re3-wiiu/src/core/Game.cpp

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#include "common.h"
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#include "platform.h"
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#include "Game.h"
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#include "main.h"
#include "RwHelper.h"
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#include "Accident.h"
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#include "Antennas.h"
#include "Bridge.h"
#include "CarCtrl.h"
#include "CarGen.h"
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#include "CdStream.h"
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#include "Clock.h"
#include "Clouds.h"
#include "Collision.h"
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#include "Console.h"
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#include "Coronas.h"
#include "Cranes.h"
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#include "Credits.h"
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#include "CutsceneMgr.h"
#include "DMAudio.h"
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#include "Darkel.h"
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#include "Debug.h"
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#include "EventList.h"
#include "FileLoader.h"
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#include "FileMgr.h"
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#include "Fire.h"
#include "Fluff.h"
#include "Font.h"
#include "Frontend.h"
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#include "frontendoption.h"
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#include "GameLogic.h"
#include "Garages.h"
#include "GenericGameStorage.h"
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#include "Glass.h"
#include "HandlingMgr.h"
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#include "Heli.h"
#include "Hud.h"
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#include "IniFile.h"
#include "Lights.h"
#include "MBlur.h"
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#include "Messages.h"
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#include "MemoryCard.h"
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#include "MemoryHeap.h"
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#include "Pad.h"
#include "Particle.h"
#include "ParticleObject.h"
#include "PedRoutes.h"
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#include "Phones.h"
#include "Pickups.h"
#include "Plane.h"
#include "PlayerSkin.h"
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#include "Population.h"
#include "Radar.h"
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#include "Record.h"
#include "References.h"
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#include "Renderer.h"
#include "Replay.h"
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#include "Restart.h"
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#include "RoadBlocks.h"
#include "Rubbish.h"
#include "SceneEdit.h"
#include "Script.h"
#include "Shadows.h"
#include "Skidmarks.h"
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#include "SetPieces.h"
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#include "SpecialFX.h"
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#include "Stats.h"
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#include "Streaming.h"
#include "SurfaceTable.h"
#include "TempColModels.h"
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#include "Timecycle.h"
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#include "TrafficLights.h"
#include "Train.h"
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#include "TxdStore.h"
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#include "User.h"
#include "VisibilityPlugins.h"
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#include "WaterCannon.h"
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#include "WaterLevel.h"
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#include "Weapon.h"
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#include "WeaponEffects.h"
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#include "Weather.h"
#include "World.h"
#include "ZoneCull.h"
#include "Zones.h"
#include "Occlusion.h"
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#include "debugmenu.h"
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#include "Ropes.h"
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#include "WindModifiers.h"
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#include "WaterCreatures.h"
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#include "postfx.h"
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#include "custompipes.h"
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#include "screendroplets.h"
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#include "VarConsole.h"
#ifdef USE_TEXTURE_POOL
#include "TexturePools.h"
#endif
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eLevelName CGame::currLevel;
int32 CGame::currArea;
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bool CGame::bDemoMode = true;
bool CGame::nastyGame = true;
bool CGame::frenchGame;
bool CGame::germanGame;
bool CGame::noProstitutes;
bool CGame::playingIntro;
char CGame::aDatFile[32];
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#ifdef MORE_LANGUAGES
bool CGame::russianGame = false;
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bool CGame::japaneseGame = false;
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#endif
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#ifndef MASTER
CVector CGame::PlayerCoords;
bool8 CGame::VarUpdatePlayerCoords;
#endif
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int gameTxdSlot;
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#ifdef SECUROM
uint8 gameProcessPirateCheck = 0;
#endif
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bool DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha);
void DoRWStuffEndOfFrame(void);
#ifdef PS2_MENU
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void MessageScreen(char *msg)
{
//TODO: stretch_screen
CRect rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
CRGBA color(255, 255, 255, 255);
DoRWStuffStartOfFrame(50, 50, 50, 0, 0, 0, 255);
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
