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Merge branch 'master' into garages_dev
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Nick007J committed Apr 10, 2020
2 parents 917fa80 + 3a4442e commit be260b49b1e5421a96f78ae2f0512220d5805274
Showing with 12,527 additions and 10,412 deletions.
  1. +0 −11 README.md
  2. +4 −3 src/{core → animation}/CutsceneMgr.cpp
  3. +1 −1 src/{core → animation}/CutsceneMgr.h
  4. +403 −403 src/audio/AudioCollision.cpp
  5. +35 −35 src/audio/AudioCollision.h
  6. +1 −1 src/audio/AudioManager.h
  7. +789 −789 src/audio/PoliceRadio.cpp
  8. +45 −45 src/audio/PoliceRadio.h
  9. +1 −1 src/control/CarCtrl.cpp
  10. +1 −1 src/control/CarGen.cpp
  11. +286 −286 src/control/GameLogic.cpp
  12. +12 −12 src/control/GameLogic.h
  13. +9 −9 src/control/Gangs.cpp
  14. +48 −48 src/control/OnscreenTimer.h
  15. +1,049 −1,049 src/control/Pickups.cpp
  16. +124 −124 src/control/Pickups.h
  17. +21 −21 src/control/PowerPoints.cpp
  18. +25 −25 src/control/PowerPoints.h
  19. +3 −3 src/control/Replay.cpp
  20. +217 −217 src/control/Restart.cpp
  21. +11 −11 src/control/Script.cpp
  22. +19 −10 src/control/Script.h
  23. +3 −3 src/core/Camera.cpp
  24. +1 −1 src/core/FileLoader.cpp
  25. +5 −5 src/core/Frontend.cpp
  26. +6 −6 src/core/Frontend.h
  27. +14 −6 src/core/Game.cpp
  28. +1 −0 src/core/Game.h
  29. +364 −30 src/core/Pad.cpp
  30. +13 −4 src/core/Pad.h
  31. +450 −450 src/core/PlayerInfo.cpp
  32. +1,504 −1,502 src/core/Radar.cpp
  33. +4 −9 src/core/Radar.h
  34. +0 −7 src/core/RwHelper.cpp
  35. +203 −0 src/core/RwTexRead.cpp
  36. +230 −7 src/core/Stats.cpp
  37. +15 −12 src/core/Stats.h
  38. +2 −0 src/core/World.cpp
  39. +2 −0 src/core/World.h
  40. +2 −2 src/core/common.h
  41. +5 −1 src/core/config.h
  42. +1,383 −735 src/core/main.cpp
  43. +118 −118 src/core/obrstr.cpp
  44. +8 −8 src/core/obrstr.h
  45. +120 −120 src/core/timebars.cpp
  46. +5 −5 src/core/timebars.h
  47. +7 −7 src/entities/Entity.cpp
  48. +11 −11 src/entities/Solid.h
  49. +13 −13 src/modelinfo/MloModelInfo.h
  50. +1 −1 src/modelinfo/PedModelInfo.cpp
  51. +7 −7 src/modelinfo/VehicleModelInfo.cpp
  52. +11 −11 src/modelinfo/XtraCompsModelInfo.h
  53. +1 −1 src/objects/CutsceneHead.cpp
  54. +1 −1 src/objects/ParticleObject.cpp
  55. +2 −2 src/peds/Ped.cpp
  56. +2 −2 src/peds/PedIK.cpp
  57. +2 −2 src/peds/PedIK.h
  58. +1 −0 src/peds/PedType.h
  59. +1,535 −1,535 src/peds/PlayerPed.cpp
  60. +3 −0 src/peds/Population.cpp
  61. +7 −7 src/render/Clouds.cpp
  62. +2 −2 src/render/Coronas.cpp
  63. +2 −2 src/render/Fluff.cpp
  64. +636 −636 src/render/Font.cpp
  65. +2 −2 src/render/Hud.cpp
  66. +2 −1 src/render/MBlur.cpp
  67. +173 −168 src/{core → render}/PlayerSkin.cpp
  68. +0 −6 src/{core → render}/PlayerSkin.h
  69. +241 −6 src/render/Skidmarks.cpp
  70. +23 −3 src/render/Skidmarks.h
  71. +232 −233 src/render/SpecialFX.cpp
  72. +35 −35 src/render/SpecialFX.h
  73. +8 −4 src/render/Sprite.cpp
  74. +17 −13 src/render/Sprite2d.cpp
  75. +41 −0 src/render/TexList.cpp
  76. +14 −0 src/render/TexList.h
  77. +1 −1 src/render/VisibilityPlugins.cpp
  78. +1 −1 src/render/WeaponEffects.cpp
  79. +4 −4 src/render/Weather.cpp
  80. +17 −17 src/save/Date.h
  81. +7 −0 src/save/GenericGameStorage.cpp
  82. +42 −36 src/save/GenericGameStorage.h
  83. +7 −7 src/skel/win/win.cpp
  84. +835 −835 src/text/Messages.cpp
  85. +193 −193 src/text/Pager.cpp
  86. +27 −27 src/text/Pager.h
  87. +324 −324 src/text/Text.cpp
  88. +5 −5 src/vehicles/Automobile.cpp
  89. +15 −0 src/vehicles/Bike.h
  90. +15 −39 src/vehicles/Boat.cpp
  91. +1 −0 src/vehicles/Vehicle.h
  92. +396 −32 src/weapons/Explosion.cpp
  93. +12 −13 src/weapons/Explosion.h
  94. +31 −31 src/weapons/ProjectileInfo.h
@@ -16,12 +16,6 @@ such that we have a working game at all times.
- Since re3 is a DLL that works with original GTA III for now, you need Simple DLL Loader. You can get it [here](https://github.com/aap/simpledllloader).
- Build re3 or download it from one of the above links (Debug or Release).
- Make sure you included the re3 in `plugins.cfg` or `dlls.cfg`.
- re3 starts the script `main_freeroam.scm` that comes along with it by default, so you should copy it to from `gamefiles/` to your game's `data/` directory.

