mirror of
https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-23 01:29:16 +01:00
some more GTA_VERSION
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parent
4b9fb631fc
commit
2c59e1c894
@ -59,7 +59,13 @@ CFileLoader::LoadLevel(const char *filename)
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savedTxd = RwTexDictionaryCreate();
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RwTexDictionarySetCurrent(savedTxd);
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}
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#if GTA_VERSION <= GTA3_PS2_160
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CFileMgr::ChangeDir("\\DATA\\");
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fd = CFileMgr::OpenFile(filename, "r");
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CFileMgr::ChangeDir("\\");
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#else
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fd = CFileMgr::OpenFile(filename, "r");
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#endif
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assert(fd > 0);
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for(line = LoadLine(fd); line; line = LoadLine(fd)){
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@ -265,16 +265,19 @@ void CGame::ShutdownRenderWare(void)
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#endif
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}
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// missing altogether on PS2
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bool CGame::InitialiseOnceAfterRW(void)
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{
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#if GTA_VERSION > GTA3_PS2_160
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TheText.Load();
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DMAudio.Initialise();
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DMAudio.Initialise(); // before TheGame() on PS2
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CTimer::Initialise();
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CTempColModels::Initialise();
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mod_HandlingManager.Initialise();
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CSurfaceTable::Initialise("DATA\\SURFACE.DAT");
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CPedStats::Initialise();
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CTimeCycle::Initialise();
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#endif
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if ( DMAudio.GetNum3DProvidersAvailable() == 0 )
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FrontEndMenuManager.m_nPrefsAudio3DProviderIndex = -1;
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@ -330,10 +333,15 @@ bool CGame::Initialise(const char* datFile)
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{
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#ifdef GTA_PS2
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// TODO: upload VU0 collision code here
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#else
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#endif
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#if GTA_VERSION > GTA3_PS2_160
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ResetLoadingScreenBar();
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strcpy(aDatFile, datFile);
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CPools::Initialise(); // done in CWorld on PS2
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#endif
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#ifndef GTA_PS2
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CIniFile::LoadIniFile();
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#endif
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@ -367,13 +375,15 @@ bool CGame::Initialise(const char* datFile)
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CWeather::Init();
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CCullZones::Init();
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CCollision::Init();
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#ifdef PS2_MENU
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#ifdef PS2_MENU // TODO: is this the right define?
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TheText.Load();
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#endif
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CTheZones::Init();
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CUserDisplay::Init();
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CMessages::Init();
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#if GTA_VERSION > GTA3_PS2_160
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CMessages::ClearAllMessagesDisplayedByGame();
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#endif
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CRecordDataForGame::Init();
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CRestart::Initialise();
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@ -381,11 +391,17 @@ bool CGame::Initialise(const char* datFile)
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CWorld::Initialise();
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POP_MEMID();
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#if GTA_VERSION <= GTA3_PS2_160
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mod_HandlingManager.Initialise();
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CSurfaceTable::Initialise("DATA\\SURFACE.DAT");
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CTempColModels::Initialise();
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#endif
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PUSH_MEMID(MEMID_TEXTURES);
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CParticle::Initialise();
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POP_MEMID();
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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gStartX = -180.0f;
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gStartY = 180.0f;
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gStartZ = 14.0f;
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@ -400,20 +416,31 @@ bool CGame::Initialise(const char* datFile)
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CCarCtrl::Init();
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POP_MEMID();
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#ifndef GTA_PS2
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#if GTA_VERSION > GTA3_PS2_160
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InitModelIndices();
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#endif
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PUSH_MEMID(MEMID_DEF_MODELS);
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CModelInfo::Initialise();
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#ifndef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CPedStats::Initialise(); // InitialiseOnceAfterRW
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#else
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// probably moved before LoadLevel for multiplayer maps?
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CPickups::Init();
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CTheCarGenerators::Init();
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#endif
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#ifndef GTA_PS2 // or GTA_VERSION?