DefinedState();
CSprite2d *splash = LoadSplash(NULL);
splash->Draw(rect, color, color, color, color);
splash->DrawRect(CRect(SCREEN_SCALE_X(20.0f), SCREEN_SCALE_Y(110.0f), SCREEN_SCALE_X(620.0f), SCREEN_SCALE_Y(300.0f)), CRGBA(50, 50, 50, 192));
CFont::SetFontStyle(FONT_BANK);
CFont::SetBackgroundOff();
CFont::SetWrapx(SCREEN_SCALE_FROM_RIGHT(190.0f)); // 450.0f
CFont::SetScale(SCREEN_SCALE_X(1.0f), SCREEN_SCALE_Y(1.0f));
CFont::SetCentreOn();
CFont::SetCentreSize(SCREEN_SCALE_X(450.0f));
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CFont::SetJustifyOff();
CFont::SetColor(CRGBA(255, 255, 255, 255));
CFont::SetDropColor(CRGBA(32, 32, 32, 255));
CFont::SetDropShadowPosition(3);
CFont::SetPropOn();
CFont::PrintString(SCREEN_SCALE_X(320.0f), SCREEN_SCALE_Y(130.0f), TheText.Get(msg));
CFont::DrawFonts();
DoRWStuffEndOfFrame();
}
#endif
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bool
CGame::InitialiseOnceBeforeRW(void)
{
CFileMgr::Initialise();
CdStreamInit(MAX_CDCHANNELS);
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debug("size of matrix %d\n", sizeof(CMatrix));
debug("size of placeable %d\n", sizeof(CPlaceable));
debug("size of entity %d\n", sizeof(CEntity));
debug("size of building %d\n", sizeof(CBuilding));
debug("size of dummy %d\n", sizeof(CDummy));
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#ifdef EXTENDED_COLOURFILTER
CPostFX::InitOnce();
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#endif
#ifdef CUSTOM_FRONTEND_OPTIONS
// Not needed here but may be needed in future
// if (numCustomFrontendOptions == 0 && numCustomFrontendScreens == 0)
CustomFrontendOptionsPopulate();
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#endif
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return true;
}
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#ifndef LIBRW
#ifdef PS2_MATFX
void ReplaceMatFxCallback();
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#endif // PS2_MATFX
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#ifdef PS2_ALPHA_TEST
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void ReplaceAtomicPipeCallback();
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#endif // PS2_ALPHA_TEST
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#endif // !LIBRW
bool
CGame::InitialiseRenderWare(void)
{
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ValidateVersion();
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#ifdef USE_TEXTURE_POOL
_TexturePoolsInitialise();
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#endif
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CTxdStore::Initialise();
CVisibilityPlugins::Initialise();
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#ifdef GTA_PS2
RpSkySelectTrueTSClipper(TRUE);
RpSkySelectTrueTLClipper(TRUE);
// PS2ManagerApplyDirectionalLightingCB() uploads the GTA lights
// directly without going through RpWorld and all that
SetupPS2ManagerDefaultLightingCallback();
PreAllocateRwObjects();
#endif
/* Create camera */
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Scene.camera = CameraCreate(SCREEN_WIDTH, SCREEN_HEIGHT, TRUE);
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ASSERT(Scene.camera != nil);
if (!Scene.camera)
{
return (false);
}
RwCameraSetFarClipPlane(Scene.camera, 2000.0f);
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RwCameraSetNearClipPlane(Scene.camera, 0.9f);
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CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO);
/* Create a world */
RwBBox bbox;
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bbox.sup.x = bbox.sup.y = bbox.sup.z = 10000.0f;
bbox.inf.x = bbox.inf.y = bbox.inf.z = -10000.0f;
Scene.world = RpWorldCreate(&bbox);
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ASSERT(Scene.world != nil);
if (!Scene.world)
{
CameraDestroy(Scene.camera);
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Scene.camera = nil;
return (false);
}
/* Add the camera to the world */
RpWorldAddCamera(Scene.world, Scene.camera);
LightsCreate(Scene.world);
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CreateDebugFont();
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#ifdef LIBRW
#ifdef PS2_MATFX
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rw::MatFX::envMapApplyLight = true;
rw::MatFX::envMapUseMatColor = true;
rw::MatFX::envMapFlipU = true;
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#else
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rw::MatFX::envMapApplyLight = false;
rw::MatFX::envMapUseMatColor = false;
rw::MatFX::envMapFlipU = false;
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#endif
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rw::RGBA envcol = { 64, 64, 64, 255 };
rw::MatFX::envMapColor = envcol;
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#else
#ifdef PS2_MATFX
ReplaceMatFxCallback();
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#endif // PS2_MATFX
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#ifdef PS2_ALPHA_TEST
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ReplaceAtomicPipeCallback();
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#endif // PS2_ALPHA_TEST
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#endif // LIBRW
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PUSH_MEMID(MEMID_TEXTURES);
CFont::Initialise();
CHud::Initialise();
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CPlayerSkin::Initialise();
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POP_MEMID();
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#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeInit(); // need Scene.world for this
#endif
#ifdef SCREEN_DROPLETS
ScreenDroplets::InitDraw();
#endif
return (true);
}
void CGame::ShutdownRenderWare(void)
{
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#ifdef SCREEN_DROPLETS
ScreenDroplets::Shutdown();
#endif
#ifdef EXTENDED_PIPELINES
CustomPipes::CustomPipeShutdown();
#endif
DestroySplashScreen();
CHud::Shutdown();
CFont::Shutdown();
for ( int32 i = 0; i < NUMPLAYERS; i++ )
CWorld::Players[i].DeletePlayerSkin();
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CPlayerSkin::Shutdown();
DestroyDebugFont();
/* Destroy world */
LightsDestroy(Scene.world);
RpWorldRemoveCamera(Scene.world, Scene.camera);
RpWorldDestroy(Scene.world);
/* destroy camera */
