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Port nerf of rain particles from miami
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@ -361,6 +361,7 @@ enum Config {
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#undef NO_ISLAND_LOADING
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#undef NO_ISLAND_LOADING
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#define PC_PARTICLE
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#define PC_PARTICLE
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#define VC_RAIN_NERF // Reduces number of rain particles
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#endif
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#endif
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#ifdef LIBRW
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#ifdef LIBRW
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@ -202,6 +202,7 @@ void CWeather::Update(void)
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}
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}
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// Rain
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// Rain
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#ifndef VC_RAIN_NERF
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float fNewRain;
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float fNewRain;
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if (NewWeatherType == WEATHER_RAINY) {
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if (NewWeatherType == WEATHER_RAINY) {
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// if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
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// if raining for >1 hour, values: 0, 0.33, 0.66, 0.99, switching every ~16.5s
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@ -223,6 +224,25 @@ void CWeather::Update(void)
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else
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else
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Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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Rain = Max(fNewRain, Rain - RAIN_CHANGE_SPEED * CTimer::GetTimeStep());
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}
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}
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#else
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float fNewRain;
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if (NewWeatherType == WEATHER_RAINY) {
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// if raining for >1 hour, values: 0, 0.33, switching every ~16.5s
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fNewRain = (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.33f;
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if (OldWeatherType != WEATHER_RAINY) {
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if (InterpolationValue < 0.4f)
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// if rain has just started (<24 minutes), always 0.5
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fNewRain = 0.5f;
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else
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// if rain is ongoing for >24 minutes, values: 0.25, 0.5, switching every ~16.5s
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fNewRain = 0.25f + (((uint16)CTimer::GetTimeInMilliseconds() >> 14) & 1) * 0.25f;
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}
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fNewRain = Max(fNewRain, 0.5f);
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}
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else
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fNewRain = 0.0f;
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Rain = fNewRain;
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#endif
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// Clouds
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// Clouds
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if (OldWeatherType != WEATHER_SUNNY)
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if (OldWeatherType != WEATHER_SUNNY)
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