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Enable trains
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e9001207ea
commit
bf3135eb41
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@ -466,7 +466,7 @@ public:
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void ProcessScriptObject(int32 id); // done
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void ProcessScriptObject(int32 id); // done
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void ProcessSpecial(); // done
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void ProcessSpecial(); // done
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#ifdef GTA_TRAIN
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#ifdef GTA_TRAIN
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bool ProcessTrainNoise(cVehicleParams *params); //done(bcs not exists in VC)
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bool ProcessTrainNoise(cVehicleParams ¶ms); //done(bcs not exists in VC)
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#endif
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#endif
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void ProcessVehicle(CVehicle *vehicle); // done
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void ProcessVehicle(CVehicle *vehicle); // done
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bool ProcessVehicleDoors(cVehicleParams ¶ms); // done
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bool ProcessVehicleDoors(cVehicleParams ¶ms); // done
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@ -814,4 +814,8 @@ enum eSfxSample
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SAMPLEBANK_PED_START = SFX_FOOTSTEP_SAND_4 + 1,
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SAMPLEBANK_PED_START = SFX_FOOTSTEP_SAND_4 + 1,
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SAMPLEBANK_PED_END = 9940,
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SAMPLEBANK_PED_END = 9940,
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SAMPLEBANK_PED_MAX = SAMPLEBANK_PED_END + 1,
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SAMPLEBANK_PED_MAX = SAMPLEBANK_PED_END + 1,
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// LCS: TODO
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SFX_TRAIN_FAR = NO_SAMPLE,
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SFX_TRAIN_NEAR = NO_SAMPLE,
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};
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};
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@ -197,6 +197,8 @@ enum Config {
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//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
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//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
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//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
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//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
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#define GTA_TRAIN
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#if defined GTA_PS2
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#if defined GTA_PS2
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# define GTA_PS2_STUFF
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# define GTA_PS2_STUFF
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# define RANDOMSPLASH
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# define RANDOMSPLASH
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@ -459,11 +459,11 @@ CTrain::InitTrains(void)
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CStreaming::LoadAllRequestedModels(false);
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CStreaming::LoadAllRequestedModels(false);
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// El-Train wagons
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// El-Train wagons
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float wagonPositions[] = { 0.0f, 20.0f, 40.0f, 0.0f, 20.0f };
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float wagonPositions[] = { 0.0f, 20.0f, 0.0f, 20.0f };
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int8 firstWagon[] = { 1, 0, 0, 1, 0 };
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int8 firstWagon[] = { 1, 0, 1, 0 };
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int8 lastWagon[] = { 0, 0, 1, 0, 1 };
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int8 lastWagon[] = { 0, 1, 0, 1 };
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int16 wagonGroup[] = { 0, 0, 0, 1, 1 };
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int16 wagonGroup[] = { 0, 0, 1, 1 };
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for(i = 0; i < 5; i++){
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for(i = 0; i < 4; i++){
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train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
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train = new CTrain(MI_TRAIN, PERMANENT_VEHICLE);
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train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
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train->GetMatrix().SetTranslate(0.0f, 0.0f, 0.0f);
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train->SetStatus(STATUS_ABANDONED);
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train->SetStatus(STATUS_ABANDONED);
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@ -649,52 +649,6 @@ CTrain::ReadAndInterpretTrackFile(Const char *filename, CTrainNode **nodes, int1
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#endif
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#endif
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}
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}
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void
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PlayAnnouncement(uint8 sound, uint8 station)
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{
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// this was gone in a PC version but inlined on PS2
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cAudioScriptObject *obj = new cAudioScriptObject;
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obj->AudioId = sound;
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obj->Posn = CTrain::aStationCoors[station];
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obj->AudioEntity = AEHANDLE_NONE;
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DMAudio.CreateOneShotScriptObject(obj);
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}
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void
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ProcessTrainAnnouncements(void)
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{
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#ifdef GTA_TRAIN
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for (int i = 0; i < ARRAY_SIZE(StationDist); i++) {
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for (int j = 0; j < ARRAY_SIZE(EngineTrackPosition); j++) {
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if (!bTrainArrivalAnnounced[i]) {
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float preDist = StationDist[i] - 100.0f;
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if (preDist < 0.0f)
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preDist += TotalLengthOfTrack;
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if (EngineTrackPosition[j] > preDist && EngineTrackPosition[j] < StationDist[i]) {
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bTrainArrivalAnnounced[i] = true;
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PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_1, i);
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break;
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}
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} else {
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float postDist = StationDist[i] + 10.0f;
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#ifdef FIX_BUGS
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if (postDist > TotalLengthOfTrack)
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postDist -= TotalLengthOfTrack;
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#else
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if (postDist < 0.0f) // does this even make sense here?
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postDist += TotalLengthOfTrack;
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#endif
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if (EngineTrackPosition[j] > StationDist[i] && EngineTrackPosition[j] < postDist) {
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bTrainArrivalAnnounced[i] = false;
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PlayAnnouncement(SCRIPT_SOUND_TRAIN_ANNOUNCEMENT_2, i);
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break;
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}
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}
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}
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}
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#endif
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}
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void
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void
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CTrain::UpdateTrains(void)
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CTrain::UpdateTrains(void)
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{
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{
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@ -732,8 +686,6 @@ CTrain::UpdateTrains(void)
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// time offset for each train
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// time offset for each train
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time += 0x20000/2;
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time += 0x20000/2;
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}
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}
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ProcessTrainAnnouncements();
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}
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}
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// Update Subway
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// Update Subway
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