CameraDestroy(Scene.camera);
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Scene.world = nil;
Scene.camera = nil;
CVisibilityPlugins::Shutdown();
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#ifdef USE_TEXTURE_POOL
_TexturePoolsShutdown();
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#endif
}
bool CGame::InitialiseOnceAfterRW(void)
{
TheText.Load();
CTimer::Initialise();
CTempColModels::Initialise();
mod_HandlingManager.Initialise();
CSurfaceTable::Initialise("DATA\\SURFACE.DAT");
CPedStats::Initialise();
CTimeCycle::Initialise();
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#ifdef GTA_PS2
LoadingScreen("Loading the Game", "Initialising audio", GetRandomSplashScreen());
#endif
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DMAudio.Initialise();
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#ifndef GTA_PS2
if ( DMAudio.GetNum3DProvidersAvailable() == 0 )
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FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = NO_AUDIO_PROVIDER;
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if ( FrontEndMenuManager.m_nPrefsAudio3DProviderIndex == AUDIO_PROVIDER_NOT_DETERMINED || FrontEndMenuManager.m_nPrefsAudio3DProviderIndex == -2 )
{
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FrontEndMenuManager.m_PrefsSpeakers = 0;
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FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = DMAudio.AutoDetect3DProviders();
}
DMAudio.SetCurrent3DProvider(FrontEndMenuManager.m_nPrefsAudio3DProviderIndex);
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DMAudio.SetSpeakerConfig(FrontEndMenuManager.m_PrefsSpeakers);
DMAudio.SetDynamicAcousticModelingStatus(FrontEndMenuManager.m_PrefsDMA);
DMAudio.SetMusicMasterVolume(FrontEndMenuManager.m_PrefsMusicVolume);
DMAudio.SetEffectsMasterVolume(FrontEndMenuManager.m_PrefsSfxVolume);
DMAudio.SetEffectsFadeVol(127);
DMAudio.SetMusicFadeVol(127);
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#endif
return true;
}
void
CGame::FinalShutdown(void)
{
CTxdStore::Shutdown();
CPedStats::Shutdown();
CdStreamShutdown();
}
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bool CGame::Initialise(const char* datFile)
{
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ResetLoadingScreenBar();
strcpy(aDatFile, datFile);
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#ifdef GTA_PS2
// TODO: upload VU0 collision code here
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#endif
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CPools::Initialise();
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#ifndef GTA_PS2
#ifdef PED_CAR_DENSITY_SLIDERS
// Load density values from gta3.ini only if our reVC.ini have them 0.6f
if (CIniFile::PedNumberMultiplier == 0.6f && CIniFile::CarNumberMultiplier == 0.6f)
#endif
CIniFile::LoadIniFile();
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#endif
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#ifdef USE_TEXTURE_POOL
_TexturePoolsUnknown(false);
#endif
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currLevel = LEVEL_BEACH;
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currArea = AREA_MAIN_MAP;
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PUSH_MEMID(MEMID_TEXTURES);
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LoadingScreen("Loading the Game", "Loading generic textures", GetRandomSplashScreen());
gameTxdSlot = CTxdStore::AddTxdSlot("generic");
CTxdStore::Create(gameTxdSlot);
CTxdStore::AddRef(gameTxdSlot);
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#ifdef EXTENDED_PIPELINES
// for generic fallback
CustomPipes::SetTxdFindCallback();
#endif
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LoadingScreen("Loading the Game", "Loading particles", nil);
int particleTxdSlot = CTxdStore::AddTxdSlot("particle");
CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD");
CTxdStore::AddRef(particleTxdSlot);
CTxdStore::SetCurrentTxd(gameTxdSlot);
LoadingScreen("Loading the Game", "Setup game variables", nil);
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POP_MEMID();
#ifdef GTA_PS2
CDma::SyncChannel(0, true);
#endif
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CGameLogic::InitAtStartOfGame();
CReferences::Init();
TheCamera.Init();
TheCamera.SetRwCamera(Scene.camera);
CDebug::DebugInitTextBuffer();
ThePaths.Init();
ThePaths.AllocatePathFindInfoMem(4500);
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CScriptPaths::Init();
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CWeather::Init();
CCullZones::Init();
COcclusion::Init();
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CCollision::Init();
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CSetPieces::Init();
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CTheZones::Init();
CUserDisplay::Init();
CMessages::Init();
CMessages::ClearAllMessagesDisplayedByGame();
CRecordDataForGame::Init();
CRestart::Initialise();
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PUSH_MEMID(MEMID_WORLD);
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CWorld::Initialise();
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POP_MEMID();
PUSH_MEMID(MEMID_TEXTURES);
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CParticle::Initialise();
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POP_MEMID();
PUSH_MEMID(MEMID_ANIMATION);
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CAnimManager::Initialise();
CCutsceneMgr::Initialise();
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POP_MEMID();
PUSH_MEMID(MEMID_CARS);
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CCarCtrl::Init();
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POP_MEMID();
PUSH_MEMID(MEMID_DEF_MODELS);
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InitModelIndices();
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CModelInfo::Initialise();
CPickups::Init();
CTheCarGenerators::Init();
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CdStreamAddImage("MODELS\\GTA3.IMG");
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CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
CFileLoader::LoadLevel(datFile);
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LoadingScreen("Loading the Game", "Add Particles", nil);
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CWorld::AddParticles();
