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style & cosmetic fixes
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parent
194ddc5f40
commit
d53c151ffc
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@ -121,29 +121,29 @@ CGame::InitialiseRenderWare(void)
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/* Create camera */
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Scene.camera = CameraCreate(RsGlobal.width, RsGlobal.height, TRUE);
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ASSERT(Scene.camera != NULL);
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ASSERT(Scene.camera != nil);
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if (!Scene.camera)
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{
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return (false);
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}
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RwCameraSetFarClipPlane(Scene.camera, (RwReal) (2000.0));
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RwCameraSetNearClipPlane(Scene.camera, (RwReal) (0.9));
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RwCameraSetFarClipPlane(Scene.camera, 2000.0f);
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RwCameraSetNearClipPlane(Scene.camera, 0.9f);
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CameraSize(Scene.camera, NULL, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
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/* Create a world */
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RwBBox bbox;
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bbox.sup.x = bbox.sup.y = bbox.sup.z = (RwReal)(10000.0);
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bbox.inf.x = bbox.inf.y = bbox.inf.z = (RwReal)(-10000.0);
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bbox.sup.x = bbox.sup.y = bbox.sup.z = 10000.0f;
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bbox.inf.x = bbox.inf.y = bbox.inf.z = -10000.0f;
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Scene.world = RpWorldCreate(&bbox);
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ASSERT(Scene.world != NULL);
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ASSERT(Scene.world != nil);
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if (!Scene.world)
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{
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CameraDestroy(Scene.camera);
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Scene.camera = NULL;
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Scene.camera = nil;
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return (false);
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}
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@ -182,8 +182,8 @@ void CGame::ShutdownRenderWare(void)
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/* destroy camera */
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CameraDestroy(Scene.camera);
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Scene.world = NULL;
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Scene.camera = NULL;
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Scene.world = nil;
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Scene.camera = nil;
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CVisibilityPlugins::Shutdown();
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@ -411,7 +411,7 @@ bool CGame::ShutDown(void)
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{
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CWorld::Remove(CWorld::Players[i].m_pPed);
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delete CWorld::Players[i].m_pPed;
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CWorld::Players[i].m_pPed = NULL;
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CWorld::Players[i].m_pPed = nil;
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}
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CWorld::Players[i].Clear();
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@ -22,24 +22,24 @@ CWeaponEffects::~CWeaponEffects()
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void
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CWeaponEffects::Init(void)
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{
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gCrossHair.m_bActive = false;
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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gCrossHair.m_nRed = 0;
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gCrossHair.m_nGreen = 0;
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gCrossHair.m_nBlue = 0;
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gCrossHair.m_nAlpha = 255;
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gCrossHair.m_fSize = 1.0f;
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gCrossHair.m_fRotation = 0.0f;
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gCrossHair.m_bActive = false;
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gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f);
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gCrossHair.m_nRed = 0;
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gCrossHair.m_nGreen = 0;
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gCrossHair.m_nBlue = 0;
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gCrossHair.m_nAlpha = 255;
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gCrossHair.m_fSize = 1.0f;
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gCrossHair.m_fRotation = 0.0f;
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CTxdStore::PushCurrentTxd();
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int32 slut = CTxdStore::FindTxdSlot("particle");
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CTxdStore::SetCurrentTxd(slut);
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int32 slot = CTxdStore::FindTxdSlot("particle");
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CTxdStore::SetCurrentTxd(slot);
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gpCrossHairTex = RwTextureRead("crosshair", NULL);
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gpCrossHairRaster = RwTextureGetRaster(gpCrossHairTex);
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CTxdStore::PopCurrentTxd();
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CTxdStore::PopCurrentTxd();
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}
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void
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@ -51,13 +51,13 @@ CWeaponEffects::Shutdown(void)
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void
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CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size)
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{
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gCrossHair.m_bActive = true;
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gCrossHair.m_vecPos = pos;
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gCrossHair.m_nRed = red;
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gCrossHair.m_nGreen = green;
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gCrossHair.m_nBlue = blue;
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gCrossHair.m_nAlpha = alpha;
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gCrossHair.m_fSize = size;
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gCrossHair.m_bActive = true;
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gCrossHair.m_vecPos = pos;
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gCrossHair.m_nRed = red;
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gCrossHair.m_nGreen = green;
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gCrossHair.m_nBlue = blue;
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gCrossHair.m_nAlpha = alpha;
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gCrossHair.m_fSize = size;
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}
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void
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