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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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Merge branch 'master' of github.com:GTAmodding/re3
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commit
633c2a7aeb
@ -25,8 +25,6 @@
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#include "Camera.h"
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#include "Camera.h"
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#include "DMAudio.h"
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#include "DMAudio.h"
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const float DefaultFOV = 70.0f; // beta: 80.0f
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bool PrintDebugCode = false;
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bool PrintDebugCode = false;
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int16 DebugCamMode;
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int16 DebugCamMode;
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@ -40,6 +40,8 @@ enum
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#define DEFAULT_CAR_ZOOM_VALUE_2 (1.9f)
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#define DEFAULT_CAR_ZOOM_VALUE_2 (1.9f)
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#define DEFAULT_CAR_ZOOM_VALUE_3 (3.9f)
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#define DEFAULT_CAR_ZOOM_VALUE_3 (3.9f)
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const float DefaultFOV = 70.0f; // beta: 80.0f
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class CCam
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class CCam
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{
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{
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public:
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public:
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@ -29,13 +29,17 @@ CSprite::CalcScreenCoors(const RwV3d &in, RwV3d *out, float *outw, float *outh,
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float recip = 1.0f/out->z;
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float recip = 1.0f/out->z;
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out->x *= SCREEN_WIDTH * recip;
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out->x *= SCREEN_WIDTH * recip;
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out->y *= SCREEN_HEIGHT * recip;
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out->y *= SCREEN_HEIGHT * recip;
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// What is this? size?
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*outw = 70.0f/CDraw::GetFOV() * SCREEN_WIDTH * recip;
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#ifdef ASPECT_RATIO_SCALE
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#ifdef ASPECT_RATIO_SCALE
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*outh = 70.0f/CDraw::GetFOV() / (DEFAULT_ASPECT_RATIO / SCREEN_ASPECT_RATIO) * SCREEN_HEIGHT * recip;
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float fov = CDraw::ConvertFOV(DefaultFOV);
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#else
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#else
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*outh = 70.0f/CDraw::GetFOV() * SCREEN_HEIGHT * recip;
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const float fov = DefaultFOV;
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#endif
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#endif
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// this is used to scale correctly if you zoom in with sniper rifle
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float fovScale = fov / CDraw::GetFOV();
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*outw = fovScale * SCREEN_SCALE_AR(recip) * SCREEN_WIDTH;
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*outh = fovScale * recip * SCREEN_HEIGHT;
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return true;
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return true;
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}
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}
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