Merge branch 'master' of github.com:GTAmodding/re3

This commit is contained in:
aap 2020-11-16 22:43:35 +01:00
commit 46253fbf7d
7 changed files with 45 additions and 11 deletions

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@ -92,7 +92,10 @@ workspace "re3"
filter { "system:bsd" }
platforms {
"bsd-amd64-librw_gl3_glfw-oal"
"bsd-x86-librw_gl3_glfw-oal",
"bsd-amd64-librw_gl3_glfw-oal",
"bsd-arm-librw_gl3_glfw-oal",
"bsd-arm64-librw_gl3_glfw-oal"
}
filter { "system:macosx" }

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@ -2692,7 +2692,7 @@ void CCarCtrl::GenerateEmergencyServicesCar(void)
float distance = 30.0f;
CFire* pNearestFire = gFireManager.FindNearestFire(FindPlayerCoors(), &distance);
if (pNearestFire) {
if (CountCarsOfType(MI_FIRETRUCK) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeFireTruckCreated + 30000){
if (CountCarsOfType(MI_FIRETRUCK) < 2 && CTimer::GetTimeInMilliseconds() > LastTimeFireTruckCreated + 35000){
CStreaming::RequestModel(MI_FIRETRUCK, STREAMFLAGS_DEPENDENCY);
CStreaming::RequestModel(MI_FIREMAN, STREAMFLAGS_DONT_REMOVE);
if (CStreaming::HasModelLoaded(MI_FIRETRUCK) && CStreaming::HasModelLoaded(MI_FIREMAN)){

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@ -542,6 +542,22 @@ CPathFind::PreparePathDataForType(uint8 type, CTempNode *tempnodes, CPathInfoFor
int done, cont;
int tileStart;
#ifndef MASTER
for (i = 0; i < m_numMapObjects-1; i++)
for (j = i+1; j < m_numMapObjects; j++) {
CTreadable *obj1 = m_mapObjects[i];
CTreadable *obj2 = m_mapObjects[j];
if (obj1->GetModelIndex() == obj2->GetModelIndex() &&
obj1->GetPosition().x == obj2->GetPosition().x && obj1->GetPosition().y == obj2->GetPosition().y && obj1->GetPosition().z == obj2->GetPosition().z &&
obj1->GetRight().x == obj2->GetRight().x && obj1->GetForward().x == obj2->GetForward().x && obj1->GetUp().x == obj2->GetUp().x &&
obj1->GetRight().y == obj2->GetRight().y && obj1->GetForward().y == obj2->GetForward().y && obj1->GetUp().y == obj2->GetUp().y &&
obj1->GetRight().z == obj2->GetRight().z && obj1->GetForward().z == obj2->GetForward().z && obj1->GetUp().z == obj2->GetUp().z) {
printf("THIS IS VERY BAD INDEED. FIX IMMEDIATELY!!!\n");
printf("Double road objects at the following coors: %f %f %f\n", obj1->GetPosition().x, obj1->GetPosition().y, obj1->GetPosition().z);
}
}
#endif // !MASTER
oldNumPathNodes = m_numPathNodes;
oldNumLinks = m_numConnections;

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@ -5433,6 +5433,10 @@ CMenuManager::SetHelperText(int text)
void
CMenuManager::ShutdownJustMenu()
{
// In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
m_bMenuActive = false;
CTimer::EndUserPause();
}
@ -5529,8 +5533,14 @@ CMenuManager::SwitchMenuOnAndOff()
gMusicPlaying = 0;
}
*/
if (m_bMenuActive != menuWasActive)
if (m_bMenuActive != menuWasActive) {
m_bMenuStateChanged = true;
// In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, m_bMenuActive && m_nPrefsWindowed ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
#endif
}
m_bStartUpFrontEndRequested = false;
m_bShutDownFrontEndRequested = false;

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@ -1090,9 +1090,9 @@ Idle(void *arg)
if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) &&
TheCamera.GetScreenFadeStatus() != FADE_2)
{
#ifdef GTA_PC
// This is from SA, but it's nice for windowed mode
#if defined(GTA_PC) && !defined(RW_GL3)
if (!FrontEndMenuManager.m_bRenderGameInMenu) {
// This is from SA, but it's nice for windowed mode
RwV2d pos;
pos.x = SCREEN_WIDTH / 2.0f;
pos.y = SCREEN_HEIGHT / 2.0f;

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@ -1,7 +1,5 @@
#pragma once
#pragma once
#include "Object.h"
class CProjectile : public CObject

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@ -244,8 +244,10 @@ double
psTimer(void)
{
struct timespec start;
#ifdef __linux__
#if defined(CLOCK_MONOTONIC_RAW)
clock_gettime(CLOCK_MONOTONIC_RAW, &start);
#elif defined(CLOCK_MONOTONIC_FAST)
clock_gettime(CLOCK_MONOTONIC_FAST, &start);
#else
clock_gettime(CLOCK_MONOTONIC, &start);
#endif
@ -893,7 +895,7 @@ void psPostRWinit(void)
RwEngineGetVideoModeInfo(&vm, GcurSelVM);
glfwSetKeyCallback(PSGLOBAL(window), keypressCB);
glfwSetWindowSizeCallback(PSGLOBAL(window), resizeCB);
glfwSetFramebufferSizeCallback(PSGLOBAL(window), resizeCB);
glfwSetScrollCallback(PSGLOBAL(window), scrollCB);
glfwSetCursorPosCallback(PSGLOBAL(window), cursorCB);
glfwSetCursorEnterCallback(PSGLOBAL(window), cursorEnterCB);
@ -1414,8 +1416,13 @@ _InputTranslateShiftKeyUpDown(RsKeyCodes *rs) {
// TODO this only works in frontend(and luckily only frontend use this). Fun fact: if I get pos manually in game, glfw reports that it's > 32000
void
cursorCB(GLFWwindow* window, double xpos, double ypos) {
FrontEndMenuManager.m_nMouseTempPosX = xpos;
FrontEndMenuManager.m_nMouseTempPosY = ypos;
if (!FrontEndMenuManager.m_bMenuActive)
return;
int winw, winh;
glfwGetWindowSize(PSGLOBAL(window), &winw, &winh);
FrontEndMenuManager.m_nMouseTempPosX = xpos * (RsGlobal.maximumWidth / winw);
FrontEndMenuManager.m_nMouseTempPosY = ypos * (RsGlobal.maximumHeight / winh);
}
void