CVehicleModelInfo::LoadVehicleColours();
CVehicleModelInfo::LoadEnvironmentMaps();
CTheZones::PostZoneCreation();
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POP_MEMID();
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LoadingScreen("Loading the Game", "Setup paths", nil);
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ThePaths.PreparePathData();
for (int i = 0; i < NUMPLAYERS; i++)
CWorld::Players[i].Clear();
CWorld::Players[0].LoadPlayerSkin();
TestModelIndices();
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LoadingScreen("Loading the Game", "Setup water", nil);
CWaterLevel::Initialise("DATA\\WATER.DAT");
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TheConsole.Init();
CDraw::SetFOV(120.0f);
CDraw::ms_fLODDistance = 500.0f;
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LoadingScreen("Loading the Game", "Setup streaming", nil);
CStreaming::LoadInitialVehicles();
CStreaming::LoadInitialPeds();
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CStreaming::RequestBigBuildings(LEVEL_GENERIC);
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CStreaming::LoadAllRequestedModels(false);
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CStreaming::RemoveIslandsNotUsed(currLevel);
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printf("Streaming uses %zuK of its memory", CStreaming::ms_memoryUsed / 1024); // original modifier was %d
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LoadingScreen("Loading the Game", "Load animations", GetRandomSplashScreen());
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PUSH_MEMID(MEMID_ANIMATION);
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CAnimManager::LoadAnimFiles();
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POP_MEMID();
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CStreaming::LoadInitialWeapons();
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CStreaming::LoadAllRequestedModels(0);
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CPed::Initialise();
CRouteNode::Initialise();
CEventList::Initialise();
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#ifdef SCREEN_DROPLETS
ScreenDroplets::Initialise();
#endif
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LoadingScreen("Loading the Game", "Find big buildings", nil);
CRenderer::Init();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
CRadar::Initialise();
CRadar::LoadTextures();
CWeapon::InitialiseWeapons();
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LoadingScreen("Loading the Game", "Setup traffic lights", nil);
CTrafficLights::ScanForLightsOnMap();
CRoadBlocks::Init();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
CPopulation::Initialise();
CWorld::PlayerInFocus = 0;
CCoronas::Init();
CShadows::Init();
CWeaponEffects::Init();
CSkidmarks::Init();
CAntennas::Init();
CGlass::Init();
gPhoneInfo.Initialise();
#ifdef GTA_SCENE_EDIT
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CSceneEdit::Initialise();
#endif
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LoadingScreen("Loading the Game", "Load scripts", nil);
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PUSH_MEMID(MEMID_SCRIPT);
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CTheScripts::Init();
CGangs::Initialise();
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POP_MEMID();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
CClock::Initialise(1000);
CHeli::InitHelis();
CCranes::InitCranes();
CMovingThings::Init();
CDarkel::Init();
CStats::Init();
CPacManPickups::Init();
CRubbish::Init();
CClouds::Init();
CSpecialFX::Init();
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CRopes::Init();
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CWaterCannons::Init();
CBridge::Init();
CGarages::Init();
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LoadingScreen("Loading the Game", "Position dynamic objects", nil);
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LoadingScreen("Loading the Game", "Initialise vehicle paths", nil);
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CTrain::InitTrains();
CPlane::InitPlanes();
CCredits::Init();
CRecordDataForChase::Init();
CReplay::Init();
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LoadingScreen("Loading the Game", "Start script", nil);
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#ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad )
#endif
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{
CTheScripts::StartTestScript();
CTheScripts::Process();
TheCamera.Process();
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}
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LoadingScreen("Loading the Game", "Load scene", nil);
CCollision::ms_collisionInMemory = currLevel;
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for (int i = 0; i < MAX_PADS; i++)
CPad::GetPad(i)->Clear(true);
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#ifdef USE_TEXTURE_POOL
_TexturePoolsUnknown(true);
#endif
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#ifndef MASTER
PlayerCoords = FindPlayerCoors();
VarConsole.Add("X PLAYER COORD", &PlayerCoords.x, 10.0f, -10000.0f, 10000.0f, true);
VarConsole.Add("Y PLAYER COORD", &PlayerCoords.y, 10.0f, -10000.0f, 10000.0f, true);
VarConsole.Add("Z PLAYER COORD", &PlayerCoords.z, 10.0f, -10000.0f, 10000.0f, true);
VarConsole.Add("UPDATE PLAYER COORD", &VarUpdatePlayerCoords, true);
#endif
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DMAudio.SetStartingTrackPositions(TRUE);
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DMAudio.ChangeMusicMode(MUSICMODE_GAME);
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return true;
}
bool CGame::ShutDown(void)
{
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#ifdef USE_TEXTURE_POOL
_TexturePoolsUnknown(false);
#endif
CReplay::FinishPlayback();
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CReplay::EmptyReplayBuffer();
CPlane::Shutdown();
CTrain::Shutdown();
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CScriptPaths::Shutdown();
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CWaterCreatures::RemoveAll();
CSpecialFX::Shutdown();
CGarages::Shutdown();
CMovingThings::Shutdown();
gPhoneInfo.Shutdown();
CWeapon::ShutdownWeapons();
CPedType::Shutdown();
for (int32 i = 0; i < NUMPLAYERS; i++)
