Merge pull request #6 from GTAmodding/master

merge updates
This commit is contained in:
Fire_Head 2019-06-12 20:20:13 +03:00 committed by GitHub
commit 38730080a2
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17 changed files with 406 additions and 58 deletions

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@ -110,3 +110,35 @@ type functionname ( args )
Indentation is done with TABS.
As for the less cosmetic choices, here are some guidelines how the code should look:
* Don't use magic numbers where the original source code would have had an enum or similar.
Even if you don't know the exact meaning it's better to call something `FOOBAR_TYPE_4` than just `4`,
since `4` will be used in other places and you can't easily see where else the enum value is used.
* Don't just copy paste code from IDA, make it look nice
* Use the right types. In particular:
* don't use types like `__int16`, we have `int16` for that
* don't use `unsigned`, we have typedefs for that
* don't use `char` for anything but actual characters, use `int8`, `uint8` or `bool`
* don't even think about using win32 types (`BYTE`, `WORD`, &c.) unless you're writing win32 specific code
* As for variable names, the original gta source code was not written in a uniform style,
but here are some observations:
* many variables employ a form of hungarian notation, i.e.:
* `m_` may be used for class member variables (mostly those that are considered private)
* `ms_` for (mostly private) static members
* `f` is a float, `i` or `n` is an integer, `b` is a boolean, `a` is an array
* do *not* use `dw` for `DWORD` or so, we're not programming win32
* Generally, try to make the code look as if R* could have written it

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@ -2,4 +2,5 @@
#include "patcher.h"
#include "CutsceneMgr.h"
bool &CCutsceneMgr::ms_running = *(bool*)0x95CCF5;
bool &CCutsceneMgr::ms_cutsceneProcessing = *(bool*)0x95CD9F;

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@ -2,7 +2,9 @@
class CCutsceneMgr
{
static bool &ms_running;
static bool &ms_cutsceneProcessing;
public:
static bool IsRunning(void) { return ms_running; }
static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
};

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@ -2,10 +2,72 @@
#include "patcher.h"
#include "NodeName.h"
int &gPluginOffset = *(int*)0x64C610;
static int32 &gPluginOffset = *(int32*)0x64C610;
enum
{
ID_NODENAME = MAKECHUNKID(rwVENDORID_ROCKSTAR, 0xFE),
};
#define NODENAMEEXT(o) (RWPLUGINOFFSET(char, o, gPluginOffset))
void*
NodeNameConstructor(void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
if(gPluginOffset > 0)
NODENAMEEXT(object)[0] = '\0';
return object;
}
void*
NodeNameDestructor(void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
return object;
}
void*
NodeNameCopy(void *dstObject, const void *srcObject, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
strncpy(NODENAMEEXT(dstObject), NODENAMEEXT(srcObject), 23);
return nil;
}
RwStream*
NodeNameStreamRead(RwStream *stream, RwInt32 binaryLength, void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
RwStreamRead(stream, NODENAMEEXT(object), binaryLength);
NODENAMEEXT(object)[binaryLength] = '\0';
return stream;
}
RwStream*
NodeNameStreamWrite(RwStream *stream, RwInt32 binaryLength, const void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
RwStreamWrite(stream, NODENAMEEXT(object), binaryLength);
return stream;
}
RwInt32
NodeNameStreamGetSize(const void *object, RwInt32 offsetInObject, RwInt32 sizeInObject)
{
// game checks for null pointer on node name extension but that really happen
return rwstrlen(NODENAMEEXT(object));
}
bool
NodeNamePluginAttach(void)
{
gPluginOffset = RwFrameRegisterPlugin(24, ID_NODENAME,
NodeNameConstructor,
NodeNameDestructor,
NodeNameCopy);
RwFrameRegisterPluginStream(ID_NODENAME,
NodeNameStreamRead,
NodeNameStreamWrite,
NodeNameStreamGetSize);
return gPluginOffset != -1;
}
char*
GetFrameNodeName(RwFrame *frame)
{

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@ -1,3 +1,4 @@
#pragma once
bool NodeNamePluginAttach(void);
char *GetFrameNodeName(RwFrame *frame);

