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@ -1,4 +1,12 @@
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#include "common.h"
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#include "patcher.h"
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#include "Clock.h"
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#include "Weather.h"
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#include "Camera.h"
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#include "Shadows.h"
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#include "CullZones.h"
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#include "CutsceneMgr.h"
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#include "FileMgr.h"
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#include "Timecycle.h"
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int (*CTimeCycle::m_nAmbientRed)[NUMWEATHERS] = (int(*)[NUMWEATHERS])0x86AF78;
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@ -90,3 +98,224 @@ int &CTimeCycle::m_FogReduction = *(int*)0x880FB8;
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int &CTimeCycle::m_CurrentStoredValue = *(int*)0x94057C;
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CVector *CTimeCycle::m_VectorToSun = (CVector*)0x665548; // [16]
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float *CTimeCycle::m_fShadowFrontX = (float*)0x72CE90;
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float *CTimeCycle::m_fShadowFrontY = (float*)0x72CE50;
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float *CTimeCycle::m_fShadowSideX = (float*)0x87C708;
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float *CTimeCycle::m_fShadowSideY = (float*)0x87C6C8;
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float *CTimeCycle::m_fShadowDisplacementX = (float*)0x6F0748;
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float *CTimeCycle::m_fShadowDisplacementY = (float*)0x6F0788;
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void
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CTimeCycle::Initialise(void)
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{
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int w, h;
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int li, bi;
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char line[1040];
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int ambR, ambG, ambB;
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int dirR, dirG, dirB;
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int skyTopR, skyTopG, skyTopB;
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int skyBotR, skyBotG, skyBotB;
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int sunCoreR, sunCoreG, sunCoreB;
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int sunCoronaR, sunCoronaG, sunCoronaB;
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float sunSz, sprSz, sprBght;
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int shad, lightShad, treeShad;
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float farClp, fogSt, lightGnd;
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int cloudR, cloudG, cloudB;
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int fluffyTopR, fluffyTopG, fluffyTopB;
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int fluffyBotR, fluffyBotG, fluffyBotB;
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float blurR, blurG, blurB, blurA;
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debug("Intialising CTimeCycle...\n");
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CFileMgr::SetDir("DATA");
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CFileMgr::LoadFile("TIMECYC.DAT", work_buff, sizeof(work_buff), "rb");
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CFileMgr::SetDir("");
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line[0] = '\0';
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bi = 0;
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for(w = 0; w < NUMWEATHERS; w++)
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for(h = 0; h < NUMHOURS; h++){
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li = 0;
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while(work_buff[bi] == '/'){
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while(work_buff[bi] != '\n')
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bi++;
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bi++;
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}
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while(work_buff[bi] != '\n')
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line[li++] = work_buff[bi++];
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line[li] = '\0';
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bi++;
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sscanf(line, "%d %d %d %d %d %d %d %d %d %d %d %d "
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"%d %d %d %d %d %d %f %f %f %d %d %d %f %f %f "
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"%d %d %d %d %d %d %d %d %d %f %f %f %f",
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&ambR, &ambG, &ambB,
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&dirR, &dirG, &dirB,
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&skyTopR, &skyTopG, &skyTopB,
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&skyBotR, &skyBotG, &skyBotB,
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&sunCoreR, &sunCoreG, &sunCoreB,
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&sunCoronaR, &sunCoronaG, &sunCoronaB,
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&sunSz, &sprSz, &sprBght,
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&shad, &lightShad, &treeShad,
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&farClp, &fogSt, &lightGnd,
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&cloudR, &cloudG, &cloudB,
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&fluffyTopR, &fluffyTopG, &fluffyTopB,
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&fluffyBotR, &fluffyBotG, &fluffyBotB,
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&blurR, &blurG, &blurB, &blurA);
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m_nAmbientRed[h][w] = ambR;
