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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-27 11:34:14 +01:00
fixed review stuff
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17efc38e35
commit
76a564df2e
@ -71,13 +71,6 @@ void CRecordDataForChase::ProcessControlCars(void)
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bool CRecordDataForChase::ShouldThisPadBeLeftAlone(uint8 pad)
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bool CRecordDataForChase::ShouldThisPadBeLeftAlone(uint8 pad)
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{
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{
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// may be wrong
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if (Status == STATE_PLAYBACK_INIT) // this is useless but ps2 def checks if it's STATE_PLAYBACK_INIT
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return false;
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if (Status == STATE_RECORD)
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return pad != 0;
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return false;
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return false;
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}
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}
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@ -415,9 +415,7 @@ bool CGame::Initialise(const char* datFile)
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CPickups::Init();
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CPickups::Init();
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CTheCarGenerators::Init();
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CTheCarGenerators::Init();
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#ifndef GTA_PS2 // or GTA_VERSION?
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CdStreamAddImage("MODELS\\GTA3.IMG");
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CdStreamAddImage("MODELS\\GTA3.IMG");
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#endif
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CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
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CFileLoader::LoadLevel("DATA\\DEFAULT.DAT");
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CFileLoader::LoadLevel(datFile);
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CFileLoader::LoadLevel(datFile);
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@ -28,7 +28,7 @@ CDummyPool *CPools::ms_pDummyPool;
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CAudioScriptObjectPool *CPools::ms_pAudioScriptObjectPool;
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CAudioScriptObjectPool *CPools::ms_pAudioScriptObjectPool;
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CColModelPool *CPools::ms_pColModelPool;
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CColModelPool *CPools::ms_pColModelPool;
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#ifdef GTA_PS2 // or USE_CUSTOM_ALLOCATOR
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#if defined GTA_PS2 && !defined MASTER // or USE_CUSTOM_ALLOCATOR
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#define CHECKMEM(msg) CMemCheck::AllocateMemCheckBlock(msg)
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#define CHECKMEM(msg) CMemCheck::AllocateMemCheckBlock(msg)
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#else
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#else
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#define CHECKMEM(msg)
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#define CHECKMEM(msg)
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@ -11,18 +11,6 @@ public:
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float m_lodDistances[3];
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float m_lodDistances[3];
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uint8 m_numAtomics;
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uint8 m_numAtomics;
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uint8 m_alpha;
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uint8 m_alpha;
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/* // For reference, PS2 has:
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uint8 m_firstDamaged;
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uint8 m_normalCull : 1;
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uint8 m_isDamaged : 1;
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uint8 m_isBigBuilding : 1;
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uint8 m_noFade : 1;
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uint8 m_drawLast : 1;
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uint8 m_additive : 1;
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uint8 m_isSubway : 1;
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uint8 m_ignoreLight : 1;
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// m_noZwrite is missing because not needed
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*/
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uint16 m_firstDamaged : 2; // 0: no damage model
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uint16 m_firstDamaged : 2; // 0: no damage model
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// 1: 1 and 2 are damage models
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// 1: 1 and 2 are damage models
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// 2: 2 is damage model
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// 2: 2 is damage model
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