{
if ( CWorld::Players[i].m_pPed )
{
CWorld::Remove(CWorld::Players[i].m_pPed);
delete CWorld::Players[i].m_pPed;
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CWorld::Players[i].m_pPed = nil;
}
CWorld::Players[i].Clear();
}
CRenderer::Shutdown();
CWorld::ShutDown();
DMAudio.DestroyAllGameCreatedEntities();
CModelInfo::ShutDown();
CAnimManager::Shutdown();
CCutsceneMgr::Shutdown();
CVehicleModelInfo::DeleteVehicleColourTextures();
CVehicleModelInfo::ShutdownEnvironmentMaps();
CRadar::Shutdown();
CStreaming::Shutdown();
CTxdStore::GameShutdown();
CCollision::Shutdown();
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CWaterLevel::Shutdown();
CRubbish::Shutdown();
CClouds::Shutdown();
CShadows::Shutdown();
CCoronas::Shutdown();
CSkidmarks::Shutdown();
CWeaponEffects::Shutdown();
CParticle::Shutdown();
CPools::ShutDown();
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CHud::ReInitialise();
CTxdStore::RemoveTxdSlot(gameTxdSlot);
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CMBlur::MotionBlurClose();
CdStreamRemoveImages();
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#ifdef USE_TEXTURE_POOL
_TexturePoolsFinalShutdown();
#endif
return true;
}
void CGame::ReInitGameObjectVariables(void)
{
CGameLogic::InitAtStartOfGame();
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#ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad )
#endif
{
TheCamera.Init();
TheCamera.SetRwCamera(Scene.camera);
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}
CDebug::DebugInitTextBuffer();
CWeather::Init();
CUserDisplay::Init();
CMessages::Init();
CRestart::Initialise();
CWorld::bDoingCarCollisions = false;
CHud::ReInitialise();
CRadar::Initialise();
CCarCtrl::ReInit();
CTimeCycle::Initialise();
CDraw::SetFOV(120.0f);
CDraw::ms_fLODDistance = 500.0f;
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CStreaming::RequestBigBuildings(LEVEL_GENERIC);
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CStreaming::RemoveIslandsNotUsed(LEVEL_BEACH);
CStreaming::RemoveIslandsNotUsed(LEVEL_MAINLAND);
CStreaming::LoadAllRequestedModels(false);
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currArea = AREA_MAIN_MAP;
CPed::Initialise();
CEventList::Initialise();
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#ifdef SCREEN_DROPLETS
ScreenDroplets::Initialise();
#endif
CWeapon::InitialiseWeapons();
CPopulation::Initialise();
for (int i = 0; i < NUMPLAYERS; i++)
CWorld::Players[i].Clear();
CWorld::PlayerInFocus = 0;
CAntennas::Init();
CGlass::Init();
gPhoneInfo.Initialise();
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PUSH_MEMID(MEMID_SCRIPT);
CTheScripts::Init();
CGangs::Initialise();
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POP_MEMID();
CTimer::Initialise();
CClock::Initialise(1000);
CTheCarGenerators::Init();
CHeli::InitHelis();
CMovingThings::Init();
CDarkel::Init();
CStats::Init();
CPickups::Init();
CPacManPickups::Init();
CGarages::Init();
CSpecialFX::Init();
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CRopes::Init();
CWaterCannons::Init();
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CScriptPaths::Init();
CParticle::ReloadConfig();
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#ifdef PS2_MENU
if ( !TheMemoryCard.m_bWantToLoad )
#else
if ( !FrontEndMenuManager.m_bWantToLoad )
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#endif
{
CCranes::InitCranes();
CTheScripts::StartTestScript();
CTheScripts::Process();
TheCamera.Process();
CTrain::InitTrains();
CPlane::InitPlanes();
}
for (int32 i = 0; i < MAX_PADS; i++)
CPad::GetPad(i)->Clear(true);
}
void CGame::ReloadIPLs(void)
{
// Empty and unused
}
void CGame::ShutDownForRestart(void)
{
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#ifdef USE_TEXTURE_POOL
_TexturePoolsUnknown(false);
#endif
CReplay::FinishPlayback();
CReplay::EmptyReplayBuffer();
DMAudio.DestroyAllGameCreatedEntities();
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CMovingThings::Shutdown();
for (int i = 0; i < NUMPLAYERS; i++)
CWorld::Players[i].Clear();
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CGarages::SetAllDoorsBackToOriginalHeight();
CTheScripts::UndoBuildingSwaps();
CTheScripts::UndoEntityInvisibilitySettings();
CWorld::ClearForRestart();
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CGameLogic::ClearShortCut();
CTimer::Shutdown();
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CStreaming::ReInit();
CRadar::RemoveRadarSections();
FrontEndMenuManager.UnloadTextures();
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CParticleObject::RemoveAllExpireableParticleObjects();
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CWaterCreatures::RemoveAll();
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CSetPieces::Init();
CPedType::Shutdown();
CSpecialFX::Shutdown();
}
void CGame::InitialiseWhenRestarting(void)
{
CRect rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
CRGBA color(255, 255, 255, 255);
CTimer::Initialise();
CSprite2d::SetRecipNearClip();
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if (b_FoundRecentSavedGameWantToLoad || FrontEndMenuManager.m_bWantToLoad)
{
LoadSplash("splash1");
#ifndef XBOX_MESSAGE_SCREEN
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if (FrontEndMenuManager.m_bWantToLoad)
FrontEndMenuManager.MessageScreen("FELD_WR", true);
#endif
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}
b_FoundRecentSavedGameWantToLoad = false;
TheCamera.Init();
if ( FrontEndMenuManager.m_bWantToLoad == true )
{
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.SetDialogTimer(1000);
DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 0);
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
FrontEndMenuManager.DrawOverlays();
DoRWStuffEndOfFrame();
#endif
RestoreForStartLoad();
}
ReInitGameObjectVariables();
if ( FrontEndMenuManager.m_bWantToLoad == true )
{
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FrontEndMenuManager.m_bWantToLoad = false;
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InitRadioStationPositionList();
if ( GenericLoad() == true )
{
DMAudio.ResetTimers(CTimer::GetTimeInMilliseconds());
CTrain::InitTrains();
CPlane::InitPlanes();
}
else
{
for ( int32 i = 0; i < 50; i++ )
{
HandleExit();
FrontEndMenuManager.MessageScreen("FED_LFL", true); // Loading save game has failed. The game will restart now.