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@ -1,4 +1,12 @@
#include "common.h"
#include "patcher.h"
#include "Clock.h"
#include "Weather.h"
#include "Camera.h"
#include "Shadows.h"
#include "CullZones.h"
#include "CutsceneMgr.h"
#include "FileMgr.h"
#include "Timecycle.h"
int (*CTimeCycle::m_nAmbientRed)[NUMWEATHERS] = (int(*)[NUMWEATHERS])0x86AF78;
@ -90,3 +98,224 @@ int &CTimeCycle::m_FogReduction = *(int*)0x880FB8;
int &CTimeCycle::m_CurrentStoredValue = *(int*)0x94057C;
CVector *CTimeCycle::m_VectorToSun = (CVector*)0x665548; // [16]
float *CTimeCycle::m_fShadowFrontX = (float*)0x72CE90;
float *CTimeCycle::m_fShadowFrontY = (float*)0x72CE50;
float *CTimeCycle::m_fShadowSideX = (float*)0x87C708;
float *CTimeCycle::m_fShadowSideY = (float*)0x87C6C8;
float *CTimeCycle::m_fShadowDisplacementX = (float*)0x6F0748;
float *CTimeCycle::m_fShadowDisplacementY = (float*)0x6F0788;
void
CTimeCycle::Initialise(void)
{
int w, h;
int li, bi;
char line[1040];
int ambR, ambG, ambB;
int dirR, dirG, dirB;
int skyTopR, skyTopG, skyTopB;
int skyBotR, skyBotG, skyBotB;
int sunCoreR, sunCoreG, sunCoreB;
int sunCoronaR, sunCoronaG, sunCoronaB;
float sunSz, sprSz, sprBght;
int shad, lightShad, treeShad;
float farClp, fogSt, lightGnd;
int cloudR, cloudG, cloudB;
int fluffyTopR, fluffyTopG, fluffyTopB;
int fluffyBotR, fluffyBotG, fluffyBotB;
float blurR, blurG, blurB, blurA;
debug("Intialising CTimeCycle...\n");
CFileMgr::SetDir("DATA");
CFileMgr::LoadFile("TIMECYC.DAT", work_buff, sizeof(work_buff), "rb");
CFileMgr::SetDir("");
line[0] = '\0';
bi = 0;
for(w = 0; w < NUMWEATHERS; w++)
for(h = 0; h < NUMHOURS; h++){
li = 0;
while(work_buff[bi] == '/'){
while(work_buff[bi] != '\n')
bi++;
bi++;
}
while(work_buff[bi] != '\n')
line[li++] = work_buff[bi++];
line[li] = '\0';
bi++;
sscanf(line, "%d %d %d %d %d %d %d %d %d %d %d %d "
"%d %d %d %d %d %d %f %f %f %d %d %d %f %f %f "
"%d %d %d %d %d %d %d %d %d %f %f %f %f",
&ambR, &ambG, &ambB,
&dirR, &dirG, &dirB,
&skyTopR, &skyTopG, &skyTopB,
&skyBotR, &skyBotG, &skyBotB,
&sunCoreR, &sunCoreG, &sunCoreB,
&sunCoronaR, &sunCoronaG, &sunCoronaB,
&sunSz, &sprSz, &sprBght,
&shad, &lightShad, &treeShad,
&farClp, &fogSt, &lightGnd,
&cloudR, &cloudG, &cloudB,
&fluffyTopR, &fluffyTopG, &fluffyTopB,
&fluffyBotR, &fluffyBotG, &fluffyBotB,
&blurR, &blurG, &blurB, &blurA);
m_nAmbientRed[h][w] = ambR;
m_nAmbientGreen[h][w] = ambG;
m_nAmbientBlue[h][w] = ambB;
m_nDirectionalRed[h][w] = dirR;
m_nDirectionalGreen[h][w] = dirG;
m_nDirectionalBlue[h][w] = dirB;
m_nSkyTopRed[h][w] = skyTopR;
m_nSkyTopGreen[h][w] = skyTopG;
m_nSkyTopBlue[h][w] = skyTopB;
m_nSkyBottomRed[h][w] = skyBotR;
m_nSkyBottomGreen[h][w] = skyBotG;
m_nSkyBottomBlue[h][w] = skyBotB;
m_nSunCoreRed[h][w] = sunCoreR;
m_nSunCoreGreen[h][w] = sunCoreG;
m_nSunCoreBlue[h][w] = sunCoreB;
m_nSunCoronaRed[h][w] = sunCoronaR;
m_nSunCoronaGreen[h][w] = sunCoronaG;
m_nSunCoronaBlue[h][w] = sunCoronaB;
m_fSunSize[h][w] = sunSz;
m_fSpriteSize[h][w] = sprSz;
m_fSpriteBrightness[h][w] = sprBght;
m_nShadowStrength[h][w] = shad;
m_nLightShadowStrength[h][w] = lightShad;
m_nTreeShadowStrength[h][w] = treeShad;
m_fFarClip[h][w] = farClp;
m_fFogStart[h][w] = fogSt;
m_fLightsOnGroundBrightness[h][w] = lightGnd;
m_nLowCloudsRed[h][w] = cloudR;
m_nLowCloudsGreen[h][w] = cloudG;
m_nLowCloudsBlue[h][w] = cloudB;
m_nFluffyCloudsTopRed[h][w] = fluffyTopR;
m_nFluffyCloudsTopGreen[h][w] = fluffyTopG;
m_nFluffyCloudsTopBlue[h][w] = fluffyTopB;
m_nFluffyCloudsBottomRed[h][w] = fluffyBotR;
m_nFluffyCloudsBottomGreen[h][w] = fluffyBotG;
m_nFluffyCloudsBottomBlue[h][w] = fluffyBotB;
m_fBlurRed[h][w] = blurR;
m_fBlurGreen[h][w] = blurG;
m_fBlurBlue[h][w] = blurB;
m_fBlurAlpha[h][w] = blurA;
}
m_FogReduction = 0;
debug("CTimeCycle ready\n");
}
void
CTimeCycle::Update(void)
{
int h1 = CClock::GetHours();
int h2 = (h1+1)%24;
int w1 = CWeather::OldWeatherType;
int w2 = CWeather::NewWeatherType;
float timeInterp = CClock::GetMinutes()/60.0f;
// coefficients for a bilinear interpolation
float c0 = (1.0f-timeInterp) * (1.0f-CWeather::InterpolationValue);