![#ffa500](https://placehold.it/15/ffa500/000000?text=+) **Notice**

If you want to load original script/story, press and hold G while game is loading.
This includes both starting new game and loading save game.

![#ffa500](https://placehold.it/15/ffa500/000000?text=+) **Notice if you will build it**

@@ -41,21 +35,16 @@ to reverse at the time, calling the original functions is acceptable.
cAudioManager - WIP
CBoat
CBulletInfo
CExplosion
CMenuManager - WIP
CObject
CPacManPickups
CPad - only cheats
CPedPath
CPools - save/loading
CRecordDataForChase
CRecordDataForGame
CRoadBlocks
CSkidmarks
CStats
CTrafficLights
CWeapon
CWeather
CWorld
GenericLoad
```
@@ -134,8 +134,8 @@ uint32 &CCutsceneMgr::ms_cutsceneLoadStatus = *(uint32*)0x95CB40;
RpAtomic *
CalculateBoundingSphereRadiusCB(RpAtomic *atomic, void *data)
{
float radius = RpAtomicGetBoundingSphereMacro(atomic)->radius;
RwV3d center = RpAtomicGetBoundingSphereMacro(atomic)->center;
float radius = RpAtomicGetBoundingSphere(atomic)->radius;
RwV3d center = RpAtomicGetBoundingSphere(atomic)->center;

for (RwFrame *frame = RpAtomicGetFrame(atomic); RwFrameGetParent(frame); frame = RwFrameGetParent(frame))
RwV3dTransformPoints(&center, &center, 1, RwFrameGetMatrix(frame));
@@ -326,7 +326,7 @@ CCutsceneMgr::CreateCutsceneObject(int modelId)

pModelInfo->SetColModel(pColModel);
clump = (RpClump*)pModelInfo->GetRwObject();
assert(RwObjectGetType(clump) == rpCLUMP);
assert(RwObjectGetType((RwObject*)clump) == rpCLUMP);
RpClumpForAllAtomics(clump, CalculateBoundingSphereRadiusCB, &radius);

pColModel->boundingSphere.radius = radius;
@@ -352,6 +352,7 @@ CCutsceneMgr::DeleteCutsceneData(void)
CWorld::Remove(ms_pCutsceneObjects[ms_numCutsceneObjs]);
ms_pCutsceneObjects[ms_numCutsceneObjs]->DeleteRwObject();
delete ms_pCutsceneObjects[ms_numCutsceneObjs];
ms_pCutsceneObjects[ms_numCutsceneObjs] = nil;
}
ms_numCutsceneObjs = 0;

@@ -26,7 +26,7 @@ class CCutsceneMgr
static CDirectory *&ms_pCutsceneDir;
static uint32 &ms_cutsceneLoadStatus;

static void SetRunning(bool running) { ms_running = running; }
static void StartCutsceneProcessing() { ms_cutsceneProcessing = true; }
static bool IsRunning(void) { return ms_running; }
static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }

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