}
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TheCamera.SetFadeColour(0, 0, 0);
ShutDownForRestart();
CTimer::Stop();
CTimer::Initialise();
FrontEndMenuManager.m_bWantToLoad = false;
ReInitGameObjectVariables();
currLevel = LEVEL_GENERIC;
CCollision::SortOutCollisionAfterLoad();
}
#ifdef XBOX_MESSAGE_SCREEN
FrontEndMenuManager.ProcessDialogTimer();
#endif
}
CTimer::Update();
DMAudio.ChangeMusicMode(MUSICMODE_GAME);
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#ifdef USE_TEXTURE_POOL
_TexturePoolsUnknown(true);
#endif
}
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void CGame::Process(void)
{
CPad::UpdatePads();
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#ifdef USE_CUSTOM_ALLOCATOR
ProcessTidyUpMemory();
#endif
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#ifdef DEBUGMENU
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DebugMenuProcess();
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#endif
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CCutsceneMgr::Update();
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if (!CCutsceneMgr::IsCutsceneProcessing() && !CTimer::GetIsCodePaused())
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FrontEndMenuManager.Process();
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CTheZones::Update();
#ifdef SECUROM
if (CTimer::GetTimeInMilliseconds() >= (35 * 60 * 1000) && gameProcessPirateCheck == 0){
// if game not pirated
// gameProcessPirateCheck = 1;
// else
gameProcessPirateCheck = 2;
}
#endif
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uint32 startTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond();
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CStreaming::Update();
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uint32 processTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond() - startTime;
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CWindModifiers::Number = 0;
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if (!CTimer::GetIsPaused())
{
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#ifndef MASTER
if (VarUpdatePlayerCoords) {
FindPlayerPed()->Teleport(PlayerCoords);
VarUpdatePlayerCoords = false;
}
#endif
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CSprite2d::SetRecipNearClip();
CSprite2d::InitPerFrame();
CFont::InitPerFrame();
CRecordDataForGame::SaveOrRetrieveDataForThisFrame();
CRecordDataForChase::SaveOrRetrieveDataForThisFrame();
CPad::DoCheats();
CClock::Update();
CWeather::Update();
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PUSH_MEMID(MEMID_SCRIPT);
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CTheScripts::Process();
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POP_MEMID();
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CCollision::Update();
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CScriptPaths::Update();
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CTrain::UpdateTrains();
CPlane::UpdatePlanes();
CHeli::UpdateHelis();
CDarkel::Update();
CSkidmarks::Update();
CAntennas::Update();
CGlass::Update();
#ifdef GTA_SCENE_EDIT
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CSceneEdit::Update();
#endif
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CSetPieces::Update();
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CEventList::Update();
CParticle::Update();
gFireManager.Update();
// Otherwise even on 30 fps most probably you won't see any peds around Ocean View Hospital
#if defined FIX_BUGS && !defined SQUEEZE_PERFORMANCE
if (processTime > 2) {
#else
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if (processTime >= 2) {
#endif
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CPopulation::Update(false);
} else {
uint32 startTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond();
CPopulation::Update(true);
processTime = CTimer::GetCurrentTimeInCycles() / CTimer::GetCyclesPerMillisecond() - startTime;
}
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CWeapon::UpdateWeapons();
if (!CCutsceneMgr::IsRunning())
CTheCarGenerators::Process();
if (!CReplay::IsPlayingBack())
CCranes::UpdateCranes();
CClouds::Update();
CMovingThings::Update();
CWaterCannons::Update();
CUserDisplay::Process();
CReplay::Update();
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PUSH_MEMID(MEMID_WORLD);
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CWorld::Process();
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POP_MEMID();
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gAccidentManager.Update();
CPacManPickups::Update();
CPickups::Update();
CGarages::Update();
CRubbish::Update();
CSpecialFX::Update();
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CRopes::Update();
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CTimeCycle::Update();
if (CReplay::ShouldStandardCameraBeProcessed())
TheCamera.Process();
CCullZones::Update();
if (!CReplay::IsPlayingBack())
CGameLogic::Update();
CBridge::Update();
CCoronas::DoSunAndMoon();
CCoronas::Update();
CShadows::UpdateStaticShadows();
CShadows::UpdatePermanentShadows();
gPhoneInfo.Update();
if (!CReplay::IsPlayingBack())
{
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PUSH_MEMID(MEMID_CARS);
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if (processTime < 2)
CCarCtrl::GenerateRandomCars();
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CRoadBlocks::GenerateRoadBlocks();
CCarCtrl::RemoveDistantCars();
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CCarCtrl::RemoveCarsIfThePoolGetsFull();
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POP_MEMID();
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}
}
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#ifdef GTA_PS2
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CMemCheck::DoTest();
#endif
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}
2019-07-24 18:55:43 +02:00
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#ifdef USE_CUSTOM_ALLOCATOR
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// TODO(MIAMI)
int32 gNumMemMoved;
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bool
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MoveMem(void** ptr)
{
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if (*ptr) {
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gNumMemMoved++;
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void* newPtr = gMainHeap.MoveMemory(*ptr);
if (*ptr != newPtr) {
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*ptr = newPtr;
return true;
}
}
return false;
}
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// Some convenience structs
struct SkyDataPrefix
{
uint32 pktSize1;
uint32 data; // pointer to data as read from TXD
uint32 pktSize2;
uint32 unused;
};
struct DMAGIFUpload
{
uint32 tag1_qwc, tag1_addr; // dmaref
uint32 nop1, vif_direct1;
uint32 giftag[4];
uint32 gs_bitbltbuf[4];
uint32 tag2_qwc, tag2_addr; // dmaref
uint32 nop2, vif_direct2;
};
// This is very scary. it depends on the exact memory layout of the DMA chains and whatnot
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RwTexture*
MoveTextureMemoryCB(RwTexture* texture, void* pData)
{
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#ifdef GTA_PS2
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bool* pRet = (bool*)pData;
RwRaster* raster = RwTextureGetRaster(texture);
_SkyRasterExt* rasterExt = RASTEREXTFROMRASTER(raster);
if (raster->originalPixels == nil || // the raw data
raster->cpPixels == raster->originalPixels || // old format, can't handle it
rasterExt->dmaRefCount != 0 && rasterExt->dmaClrCount != 0)
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return texture;
// this is the allocated pointer we will move
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SkyDataPrefix* prefix = (SkyDataPrefix*)raster->originalPixels;
DMAGIFUpload* uploads = (DMAGIFUpload*)(prefix + 1);
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// We have 4qw for each upload,
// i.e. for each buffer width of mip levels,
// and the palette if there is one.