float c1 = timeInterp * (1.0f-CWeather::InterpolationValue);
float c2 = (1.0f-timeInterp) * CWeather::InterpolationValue;
float c3 = timeInterp * CWeather::InterpolationValue;
#define INTERP(v) v[h1][w1]*c0 + v[h2][w1]*c1 + v[h1][w2]*c2 + v[h2][w2]*c3;
m_nCurrentSkyTopRed = INTERP(m_nSkyTopRed);
m_nCurrentSkyTopGreen = INTERP(m_nSkyTopGreen);
m_nCurrentSkyTopBlue = INTERP(m_nSkyTopBlue);
m_nCurrentSkyBottomRed = INTERP(m_nSkyBottomRed);
m_nCurrentSkyBottomGreen = INTERP(m_nSkyBottomGreen);
m_nCurrentSkyBottomBlue = INTERP(m_nSkyBottomBlue);
m_fCurrentAmbientRed = INTERP(m_nAmbientRed);
m_fCurrentAmbientGreen = INTERP(m_nAmbientGreen);
m_fCurrentAmbientBlue = INTERP(m_nAmbientBlue);
m_fCurrentAmbientRed /= 255.0f;
m_fCurrentAmbientGreen /= 255.0f;
m_fCurrentAmbientBlue /= 255.0f;
m_fCurrentDirectionalRed = INTERP(m_nDirectionalRed);
m_fCurrentDirectionalGreen = INTERP(m_nDirectionalGreen);
m_fCurrentDirectionalBlue = INTERP(m_nDirectionalBlue);
m_fCurrentDirectionalRed /= 255.0f;
m_fCurrentDirectionalGreen /= 255.0f;
m_fCurrentDirectionalBlue /= 255.0f;
m_nCurrentSunCoreRed = INTERP(m_nSunCoreRed);
m_nCurrentSunCoreGreen = INTERP(m_nSunCoreGreen);
m_nCurrentSunCoreBlue = INTERP(m_nSunCoreBlue);
m_nCurrentSunCoronaRed = INTERP(m_nSunCoronaRed);
m_nCurrentSunCoronaGreen = INTERP(m_nSunCoronaGreen);
m_nCurrentSunCoronaBlue = INTERP(m_nSunCoronaBlue);
m_fCurrentSunSize = INTERP(m_fSunSize);
m_fCurrentSpriteSize = INTERP(m_fSpriteSize);
m_fCurrentSpriteBrightness = INTERP(m_fSpriteBrightness);
m_nCurrentShadowStrength = INTERP(m_nShadowStrength);
m_nCurrentLightShadowStrength = INTERP(m_nLightShadowStrength);
m_nCurrentTreeShadowStrength = INTERP(m_nTreeShadowStrength);
m_fCurrentFarClip = INTERP(m_fFarClip);
m_fCurrentFogStart = INTERP(m_fFogStart);
m_fCurrentLightsOnGroundBrightness = INTERP(m_fLightsOnGroundBrightness);
m_nCurrentLowCloudsRed = INTERP(m_nLowCloudsRed);
m_nCurrentLowCloudsGreen = INTERP(m_nLowCloudsGreen);
m_nCurrentLowCloudsBlue = INTERP(m_nLowCloudsBlue);
m_nCurrentFluffyCloudsTopRed = INTERP(m_nFluffyCloudsTopRed);
m_nCurrentFluffyCloudsTopGreen = INTERP(m_nFluffyCloudsTopGreen);
m_nCurrentFluffyCloudsTopBlue = INTERP(m_nFluffyCloudsTopBlue);
m_nCurrentFluffyCloudsBottomRed = INTERP(m_nFluffyCloudsBottomRed);
m_nCurrentFluffyCloudsBottomGreen = INTERP(m_nFluffyCloudsBottomGreen);
m_nCurrentFluffyCloudsBottomBlue = INTERP(m_nFluffyCloudsBottomBlue);
m_fCurrentBlurRed = INTERP(m_fBlurRed);
m_fCurrentBlurGreen = INTERP(m_fBlurGreen);
m_fCurrentBlurBlue = INTERP(m_fBlurBlue);
m_fCurrentBlurAlpha = INTERP(m_fBlurAlpha);
if(TheCamera.m_BlurType == MBLUR_NONE || TheCamera.m_BlurType == MBLUR_NORMAL)
TheCamera.SetMotionBlur(m_fCurrentBlurRed, m_fCurrentBlurGreen, m_fCurrentBlurBlue, m_fCurrentBlurAlpha, MBLUR_NORMAL);
if(m_FogReduction != 0)
m_fCurrentFarClip = max(m_fCurrentFarClip, m_FogReduction/64 * 650.0f);
m_nCurrentFogColourRed = (m_nCurrentSkyTopRed + 2*m_nCurrentSkyBottomRed) / 3;
m_nCurrentFogColourGreen = (m_nCurrentSkyTopGreen + 2*m_nCurrentSkyBottomGreen) / 3;
m_nCurrentFogColourBlue = (m_nCurrentSkyTopBlue + 2*m_nCurrentSkyBottomBlue) / 3;
m_CurrentStoredValue = (m_CurrentStoredValue+1)&0xF;
float sunAngle = 2*PI*(CClock::GetMinutes() + CClock::GetHours()*60)/(24*60);
CVector &sunPos = GetSunPosition();
sunPos.x = sinf(sunAngle);
sunPos.y = 1.0f;
sunPos.z = 0.2f - cosf(sunAngle);
sunPos.Normalise();
CShadows::CalcPedShadowValues(sunPos,
&m_fShadowFrontX[m_CurrentStoredValue], &m_fShadowFrontY[m_CurrentStoredValue],
&m_fShadowSideX[m_CurrentStoredValue], &m_fShadowSideY[m_CurrentStoredValue],
&m_fShadowDisplacementX[m_CurrentStoredValue], &m_fShadowDisplacementY[m_CurrentStoredValue]);
if(TheCamera.GetForward().z < -0.9f ||
!CWeather::bScriptsForceRain && (CCullZones::PlayerNoRain() || CCullZones::CamNoRain() || CCutsceneMgr::IsRunning()))
m_FogReduction = min(m_FogReduction+1, 64);
else
m_FogReduction = max(m_FogReduction-1, 0);
}
STARTPATCHES
InjectHook(0x4ABAE0, CTimeCycle::Initialise, PATCH_JUMP);
InjectHook(0x4ABF40, CTimeCycle::Update, PATCH_JUMP);
ENDPATCHES

