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Merge pull request #1251 from Sergeanur/HigherDrawDist
Make cars and peds to not despawn when you look away
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commit
232b5a04ba
@ -731,6 +731,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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}
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}
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float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
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float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D();
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float threshold = 50.0f;
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float threshold = 50.0f;
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#ifndef EXTENDED_OFFSCREEN_DESPAWN_RANGE
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if (pVehicle->GetIsOnScreen() ||
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if (pVehicle->GetIsOnScreen() ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingLeft ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
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TheCamera.Cams[TheCamera.ActiveCam].LookingRight ||
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@ -741,7 +742,9 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle)
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pVehicle->GetModelIndex() == MI_FIRETRUCK ||
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pVehicle->GetModelIndex() == MI_FIRETRUCK ||
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pVehicle->bIsLawEnforcer ||
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pVehicle->bIsLawEnforcer ||
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pVehicle->bIsCarParkVehicle
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pVehicle->bIsCarParkVehicle
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){
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)
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#endif
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{
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threshold = 130.0f * TheCamera.GenerationDistMultiplier;
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threshold = 130.0f * TheCamera.GenerationDistMultiplier;
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}
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}
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if (pVehicle->bExtendedRange)
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if (pVehicle->bExtendedRange)
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@ -265,6 +265,9 @@ enum Config {
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#define NO_MOVIES // add option to disable intro videos
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#define NO_MOVIES // add option to disable intro videos
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#define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look
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// away
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#if defined(__LP64__) || defined(_WIN64)
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#if defined(__LP64__) || defined(_WIN64)
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#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
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#define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build
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#endif
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#endif
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@ -450,6 +453,7 @@ enum Config {
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#undef PS2_ALPHA_TEST
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#undef PS2_ALPHA_TEST
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#undef NO_ISLAND_LOADING
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#undef NO_ISLAND_LOADING
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#undef PS2_AUDIO_CHANNELS
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#undef PS2_AUDIO_CHANNELS
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#undef EXTENDED_OFFSCREEN_DESPAWN_RANGE
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#define PC_PARTICLE
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#define PC_PARTICLE
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial
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#define VC_RAIN_NERF // Reduces number of rain particles
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#define VC_RAIN_NERF // Reduces number of rain particles
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@ -1126,13 +1126,16 @@ CPopulation::ManagePopulation(void)
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bool pedIsFarAway = false;
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bool pedIsFarAway = false;
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if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist
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if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist
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|| (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist)
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|| (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist)
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#ifndef EXTENDED_OFFSCREEN_DESPAWN_RANGE
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|| (PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT < dist
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|| (PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT < dist
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&& !ped->GetIsOnScreen()
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&& !ped->GetIsOnScreen()
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&& TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER
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&& TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER
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&& TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER_RUNABOUT
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&& TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER_RUNABOUT
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&& !TheCamera.Cams[TheCamera.ActiveCam].LookingLeft
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&& !TheCamera.Cams[TheCamera.ActiveCam].LookingLeft
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&& !TheCamera.Cams[TheCamera.ActiveCam].LookingRight
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&& !TheCamera.Cams[TheCamera.ActiveCam].LookingRight
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&& !TheCamera.Cams[TheCamera.ActiveCam].LookingBehind))
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&& !TheCamera.Cams[TheCamera.ActiveCam].LookingBehind)
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#endif
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)
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pedIsFarAway = true;
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pedIsFarAway = true;
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if (!pedIsFarAway)
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if (!pedIsFarAway)
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