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CdStreamAddImage("MODELS\\GTA3.IMG");
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#endif
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#if GTA_VERSION > GTA3_PS2_160
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CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
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CFileLoader::LoadLevel(datFile);
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#else
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CFileLoader::LoadLevel("GTA3.DAT");
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#endif
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#ifdef EXTENDED_PIPELINES
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// for generic fallback
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CustomPipes::SetTxdFindCallback();
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@ -424,18 +451,25 @@ bool CGame::Initialise(const char* datFile)
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CTheZones::PostZoneCreation();
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POP_MEMID();
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#if GTA_VERSION <= GTA3_PS2_160
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TestModelIndices();
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#endif
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LoadingScreen("Loading the Game", "Setup paths", GetRandomSplashScreen());
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ThePaths.PreparePathData();
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// done elsewhere on PS2
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#if GTA_VERSION > GTA3_PS2_160
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for (int i = 0; i < NUMPLAYERS; i++)
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CWorld::Players[i].Clear();
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CWorld::Players[0].LoadPlayerSkin();
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TestModelIndices();
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//
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#endif
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LoadingScreen("Loading the Game", "Setup water", nil);
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CWaterLevel::Initialise("DATA\\WATER.DAT");
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#if GTA_VERSION <= GTA3_PS2_160
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CTimeCycle::Initialise(); // InitialiseOnceAfterRW
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#else
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TheConsole.Init();
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#endif
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CDraw::SetFOV(120.0f);
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CDraw::ms_fLODDistance = 500.0f;
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@ -472,6 +506,11 @@ bool CGame::Initialise(const char* datFile)
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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CPopulation::Initialise();
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#if GTA_VERSION <= GTA3_PS2_160
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for (int i = 0; i < NUMPLAYERS; i++)
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CWorld::Players[i].Clear();
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// CWorld::Players[0].LoadPlayerSkin(); // TODO: use a define for this
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#endif
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CWorld::PlayerInFocus = 0;
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CCoronas::Init();
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CShadows::Init();
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@ -480,7 +519,7 @@ bool CGame::Initialise(const char* datFile)
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CAntennas::Init();
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CGlass::Init();
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gPhoneInfo.Initialise();
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#ifndef GTA_PS2
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#ifndef GTA_PS2 // TODO: define for this
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CSceneEdit::Initialise();
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#endif
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@ -491,11 +530,11 @@ bool CGame::Initialise(const char* datFile)
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POP_MEMID();
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LoadingScreen("Loading the Game", "Setup game variables", nil);
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CTimer::Initialise();
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#endif
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CClock::Initialise(1000);
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CTheCarGenerators::Init();
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#endif
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CHeli::InitHelis();
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@ -503,44 +542,52 @@ bool CGame::Initialise(const char* datFile)
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CMovingThings::Init();
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CDarkel::Init();
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CStats::Init();
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CPickups::Init();
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#endif
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CPacManPickups::Init();
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// CGarages::Init(); here on PS2 instead
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#if GTA_VERSION <= GTA3_PS2_160
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CGarages::Init();
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#endif
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CRubbish::Init();
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CClouds::Init();
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CRemote::Init();
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#endif
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CSpecialFX::Init();
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CWaterCannons::Init();
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CBridge::Init();
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#if GTA_VERSION > GTA3_PS2_160
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CGarages::Init();
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#endif
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LoadingScreen("Loading the Game", "Position dynamic objects", nil);
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CWorld::RepositionCertainDynamicObjects();
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// CCullZones::ResolveVisibilities(); on PS2 here instead
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#if GTA_VERSION <= GTA3_PS2_160
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CCullZones::ResolveVisibilities();
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#endif
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LoadingScreen("Loading the Game", "Initialise vehicle paths", nil);
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#if GTA_VERSION > GTA3_PS2_160
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CCullZones::ResolveVisibilities();
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#endif
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CTrain::InitTrains();
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CPlane::InitPlanes();
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CCredits::Init();
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CRecordDataForChase::Init();
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#ifndef GTA_PS2 // TODO: define for that
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CReplay::Init();
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#endif
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#ifdef PS2_MENU
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if ( !TheMemoryCard.m_bWantToLoad )
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#endif
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{
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#endif
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LoadingScreen("Loading the Game", "Start script", nil);
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CTheScripts::StartTestScript();
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CTheScripts::Process();
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TheCamera.Process();
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#ifdef PS2_MENU
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LoadingScreen("Loading the Game", "Start script", nil);
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CTheScripts::StartTestScript();
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CTheScripts::Process();
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TheCamera.Process();
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}
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#endif
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LoadingScreen("Loading the Game", "Load scene", nil);
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CModelInfo::RemoveColModelsFromOtherLevels(currLevel);
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@ -556,7 +603,7 @@ bool CGame::ShutDown(void)
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CPlane::Shutdown();
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CTrain::Shutdown();
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CSpecialFX::Shutdown();
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#ifndef PS2
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#if GTA_VERSION > GTA3_PS2_160
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CGarages::Shutdown();
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#endif
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CMovingThings::Shutdown();
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@ -597,7 +644,9 @@ bool CGame::ShutDown(void)
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CSkidmarks::Shutdown();
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CWeaponEffects::Shutdown();
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CParticle::Shutdown();
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#if GTA_VERSION > GTA3_PS2_160
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CPools::ShutDown();
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#endif
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CTxdStore::RemoveTxdSlot(gameTxdSlot);
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CdStreamRemoveImages();
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return true;
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@ -623,7 +672,7 @@ void CGame::ReInitGameObjectVariables(void)
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CWorld::bDoingCarCollisions = false;
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CHud::ReInitialise();
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CRadar::Initialise();
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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gStartX = -180.0f;
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gStartY = 180.0f;
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gStartZ = 14.0f;
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@ -646,7 +695,7 @@ void CGame::ReInitGameObjectVariables(void)
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CWorld::Players[i].Clear();
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CWorld::PlayerInFocus = 0;
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CWeaponEffects::Init();
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CSkidmarks::Init();
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#endif
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@ -669,7 +718,7 @@ void CGame::ReInitGameObjectVariables(void)
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CPickups::Init();
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CPacManPickups::Init();
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CGarages::Init();
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CClouds::Init();
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CRemote::Init();
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#endif
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@ -53,7 +53,7 @@ bool CWorld::bIncludeCarTyres;
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void
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CWorld::Initialise()
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{
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#ifdef GTA_PS2
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#if GTA_VERSION <= GTA3_PS2_160
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CPools::Initialise();
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#endif
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pIgnoreEntity = nil;
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@ -1783,6 +1783,9 @@ CWorld::ShutDown(void)
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}
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}
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ms_listMovingEntityPtrs.Flush();
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#if GTA_VERSION <= GTA3_PS2_160
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CPools::Shutdown();
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#endif
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}
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void
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