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m_nAmbientGreen[h][w] = ambG;
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m_nAmbientBlue[h][w] = ambB;
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m_nDirectionalRed[h][w] = dirR;
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m_nDirectionalGreen[h][w] = dirG;
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m_nDirectionalBlue[h][w] = dirB;
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m_nSkyTopRed[h][w] = skyTopR;
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m_nSkyTopGreen[h][w] = skyTopG;
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m_nSkyTopBlue[h][w] = skyTopB;
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m_nSkyBottomRed[h][w] = skyBotR;
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m_nSkyBottomGreen[h][w] = skyBotG;
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m_nSkyBottomBlue[h][w] = skyBotB;
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m_nSunCoreRed[h][w] = sunCoreR;
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m_nSunCoreGreen[h][w] = sunCoreG;
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m_nSunCoreBlue[h][w] = sunCoreB;
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m_nSunCoronaRed[h][w] = sunCoronaR;
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m_nSunCoronaGreen[h][w] = sunCoronaG;
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m_nSunCoronaBlue[h][w] = sunCoronaB;
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m_fSunSize[h][w] = sunSz;
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m_fSpriteSize[h][w] = sprSz;
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m_fSpriteBrightness[h][w] = sprBght;
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m_nShadowStrength[h][w] = shad;
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m_nLightShadowStrength[h][w] = lightShad;
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m_nTreeShadowStrength[h][w] = treeShad;
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m_fFarClip[h][w] = farClp;
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m_fFogStart[h][w] = fogSt;
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m_fLightsOnGroundBrightness[h][w] = lightGnd;
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m_nLowCloudsRed[h][w] = cloudR;
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m_nLowCloudsGreen[h][w] = cloudG;
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m_nLowCloudsBlue[h][w] = cloudB;
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m_nFluffyCloudsTopRed[h][w] = fluffyTopR;
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m_nFluffyCloudsTopGreen[h][w] = fluffyTopG;
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m_nFluffyCloudsTopBlue[h][w] = fluffyTopB;
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m_nFluffyCloudsBottomRed[h][w] = fluffyBotR;
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m_nFluffyCloudsBottomGreen[h][w] = fluffyBotG;
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m_nFluffyCloudsBottomBlue[h][w] = fluffyBotB;
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m_fBlurRed[h][w] = blurR;
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m_fBlurGreen[h][w] = blurG;
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m_fBlurBlue[h][w] = blurB;
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m_fBlurAlpha[h][w] = blurA;
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}
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m_FogReduction = 0;
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debug("CTimeCycle ready\n");
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}
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void
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CTimeCycle::Update(void)
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{
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int h1 = CClock::GetHours();
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int h2 = (h1+1)%24;
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int w1 = CWeather::OldWeatherType;
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int w2 = CWeather::NewWeatherType;
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float timeInterp = CClock::GetMinutes()/60.0f;
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// coefficients for a bilinear interpolation
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float c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
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float c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
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float c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
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float c3 = timeInterp * CWeather::InterpolationValue;
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#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
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m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed);
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m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen);
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m_nCurrentSkyTopBlue = INTERP(m_nSkyTopBlue);
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m_nCurrentSkyBottomRed = INTERP(m_nSkyBottomRed);
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m_nCurrentSkyBottomGreen = INTERP(m_nSkyBottomGreen);
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m_nCurrentSkyBottomBlue = INTERP(m_nSkyBottomBlue);
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m_fCurrentAmbientRed = INTERP(m_nAmbientRed);
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m_fCurrentAmbientGreen = INTERP(m_nAmbientGreen);
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m_fCurrentAmbientBlue = INTERP(m_nAmbientBlue);
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m_fCurrentAmbientRed /= 255.0f;
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m_fCurrentAmbientGreen /= 255.0f;
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m_fCurrentAmbientBlue /= 255.0f;
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m_fCurrentDirectionalRed = INTERP(m_nDirectionalRed);