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@ -1,9 +1,10 @@
#pragma once
class CTimeCycle
{
static int (*m_nAmbientRed)[NUMWEATHERS];
static int (*m_nAmbientGreen)[NUMWEATHERS];
static int (*m_nAmbientBlue)[NUMWEATHERS];
static int (*m_nDirectionalRed)[NUMWEATHERS];
static int (*m_nDirectionalGreen)[NUMWEATHERS];
static int (*m_nDirectionalBlue)[NUMWEATHERS];
@ -91,6 +92,12 @@ class CTimeCycle
public:
static int &m_CurrentStoredValue;
static CVector *m_VectorToSun; // [16]
static float *m_fShadowFrontX; // [16]
static float *m_fShadowFrontY; // [16]
static float *m_fShadowSideX; // [16]
static float *m_fShadowSideY; // [16]
static float *m_fShadowDisplacementX; // [16]
static float *m_fShadowDisplacementY; // [16]
static float GetAmbientRed(void) { return m_fCurrentAmbientRed; }
static float GetAmbientGreen(void) { return m_fCurrentAmbientGreen; }
@ -127,5 +134,7 @@ public:
static int GetFogGreen(void) { return m_nCurrentFogColourGreen; }
static int GetFogBlue(void) { return m_nCurrentFogColourBlue; }
static const CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
static void Initialise(void);
static void Update(void);
static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; }
};

