIDTH)
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return ms_bProperScaling ? y : y * ((float)DEFAULT_SCREEN_HEIGHT/SCREEN_HEIGHT_NTSC);
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return x;
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else
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return (SCREEN_WIDTH - SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH)) / 2 + SCREEN_SCALE_X(x);
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}
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}
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#endif
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#endif
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static uint8 FadeGreen;
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static uint8 FadeGreen;
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static uint8 FadeBlue;
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static uint8 FadeBlue;
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#ifdef PROPER_SCALING
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static bool ms_bProperScaling;
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#endif
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#ifdef FIX_RADAR
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static bool ms_bFixRadar;
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#endif
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#ifdef FIX_SPRITES
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static bool ms_bFixSprites;
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#endif
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static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
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static void SetNearClipZ(float nearclip) { ms_fNearClipZ = nearclip; }
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static float GetNearClipZ(void) { return ms_fNearClipZ; }
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static float GetNearClipZ(void) { return ms_fNearClipZ; }
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static void SetFarClipZ(float farclip) { ms_fFarClipZ = farclip; }
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static void SetFarClipZ(float farclip) { ms_fFarClipZ = farclip; }
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#endif
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#endif
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static float GetAspectRatio(void) { return ms_fAspectRatio; }
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static float GetAspectRatio(void) { return ms_fAspectRatio; }
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static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
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static void SetAspectRatio(float ratio) { ms_fAspectRatio = ratio; }
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#ifdef PROPER_SCALING
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static float ScaleY(float y);
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#endif
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};
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};
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// --MIAMI: file done
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// --MIAMI: file done
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#if defined(FIX_BUGS)
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#define SCREEN_SCALE_X_FIX(a) SCREEN_SCALE_X(a)
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#define SCREEN_SCALE_Y_FIX(a) SCREEN_SCALE_Y(a)
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#define SCALE_AND_CENTER_X_FIX(a) SCALE_AND_CENTER_X(a)
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#else
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#define SCREEN_SCALE_X_FIX(a) (a)
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#define SCREEN_SCALE_Y_FIX(a) (a)
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#define SCALE_AND_CENTER_X_FIX(a) (a)
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#endif
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// Game has colors inlined in code.
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// Game has colors inlined in code.
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// For easier modification we collect them here:
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// For easier modification we collect them here:
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CRGBA MONEY_COLOR(0, 207, 133, 255);
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CRGBA MONEY_COLOR(0, 207, 133, 255);
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CRadar::DrawMap();
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CRadar::DrawMap();
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if (FrontEndMenuManager.m_PrefsRadarMode != 1) {
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if (FrontEndMenuManager.m_PrefsRadarMode != 1) {
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CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
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CRect rect(0.0f, 0.0f, SCREEN_SCALE_X(RADAR_WIDTH), SCREEN_SCALE_Y(RADAR_HEIGHT));
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#ifdef FIX_BUGS
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rect.Translate(SCREEN_SCALE_X(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
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#else
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rect.Translate(RADAR_LEFT, SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
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#endif
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||||||
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rect.Translate(SCREEN_SCALE_X_FIX(RADAR_LEFT), SCREEN_SCALE_FROM_BOTTOM(RADAR_BOTTOM + RADAR_HEIGHT));
|
||||||
|
|
||||||
|
#ifdef FIX_BUGS
|
||||||
|
rect.Grow(SCREEN_SCALE_X(6.0f), SCREEN_SCALE_X(6.0f), SCREEN_SCALE_Y(6.0f), SCREEN_SCALE_Y(6.0f));
|
||||||
|
#else
|
||||||
rect.Grow(6.0f);
|
rect.Grow(6.0f);
|
||||||
rect.Translate(0.0f, 2.0f);
|
#endif
|
||||||
|
rect.Translate(SCREEN_SCALE_X_FIX(0.0f), SCREEN_SCALE_Y_FIX(2.0f));
|
||||||
Sprites[HUD_RADARDISC].Draw(rect, CRGBA(0, 0, 0, 255));
|
Sprites[HUD_RADARDISC].Draw(rect, CRGBA(0, 0, 0, 255));
|
||||||
rect.Translate(0.0f, -2.0f);
|
rect.Translate(SCREEN_SCALE_X_FIX(0.0f), SCREEN_SCALE_Y_FIX(-2.0f));
|
||||||
Sprites[HUD_RADARDISC].Draw(rect, RADARDISC_COLOR);
|
Sprites[HUD_RADARDISC].Draw(rect, RADARDISC_COLOR);
|
||||||
}
|
}
|
||||||
CRadar::DrawBlips();
|
CRadar::DrawBlips();
|
||||||
|
|
|
@ -33,7 +33,11 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
|
||||||
// this is used to scale correctly if you zoom in with sniper rifle
|
// this is used to scale correctly if you zoom in with sniper rifle
|
||||||
float fovScale = fov / CDraw::GetFOV();
|
float fovScale = fov / CDraw::GetFOV();
|
||||||
|
|
||||||
|
#ifdef FIX_SPRITES
|
||||||
|
*outw = CDraw::ms_bFixSprites ? (fovScale * recip * SCREEN_HEIGHT) : (fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH);
|
||||||
|
#else
|
||||||
*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
|
*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
|
||||||
|
#endif
|
||||||
*outh = fovScale * recip * SCREEN_HEIGHT;
|
*outh = fovScale * recip * SCREEN_HEIGHT;
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
|
|
Loading…
Reference in a new issue