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better cam lod dist fix
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83bbb631d1
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@ -1649,10 +1649,18 @@ CPathFind::TestCoorsCloseness(CVector target, uint8 type, CVector start)
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DoPathSearch(type, start, -1, target, pNodeList, &DummyResult, 32, nil, &dist, 999999.88f, -1);
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else
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DoPathSearch(type, start, -1, target, nil, &DummyResult2, 0, nil, &dist, 50.0f, -1);
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#ifdef FIX_BUGS
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// dist has GenerationDistMultiplier as a factor, so our reference dist should have it too
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if(type == PATH_CAR)
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return dist < 160.0f*TheCamera.GenerationDistMultiplier;
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else
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return dist < 100.0f*TheCamera.GenerationDistMultiplier;
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#else
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if(type == PATH_CAR)
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return dist < 160.0f;
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else
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return dist < 100.0f;
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#endif
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}
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void
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@ -713,14 +713,14 @@ CCamera::Process(void)
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DistanceToWater = CWaterLevel::CalcDistanceToWater(GetPosition().x, GetPosition().y);
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// LOD dist
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if(!CCutsceneMgr::IsRunning() || CCutsceneMgr::UseLodMultiplier())
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LODDistMultiplier = 70.0f/CDraw::GetFOV() * CDraw::GetAspectRatio()/(4.0f/3.0f);
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else
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LODDistMultiplier = 1.0f;
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#ifdef FIX_BUGS
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// from VC. to high values bug out spawns
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LODDistMultiplier = Min(LODDistMultiplier, 2.2f);
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if(!CCutsceneMgr::IsRunning() || CCutsceneMgr::UseLodMultiplier()){
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LODDistMultiplier = 70.0f/CDraw::GetFOV();
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#ifndef FIX_BUGS
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// makes no sense and gone in VC
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LODDistMultiplier *= CDraw::GetAspectRatio()/(4.0f/3.0f);
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#endif
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}else
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LODDistMultiplier = 1.0f;
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#if GTA_VERSION > GTA3_PS2_160
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GenerationDistMultiplier = LODDistMultiplier;
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LODDistMultiplier *= CRenderer::ms_lodDistScale;
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