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@ -1,4 +1,3 @@
#include "User.h"
#include "common.h"
#include "patcher.h"
@ -6,15 +5,15 @@
#include "Hud.h"
#include "Replay.h"
#include "Timer.h"
#include "Script.h"
#include "User.h"
CPlaceName& CUserDisplay::PlaceName = *(CPlaceName*)0x8F29BC;
COnscreenTimer& CUserDisplay::OnscnTimer = *(COnscreenTimer*)0x862238;
CPager& CUserDisplay::Pager = *(CPager*)0x8F2744;
CCurrentVehicle& CUserDisplay::CurrentVehicle = *(CCurrentVehicle*)0x8F5FE8;
char* CTheScripts::ScriptSpace = (char*)0x74B248;
int COnscreenTimer::Init() {
void COnscreenTimer::Init() {
m_bDisabled = false;
for(uint32 i = 0; i < NUMONSCREENTIMERENTRIES; i++) {
m_sEntries[i].m_nTimerOffset = 0;
@ -29,11 +28,10 @@ int COnscreenTimer::Init() {
m_sEntries[i].m_bTimerProcessed = 0;
m_sEntries[i].m_bCounterProcessed = 0;
}
return 1;
}
void COnscreenTimer::Process() {
if(CReplay::Mode != 1 && !m_bDisabled) {
if(CReplay::Mode != CReplay::MODE_1 && !m_bDisabled) {
for(uint32 i = 0; i < NUMONSCREENTIMERENTRIES; i++) {
m_sEntries[i].Process();
}
@ -83,7 +81,7 @@ void COnscreenTimer::AddCounter(uint32 offset, uint16 type, char* text) {
m_sEntries[i].m_nCounterOffset = offset;
if(text) {
strncpy((char*)m_sEntries[i].m_aCounterText, text, 10);
strncpy(m_sEntries[i].m_aCounterText, text, 10);
} else {
m_sEntries[i].m_aCounterText[0] = 0;
}
@ -102,28 +100,31 @@ void COnscreenTimer::AddClock(uint32 offset, char* text) {
m_sEntries[i].m_nTimerOffset = offset;
if(text) {
strncpy((char*)m_sEntries[i].m_aTimerText, text, 10u);
strncpy(m_sEntries[i].m_aTimerText, text, 10);
} else {
m_sEntries[i].m_aTimerText[0] = 0;
}
}
void COnscreenTimerEntry::Process() {
if(m_nTimerOffset) {
uint32* timerPtr = (uint32*)&CTheScripts::ScriptSpace[m_nTimerOffset];
uint32 oldTime = *timerPtr;
int32 newTime = int32(oldTime - uint32(20.0f * CTimer::GetTimeStep()));
if(newTime < 0) {
*timerPtr = 0;
m_bTimerProcessed = 0;
m_nTimerOffset = 0;
m_aTimerText[0] = 0;
} else {
*timerPtr = (uint32)newTime;
uint32 oldTimeSeconds = oldTime / 1000;
if(oldTimeSeconds <= 11 && newTime / 1000 != oldTimeSeconds) {
DMAudio.PlayFrontEndSound(0x93u, newTime / 1000);
}
if(m_nTimerOffset == 0) {
return;
}
uint32* timerPtr = (uint32*)&CTheScripts::ScriptSpace[m_nTimerOffset];
uint32 oldTime = *timerPtr;
int32 newTime = int32(oldTime - uint32(20.0f * CTimer::GetTimeStep()));
if(newTime < 0) {
*timerPtr = 0;
m_bTimerProcessed = 0;
m_nTimerOffset = 0;
m_aTimerText[0] = 0;
} else {
*timerPtr = (uint32)newTime;
uint32 oldTimeSeconds = oldTime / 1000;
if(oldTimeSeconds <= 11 && newTime / 1000 != oldTimeSeconds) {
// TODO: use an enum here
DMAudio.PlayFrontEndSound(0x93, newTime / 1000);
}
}
}
@ -132,16 +133,16 @@ bool COnscreenTimerEntry::ProcessForDisplay() {
m_bTimerProcessed = false;
m_bCounterProcessed = false;
if(!m_nTimerOffset && !m_nCounterOffset) {
if(m_nTimerOffset == 0 && m_nCounterOffset == 0) {
return false;
}
if(m_nTimerOffset) {
if(m_nTimerOffset != 0) {
m_bTimerProcessed = true;
ProcessForDisplayTimer();
}
if(m_nCounterOffset) {
if(m_nCounterOffset != 0) {
m_bCounterProcessed = true;
ProcessForDisplayCounter();
}
@ -160,16 +161,16 @@ int COnscreenTimerEntry::ProcessForDisplayCounter() {
}
STARTPATCHES
InjectHook(0x429160, &COnscreenTimerEntry::Process, PATCH_JUMP);
InjectHook(0x429110, &COnscreenTimerEntry::ProcessForDisplay, PATCH_JUMP);
InjectHook(0x429080, &COnscreenTimerEntry::ProcessForDisplayTimer, PATCH_JUMP);
InjectHook(0x4290F0, &COnscreenTimerEntry::ProcessForDisplayCounter, PATCH_JUMP);
InjectHook(0x429160, &COnscreenTimerEntry::Process, PATCH_JUMP);
InjectHook(0x429110, &COnscreenTimerEntry::ProcessForDisplay, PATCH_JUMP);
InjectHook(0x429080, &COnscreenTimerEntry::ProcessForDisplayTimer, PATCH_JUMP);
InjectHook(0x4290F0, &COnscreenTimerEntry::ProcessForDisplayCounter, PATCH_JUMP);
InjectHook(0x429220, &COnscreenTimer::Init, PATCH_JUMP);
InjectHook(0x429320, &COnscreenTimer::Process, PATCH_JUMP);
InjectHook(0x4292E0, &COnscreenTimer::ProcessForDisplay, PATCH_JUMP);
InjectHook(0x429450, &COnscreenTimer::ClearCounter, PATCH_JUMP);
InjectHook(0x429410, &COnscreenTimer::ClearClock, PATCH_JUMP);
InjectHook(0x4293B0, &COnscreenTimer::AddCounter, PATCH_JUMP);
InjectHook(0x429350, &COnscreenTimer::AddClock, PATCH_JUMP);
InjectHook(0x429220, &COnscreenTimer::Init, PATCH_JUMP);
InjectHook(0x429320, &COnscreenTimer::Process, PATCH_JUMP);
InjectHook(0x4292E0, &COnscreenTimer::ProcessForDisplay, PATCH_JUMP);
InjectHook(0x429450, &COnscreenTimer::ClearCounter, PATCH_JUMP);
InjectHook(0x429410, &COnscreenTimer::ClearClock, PATCH_JUMP);
InjectHook(0x4293B0, &COnscreenTimer::AddCounter, PATCH_JUMP);
InjectHook(0x429350, &COnscreenTimer::AddClock, PATCH_JUMP);
ENDPATCHES

