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small fixes

This commit is contained in:
Sergeanur 2020-06-13 13:57:25 +03:00
parent d415c4edd3
commit beb6f3bf80
3 changed files with 25 additions and 23 deletions

View file

@ -142,11 +142,11 @@ void CMovingThings::Init()
void CMovingThings::Shutdown() void CMovingThings::Shutdown()
{ {
int i; int i;
for (i = 0; i < 11; ++i) for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
aScrollBars[i].SetVisibility(false); aScrollBars[i].SetVisibility(false);
for (i = 0; i < 2; ++i) for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
aTowerClocks[i].SetVisibility(false); aTowerClocks[i].SetVisibility(false);
for (i = 0; i < 3; ++i) for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
aDigitalClocks[i].SetVisibility(false); aDigitalClocks[i].SetVisibility(false);
} }
@ -168,17 +168,17 @@ void CMovingThings::Update()
aMovingThings[i].Update(); aMovingThings[i].Update();
} }
for (i = 0; i < 11; ++i) for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
{ {
if (aScrollBars[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0) if (aScrollBars[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
aScrollBars[i].Update(); aScrollBars[i].Update();
} }
for (i = 0; i < 2; ++i) for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
{ {
if (aTowerClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0) if (aTowerClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
aTowerClocks[i].Update(); aTowerClocks[i].Update();
} }
for (i = 0; i < 3; ++i) for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
{ {
if (aDigitalClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0) if (aDigitalClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
aDigitalClocks[i].Update(); aDigitalClocks[i].Update();
@ -188,17 +188,17 @@ void CMovingThings::Update()
void CMovingThings::Render() void CMovingThings::Render()
{ {
int i; int i;
for (i = 0; i < 11; ++i) for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
{ {
if (aScrollBars[i].IsVisible()) if (aScrollBars[i].IsVisible())
aScrollBars[i].Render(); aScrollBars[i].Render();
} }
for (i = 0; i < 2; ++i) for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
{ {
if (aTowerClocks[i].IsVisible()) if (aTowerClocks[i].IsVisible())
aTowerClocks[i].Render(); aTowerClocks[i].Render();
} }
for (i = 0; i < 3; ++i) for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
{ {
if (aDigitalClocks[i].IsVisible()) if (aDigitalClocks[i].IsVisible())
aDigitalClocks[i].Render(); aDigitalClocks[i].Render();
@ -297,7 +297,8 @@ const char* FindDigitalClockMessage()
} }
else else
{ {
int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) * 0.0043611112f - 1.0f); // they didn't use rad2deg here because of 3.14
int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) / (4.0f * 180.0f / 3.14f) - 1.0f);
String_DigitalClock[0] = '0' + temperature / 10; String_DigitalClock[0] = '0' + temperature / 10;
if (String_DigitalClock[0] == '0') if (String_DigitalClock[0] == '0')
String_DigitalClock[0] = ' '; String_DigitalClock[0] = ' ';
@ -312,7 +313,7 @@ const char* FindDigitalClockMessage()
// ---------- CScrollBar ---------- // ---------- CScrollBar ----------
void CScrollBar::Init(CVector position, uint8 type, float sizeX, float sizeY, float sizeZ, uint8 red, uint8 green, uint8 blue, float scale) void CScrollBar::Init(CVector position, uint8 type, float sizeX, float sizeY, float sizeZ, uint8 red, uint8 green, uint8 blue, float scale)
{ {
for (int i = 0; i < 40; ++i) for (int i = 0; i < ARRAY_SIZE(m_MessageBar); ++i)
m_MessageBar[i] = 0; m_MessageBar[i] = 0;
m_pMessage = ". "; m_pMessage = ". ";
@ -618,16 +619,16 @@ void CScrollBar::Update()
} }
// Scroll // Scroll
for (int i = 0; i < 39; i++) for (int i = 0; i < ARRAY_SIZE(m_MessageBar)-1; i++)
m_MessageBar[i] = m_MessageBar[i + 1]; m_MessageBar[i] = m_MessageBar[i + 1];
m_MessageBar[39] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0; m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0;
// Introduce some random displaying glitches; signs aren't supposed to be perfect :P // Introduce some random displaying glitches; signs aren't supposed to be perfect :P
switch (CGeneral::GetRandomNumber() & 0xFF) switch (CGeneral::GetRandomNumber() & 0xFF)
{ {
case 0x0D: m_MessageBar[39] = 0; break; case 0x0D: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0; break;
case 0xE3: m_MessageBar[39] = 0xE3; break; case 0xE3: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0xE3; break;
case 0x64: m_MessageBar[39] = ~m_MessageBar[39]; break; case 0x64: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = ~m_MessageBar[ARRAY_SIZE(m_MessageBar)-1]; break;
} }
} }
@ -654,7 +655,7 @@ void CScrollBar::Render()
CVector coronaCoord, screenCoord; CVector coronaCoord, screenCoord;
float screenW, screenH; float screenW, screenH;
for (int i = 1; i < 40; ++i) for (int i = 1; i < ARRAY_SIZE(m_MessageBar); ++i)
{ {
for (int j = 0; j < 5; ++j) for (int j = 0; j < 5; ++j)
{ {

View file

@ -131,16 +131,16 @@ void CHud::Draw()
return; return;
if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) { if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) {
bool DrawCrossHair = 0; bool DrawCrossHair = false;
bool DrawCrossHairPC = 0; bool DrawCrossHairPC = false;
int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType; int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON) if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
DrawCrossHair = 1; DrawCrossHair = true;
if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT) if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
DrawCrossHairPC = 1; DrawCrossHairPC = true;
/* /*
Draw Crosshairs Draw Crosshairs
@ -149,7 +149,7 @@ void CHud::Draw()
(!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) { (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) { if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER) if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
DrawCrossHairPC = 1; DrawCrossHairPC = true;
} }
} }

View file

@ -22,6 +22,7 @@
#include "Weapon.h" #include "Weapon.h"
#include "WeaponInfo.h" #include "WeaponInfo.h"
#include "World.h" #include "World.h"
#include "SurfaceTable.h"
#define BULLET_LIFETIME (1000) #define BULLET_LIFETIME (1000)
#define NUM_PED_BLOOD_PARTICLES (8) #define NUM_PED_BLOOD_PARTICLES (8)
@ -228,7 +229,7 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl
#ifdef FIX_BUGS // original code is not going work anyway... #ifdef FIX_BUGS // original code is not going work anyway...
CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd); CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
CColBox box; CColBox box;
box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), 0, 0); box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), SURFACE_DEFAULT, 0);
return CCollision::TestLineBox(line, box); return CCollision::TestLineBox(line, box);
#else #else
float minP = 0.0f; float minP = 0.0f;