2019-05-15 16:52:37 +02:00
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#include "common.h"
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2020-04-17 15:31:11 +02:00
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2019-06-17 10:30:02 +02:00
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#include "main.h"
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2019-06-30 12:53:39 +02:00
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#include "Lights.h"
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2019-06-12 21:17:02 +02:00
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#include "PointLights.h"
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#include "RpAnimBlend.h"
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#include "AnimBlendClumpData.h"
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#include "Renderer.h"
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#include "ModelIndices.h"
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#include "Shadows.h"
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2019-06-30 12:53:39 +02:00
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#include "Timecycle.h"
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2019-05-15 16:52:37 +02:00
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#include "CutsceneObject.h"
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2019-06-12 20:07:37 +02:00
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CCutsceneObject::CCutsceneObject(void)
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{
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m_status = STATUS_SIMPLE;
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bUsesCollision = false;
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2019-06-27 14:17:42 +02:00
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bStreamingDontDelete = true;
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2019-06-12 20:07:37 +02:00
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ObjectCreatedBy = CUTSCENE_OBJECT;
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m_fMass = 1.0f;
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m_fTurnMass = 1.0f;
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}
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2019-06-12 21:17:02 +02:00
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void
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CCutsceneObject::SetModelIndex(uint32 id)
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{
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CEntity::SetModelIndex(id);
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assert(RwObjectGetType(m_rwObject) == rpCLUMP);
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RpAnimBlendClumpInit((RpClump*)m_rwObject);
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->velocity = &m_vecMoveSpeed;
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(*RPANIMBLENDCLUMPDATA(m_rwObject))->frames[0].flag |= AnimBlendFrameData::VELOCITY_EXTRACTION_3D;
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}
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void
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CCutsceneObject::ProcessControl(void)
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{
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CPhysical::ProcessControl();
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if(CTimer::GetTimeStep() < 1/100.0f)
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m_vecMoveSpeed *= 100.0f;
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else
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m_vecMoveSpeed *= 1.0f/CTimer::GetTimeStep();
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ApplyMoveSpeed();
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}
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void
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CCutsceneObject::PreRender(void)
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{
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if(IsPedModel(GetModelIndex()))
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CShadows::StoreShadowForPedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowDisplacementY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowFrontY[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideX[CTimeCycle::m_CurrentStoredValue],
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CTimeCycle::m_fShadowSideY[CTimeCycle::m_CurrentStoredValue]);
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}
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void
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CCutsceneObject::Render(void)
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{
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CObject::Render();
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}
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bool
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CCutsceneObject::SetupLighting(void)
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{
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ActivateDirectional();
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SetAmbientColoursForPedsCarsAndObjects();
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if(bRenderScorched){
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WorldReplaceNormalLightsWithScorched(Scene.world, 0.1f);
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}else{
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CVector coors = GetPosition();
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float lighting = CPointLights::GenerateLightsAffectingObject(&coors);
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2019-06-22 11:42:21 +02:00
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if(!bHasBlip && lighting != 1.0f){
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2019-06-12 21:17:02 +02:00
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SetAmbientAndDirectionalColours(lighting);
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return true;
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}
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}
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return false;
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}
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void
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CCutsceneObject::RemoveLighting(bool reset)
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{
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CRenderer::RemoveVehiclePedLights(this, reset);
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}
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