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@ -1,14 +1,12 @@
#pragma once
#include "common.h"
class COnscreenTimerEntry
{
public:
uint32 m_nTimerOffset;
uint32 m_nCounterOffset;
uint8 m_aTimerText[10];
uint8 m_aCounterText[10];
char m_aTimerText[10];
char m_aCounterText[10];
uint16 m_nType;
char m_bCounterBuffer[42];
char m_bTimerBuffer[42];
@ -24,20 +22,14 @@ public:
static_assert(sizeof(COnscreenTimerEntry) == 0x74, "COnscreenTimerEntry: error");
class CTheScripts{
public:
static char *ScriptSpace;//[163840]
};
class COnscreenTimer
{
public:
COnscreenTimerEntry m_sEntries[NUMONSCREENTIMERENTRIES];
bool m_bProcessed;
bool m_bDisabled;
char field_119[2];
int Init();
void Init();
void Process();
void ProcessForDisplay();

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@ -134,6 +134,8 @@ inline float sq(float x) { return x*x; }
int myrand(void);
void mysrand(unsigned int seed);
extern uint8 work_buff[55000];
void re3_debug(char *format, ...);
void re3_trace(const char *filename, unsigned int lineno, const char *func, char *format, ...);
void re3_assert(const char *expr, const char *filename, unsigned int lineno, const char *func);