// NB: this code does NOT support mipmaps!
// so we assume two uploads (pixels and palette)
//
// each upload looks like this:
// (DMAcnt; NOP; VIF DIRECT(2))
// giftag (1, A+D)
// GS_BITBLTBUF
// (DMAref->pixel data; NOP; VIF DIRECT(5))
// the DMArefs are what we have to adjust
uintptr dataDiff, upload1Diff, upload2Diff, pixelDiff, paletteDiff;
dataDiff = prefix->data - (uintptr)raster->originalPixels;
upload1Diff = uploads[0].tag2_addr - (uintptr)raster->originalPixels;
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if (raster->palette)
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upload2Diff = uploads[1].tag2_addr - (uintptr)raster->originalPixels;
pixelDiff = (uintptr)raster->cpPixels - (uintptr)raster->originalPixels;
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if (raster->palette)
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paletteDiff = (uintptr)raster->palette - (uintptr)raster->originalPixels;
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uint8* newptr = (uint8*)gMainHeap.MoveMemory(raster->originalPixels);
if (newptr != raster->originalPixels) {
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// adjust everything
prefix->data = (uintptr)newptr + dataDiff;
uploads[0].tag2_addr = (uintptr)newptr + upload1Diff;
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if (raster->palette)
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uploads[1].tag2_addr = (uintptr)newptr + upload2Diff;
raster->originalPixels = newptr;
raster->cpPixels = newptr + pixelDiff;
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if (raster->palette)
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raster->palette = newptr + paletteDiff;
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if (pRet) {
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*pRet = true;
return nil;
}
}
#else
// nothing to do here really, everything should be in videomemory
#endif
return texture;
}
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bool
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MoveAtomicMemory(RpAtomic* atomic, bool onlyOne)
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{
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RpGeometry* geo = RpAtomicGetGeometry(atomic);
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#if THIS_IS_COMPATIBLE_WITH_GTA3_RW31
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if (MoveMem((void**)&geo->triangles) && onlyOne)
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return true;
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if (MoveMem((void**)&geo->matList.materials) && onlyOne)
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return true;
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if (MoveMem((void**)&geo->preLitLum) && onlyOne)
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return true;
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if (MoveMem((void**)&geo->texCoords[0]) && onlyOne)
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return true;
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if (MoveMem((void**)&geo->texCoords[1]) && onlyOne)
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return true;
// verts and normals of morph target are allocated together
int vertDiff;
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if (geo->morphTarget->normals)
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vertDiff = geo->morphTarget->normals - geo->morphTarget->verts;
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if (MoveMem((void**)&geo->morphTarget->verts)) {
if (geo->morphTarget->normals)
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geo->morphTarget->normals = geo->morphTarget->verts + vertDiff;
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if (onlyOne)
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return true;
}
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RpMeshHeader* oldmesh = geo->mesh;
if (MoveMem((void**)&geo->mesh)) {
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// index pointers are allocated together with meshes,
// have to relocate those too
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RpMesh* mesh = (RpMesh*)(geo->mesh + 1);
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uintptr reloc = (uintptr)geo->mesh - (uintptr)oldmesh;
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for (int i = 0; i < geo->mesh->numMeshes; i++)
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mesh[i].indices = (RxVertexIndex*)((uintptr)mesh[i].indices + reloc);
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if (onlyOne)
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return true;
}
#else
// we could do something in librw here
#endif
return false;
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}
bool
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MoveColModelMemory(CColModel& colModel, bool onlyOne)
{
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#if GTA_VERSION >= GTA3_PS2_160
// hm...should probably only do this if ownsCollisionVolumes
// but it doesn't exist on PS2...
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if (!colModel.ownsCollisionVolumes)
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return false;
#endif
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if (MoveMem((void**)&colModel.spheres) && onlyOne)
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return true;
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if (MoveMem((void**)&colModel.lines) && onlyOne)
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return true;
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if (MoveMem((void**)&colModel.boxes) && onlyOne)
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return true;
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if (MoveMem((void**)&colModel.vertices) && onlyOne)
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return true;
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if (MoveMem((void**)&colModel.triangles) && onlyOne)
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return true;
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if (MoveMem((void**)&colModel.trianglePlanes) && onlyOne)
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return true;
return false;
}
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RpAtomic*
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MoveAtomicMemoryCB(RpAtomic* atomic, void* pData)
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{
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bool* pRet = (bool*)pData;
if (pRet == nil)
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MoveAtomicMemory(atomic, false);
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else if (MoveAtomicMemory(atomic, true)) {
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*pRet = true;
return nil;
}
return atomic;
}
bool
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TidyUpModelInfo(CBaseModelInfo* modelInfo, bool onlyone)
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{
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if (modelInfo->GetColModel() && modelInfo->DoesOwnColModel())
if (MoveColModelMemory(*modelInfo->GetColModel(), onlyone))
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return true;