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m_fCurrentDirectionalGreen = INTERP(m_nDirectionalGreen);
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m_fCurrentDirectionalBlue = INTERP(m_nDirectionalBlue);
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m_fCurrentDirectionalRed /= 255.0f;
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m_fCurrentDirectionalGreen /= 255.0f;
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m_fCurrentDirectionalBlue /= 255.0f;
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m_nCurrentSunCoreRed = INTERP(m_nSunCoreRed);
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m_nCurrentSunCoreGreen = INTERP(m_nSunCoreGreen);
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m_nCurrentSunCoreBlue = INTERP(m_nSunCoreBlue);
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m_nCurrentSunCoronaRed = INTERP(m_nSunCoronaRed);
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m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen);
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m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue);
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m_fCurrentSunSize = INTERP(m_fSunSize);
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m_fCurrentSpriteSize = INTERP(m_fSpriteSize);
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m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness);
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m_nCurrentShadowStrength = INTERP(m_nShadowStrength);
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m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength);
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m_nCurrentTreeShadowStrength = INTERP(m_nTreeShadowStrength);
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m_fCurrentFarClip = INTERP(m_fFarClip);
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m_fCurrentFogStart = INTERP(m_fFogStart);
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m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness);
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m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed);
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m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen);
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m_nCurrentLowCloudsBlue = INTERP(m_nLowCloudsBlue);
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m_nCurrentFluffyCloudsTopRed = INTERP(m_nFluffyCloudsTopRed);
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m_nCurrentFluffyCloudsTopGreen = INTERP(m_nFluffyCloudsTopGreen);
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m_nCurrentFluffyCloudsTopBlue = INTERP(m_nFluffyCloudsTopBlue);
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m_nCurrentFluffyCloudsBottomRed = INTERP(m_nFluffyCloudsBottomRed);
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m_nCurrentFluffyCloudsBottomGreen = INTERP(m_nFluffyCloudsBottomGreen);
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m_nCurrentFluffyCloudsBottomBlue = INTERP(m_nFluffyCloudsBottomBlue);
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m_fCurrentBlurRed = INTERP(m_fBlurRed);
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m_fCurrentBlurGreen = INTERP(m_fBlurGreen);
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m_fCurrentBlurBlue = INTERP(m_fBlurBlue);
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m_fCurrentBlurAlpha = INTERP(m_fBlurAlpha);
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if(TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL)
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TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL);
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if(m_FogReduction != 0)
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m_fCurrentFarClip = max(m_fCurrentFarClip, m_FogReduction/64 * 650.0f);
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m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3;
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m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3;
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m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3;
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m_CurrentStoredValue = (m_CurrentStoredValue+1)&0xF;
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float sunAngle = 2*PI*(CClock::GetMinutes() + CClock::GetHours()*60)/(24*60);
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CVector &sunPos = GetSunPosition();
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sunPos.x = sinf(sunAngle);
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sunPos.y = 1.0f;
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sunPos.z = 0.2f - cosf(sunAngle);
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sunPos.Normalise();
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CShadows::CalcPedShadowValues(sunPos,
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&m_fShadowFrontX[m_CurrentStoredValue], &m_fShadowFrontY[m_CurrentStoredValue],
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&m_fShadowSideX[m_CurrentStoredValue], &m_fShadowSideY[m_CurrentStoredValue],
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&m_fShadowDisplacementX[m_CurrentStoredValue], &m_fShadowDisplacementY[m_CurrentStoredValue]);
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if(TheCamera.GetForward().z < -0.9f ||
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!CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning()))
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m_FogReduction = min(m_FogReduction+1, 64);
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else
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m_FogReduction = max(m_FogReduction-1, 0);
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}
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STARTPATCHES
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InjectHook(0x4ABAE0, CTimeCycle::Initialise, PATCH_JUMP);
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InjectHook(0x4ABF40, CTimeCycle::Update, PATCH_JUMP);
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ENDPATCHES
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