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@ -3,7 +3,11 @@
class CReplay
{
public:
static void Display(void);
enum {
MODE_1
};
static uint8 &Mode;
static void Display(void);
};

6
src/control/Script.cpp Normal file
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@ -0,0 +1,6 @@
#include "common.h"
#include "patcher.h"
#include "Script.h"
uint8 *CTheScripts::ScriptSpace = (uint8*)0x74B248;

7
src/control/Script.h Normal file
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@ -0,0 +1,7 @@
#pragma once
class CTheScripts
{
public:
static uint8 *ScriptSpace;//[160*1024]
};

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@ -33,6 +33,7 @@
#include "Garages.h"
#include "MusicManager.h"
#include "VisibilityPlugins.h"
#include "NodeName.h"
#include "DMAudio.h"
#include "CutsceneMgr.h"
#include "Lights.h"
@ -53,9 +54,8 @@
#define DEFAULT_ASPECTRATIO (4.0f/3.0f)
#endif
//WRAPPER RwBool RpAnimBlendPluginAttach() { EAXJMP(0x4052D0); }
WRAPPER RwBool NodeNamePluginAttach() { EAXJMP(0x527100); }
uint8 work_buff[55000];
bool &b_FoundRecentSavedGameWantToLoad = *(bool*)0x95CDA8;
@ -678,6 +678,7 @@ AppEventHandler(RsEvent event, void *param)
case rsCAMERASIZE:
{
CameraSize(Scene.camera, (RwRect *)param,
DEFAULT_VIEWWINDOW, DEFAULT_ASPECTRATIO);

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@ -3,9 +3,6 @@
#include "FileMgr.h"
#include "ParticleMgr.h"
_TODO("work_buff");
UInt8 work_buff[55000];
cParticleSystemMgr mod_ParticleSystemManager;
const Char *ParticleFilename = "PARTICLE.CFG";

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@ -6,3 +6,4 @@ WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* p
WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }

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@ -9,4 +9,5 @@ public:
static void RenderStaticShadows(void);
static void RenderStoredShadows(void);
static void RenderExtraPlayerShadows(void);
static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY);
};