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RwObject* rwobj = modelInfo->GetRwObject();
if (RwObjectGetType(rwobj) == rpATOMIC)
if (MoveAtomicMemory((RpAtomic*)rwobj, onlyone))
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return true;
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if (RwObjectGetType(rwobj) == rpCLUMP) {
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bool ret = false;
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if (onlyone)
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RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, &ret);
else
RpClumpForAllAtomics((RpClump*)rwobj, MoveAtomicMemoryCB, nil);
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if (ret)
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return true;
}
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if (modelInfo->GetModelType() == MITYPE_PED && ((CPedModelInfo*)modelInfo)->m_hitColModel)
if (MoveColModelMemory(*((CPedModelInfo*)modelInfo)->m_hitColModel, onlyone))
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return true;
return false;
}
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#endif
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void CGame::DrasticTidyUpMemory(bool flushDraw)
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{
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#ifdef USE_CUSTOM_ALLOCATOR
bool removedCol = false;
TidyUpMemory(true, flushDraw);
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if (gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro) {
CStreaming::RemoveIslandsNotUsed(LEVEL_INDUSTRIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_COMMERCIAL);
CStreaming::RemoveIslandsNotUsed(LEVEL_SUBURBAN);
TidyUpMemory(true, flushDraw);
}
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if (gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro) {
CModelInfo::RemoveColModelsFromOtherLevels(LEVEL_GENERIC);
TidyUpMemory(true, flushDraw);
removedCol = true;
}
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if (gMainHeap.GetLargestFreeBlock() < 200000 && !playingIntro) {
CStreaming::RemoveBigBuildings(LEVEL_INDUSTRIAL);
CStreaming::RemoveBigBuildings(LEVEL_COMMERCIAL);
CStreaming::RemoveBigBuildings(LEVEL_SUBURBAN);
TidyUpMemory(true, flushDraw);
}
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if (removedCol) {
// different on PS2
CFileLoader::LoadCollisionFromDatFile(CCollision::ms_collisionInMemory);
}
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if (!playingIntro)
CStreaming::RequestBigBuildings(currLevel);
CStreaming::LoadAllRequestedModels(true);
#endif
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}
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void CGame::TidyUpMemory(bool moveTextures, bool flushDraw)
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{
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#ifdef USE_CUSTOM_ALLOCATOR
printf("Largest free block before tidy %d\n", gMainHeap.GetLargestFreeBlock());
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if (moveTextures) {
if (flushDraw) {
#ifdef GTA_PS2
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for (int i = 0; i < sweMaxFlips + 1; i++) {
#else
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for (int i = 0; i < 5; i++) { // probably more than needed
#endif
RwCameraBeginUpdate(Scene.camera);
RwCameraEndUpdate(Scene.camera);
RwCameraShowRaster(Scene.camera, nil, 0);
}
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}
int fontSlot = CTxdStore::FindTxdSlot("fonts");
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for (int i = 0; i < TXDSTORESIZE; i++) {
if (i == fontSlot ||
CTxdStore::GetSlot(i) == nil)
continue;
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RwTexDictionary* txd = CTxdStore::GetSlot(i)->texDict;
if (txd)
RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, nil);
}
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}
// animations
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for (int i = 0; i < NUMANIMATIONS; i++) {
CAnimBlendHierarchy* anim = CAnimManager::GetAnimation(i);
if (anim == nil)
continue; // cannot happen
anim->MoveMemory();
}
// model info
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for (int i = 0; i < MODELINFOSIZE; i++) {
CBaseModelInfo* mi = CModelInfo::GetModelInfo(i);
if (mi == nil)
continue;
TidyUpModelInfo(mi, false);
}
printf("Largest free block after tidy %d\n", gMainHeap.GetLargestFreeBlock());
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#endif
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}
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void CGame::ProcessTidyUpMemory(void)
{
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#ifdef USE_CUSTOM_ALLOCATOR
static int32 modelIndex = 0;
static int32 animIndex = 0;
static int32 txdIndex = 0;
bool txdReturn = false;
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RwTexDictionary* txd = nil;
gNumMemMoved = 0;
// model infos
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for (int numCleanedUp = 0; numCleanedUp < 10; numCleanedUp++) {
CBaseModelInfo* mi;
do {
mi = CModelInfo::GetModelInfo(modelIndex);
modelIndex++;
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if (modelIndex >= MODELINFOSIZE)
modelIndex = 0;
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} while (mi == nil);
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if (TidyUpModelInfo(mi, true))
return;
}
// tex dicts
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for (int numCleanedUp = 0; numCleanedUp < 3; numCleanedUp++) {
if (gNumMemMoved > 80)
break;
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do {
#ifdef FIX_BUGS
txd = nil;
#endif
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if (CTxdStore::GetSlot(txdIndex))
txd = CTxdStore::GetSlot(txdIndex)->texDict;
txdIndex++;
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if (txdIndex >= TXDSTORESIZE)
txdIndex = 0;
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} while (txd == nil);
RwTexDictionaryForAllTextures(txd, MoveTextureMemoryCB, &txdReturn);
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if (txdReturn)
return;
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}
// animations
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CAnimBlendHierarchy* anim;
do {
anim = CAnimManager::GetAnimation(animIndex);
animIndex++;
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if (animIndex >= NUMANIMATIONS)
animIndex = 0;
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} while (anim == nil); // always != nil
anim->MoveMemory(true);
#endif
}
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void
CGame::InitAfterFocusLoss()
{
FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = FrontEndMenuManager.m_lastWorking3DAudioProvider;
DMAudio.SetCurrent3DProvider(FrontEndMenuManager.m_lastWorking3DAudioProvider);
if (!FrontEndMenuManager.m_bGameNotLoaded && !FrontEndMenuManager.m_bMenuActive)
FrontEndMenuManager.m_bStartUpFrontEndRequested = true;
}
bool
CGame::CanSeeWaterFromCurrArea(void)
{
return currArea == AREA_MAIN_MAP || currArea == AREA_MANSION
|| currArea == AREA_HOTEL;
}
bool
CGame::CanSeeOutSideFromCurrArea(void)
{
return currArea == AREA_MAIN_MAP || currArea == AREA_MALL ||
currArea == AREA_MANSION || currArea == AREA_HOTEL;
}