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Merge remote-tracking branch 'origin/master'
* origin/master: imrove readme; enable screenshots with F12 better controller menu txds use better quality button textures, add generic.txd
This commit is contained in:
commit
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README.md
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README.md
@ -5,26 +5,91 @@
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## Intro
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## Intro
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The aim of this project is to reverse GTA III for PC by replacing
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In this repository you'll find the fully reversed source code for GTA III ([master](tree/master) branch) and GTA VC ([miami](tree/miami) branch).
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parts of the game [one by one](https://en.wikipedia.org/wiki/Ship_of_Theseus)
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such that we have a working game at all times.
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## How can I try it?
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It has been tested and works on Windows, Linux and FreeBSD, on x86, amd64, arm and arm64.\
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Rendering is handled either by original RenderWare (D3D8)
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or the reimplementation [librw](https://github.com/aap/librw) (D3D9, OpenGL 2.1 or above, OpenGL ES 2.0 or above).\
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Audio is done with MSS (using dlls from original GTA) or OpenAL.
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- re3 requires game assets to work, so you **must** own [a copy of GTA III](https://store.steampowered.com/app/12100/Grand_Theft_Auto_III/).
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The project has also been ported to the [Nintendo Switch](https://github.com/AGraber/re3-nx/),
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- Build re3 or download [the latest nightly build](https://github.com/GTAmodding/re3/actions) (You must be logged in.)
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[Playstation Vita](https://github.com/Rinnegatamante/re3) and
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- (Optional) If you want to use optional features like Russian language or menu map, copy the files in /gamefiles folder to your game root folder.
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[Nintendo Wii U](https://github.com/GaryOderNichts/re3-wiiu/).
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We cannot build for PS2 or Xbox yet. If you're interested in doing so, get in touch with us.
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## Installation
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- re3 requires PC game assets to work, so you **must** own [a copy of GTA III](https://store.steampowered.com/app/12100/Grand_Theft_Auto_III/).
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- Build re3 or download the latest nightly build:
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- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip)
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- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_d3d9-oal.zip)
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- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip)
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- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-latest-gl3.zip)
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- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip)
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- Copy the files from the `gamefiles` directory to your game root directory. (This is not strictly necessary but very much recommended)
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- Move re3 executable to GTA 3 directory and run it.
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- Move re3 executable to GTA 3 directory and run it.
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## Latest standalone executables to download
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## Screenshots
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(Put content of selected archive into gamedir)
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![re3 2021-02-11 22-57-03-23](https://user-images.githubusercontent.com/1521437/107704085-fbdabd00-6cbc-11eb-8406-8951a80ccb16.png)
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![re3 2021-02-11 22-43-44-98](https://user-images.githubusercontent.com/1521437/107703339-cbdeea00-6cbb-11eb-8f0b-07daa105d470.png)
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![re3 2021-02-11 22-46-33-76](https://user-images.githubusercontent.com/1521437/107703343-cd101700-6cbb-11eb-9ccd-012cb90524b7.png)
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![re3 2021-02-11 22-50-29-54](https://user-images.githubusercontent.com/1521437/107703348-d00b0780-6cbb-11eb-8afd-054249c2b95e.png)
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- [Windows D3D9 MSS 32bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_x86/master/re3_Release_win-x86-librw_d3d9-mss.zip)
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## Improvements
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- [Windows D3D9 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_d3d9-oal.zip)
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- [Windows OpenGL 64bit](https://nightly.link/GTAmodding/re3/workflows/re3_msvc_amd64/master/re3_Release_win-amd64-librw_gl3_glfw-oal.zip)
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We have implemented a number of changes and improvements to the original game.
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- [Linux 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/ubuntu-latest-gl3.zip)
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They can be configured in `core/config.h`.
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- [MacOS 64bit](https://nightly.link/GTAmodding/re3/workflows/build-cmake-conan/master/macos-latest-gl3.zip)
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Some of them can be toggled at runtime, some cannot.
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* Fixed a lot of smaller and bigger bugs
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* User files (saves and settings) stored in GTA root directory
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* Settings stored in re3.ini file instead of gta3.set
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* Debug menu to do and change various things (Ctrl-M to open)
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* Debug camera (Ctrl-B to toggle)
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* Rotatable camera
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* Xinput controller support (Windows)
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* No loading screens between islands ("map memory usage" in menu)
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* Skinned ped support (models from Xbox or Mobile)
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* Rendering
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* Widescreen support (properly scaled HUD, Menu and FOV)
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* PS2 MatFX (vehicle reflections)
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* PS2 alpha test (better rendering of transparency)
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* PS2 particles
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* Xbox vehicle rendering
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* Xbox world lightmap rendering (needs Xbox map)
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* Xbox ped rim light
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* Xbox screen rain droplets
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* More customizable colourfilter
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* Menu
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* Map
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* More options
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* Controller configuration menu
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* ...
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* Can load DFFs and TXDs from other platforms, possibly with a performance penalty
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* ...
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## To-Do
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The following things would be nice to have/do:
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* Fix physics for high FPS
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* Compare code with PS2 code (tedious, no good decompiler)
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* [PS2 port](https://github.com/GTAmodding/re3/wiki/PS2-port)
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* Xbox port (not quite as important)
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* reverse remaining unused/debug functions
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* compare Codewarrior build with original binary for more accurate code (very tedious)
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## Modding
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Asset modifications (models, texture, handling, script, ...) should work the same way as with original GTA for the most part.
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Mods that make changes to the code (dll/asi, CLEO, limit adjusters) will *not* work.
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Some things these mods do are already implemented in re3 (much of SkyGFX, GInput, SilentPatch, Widescreen fix),
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others can easily be achieved (increasing limis, see `config.h`),
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others will simply have to be rewritten and integrated into the code directly.
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Sorry for the inconvenience.
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## Building from Source
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## Building from Source
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@ -78,21 +143,12 @@ Assuming you have Visual Studio:
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> :information_source: **Did you notice librw?** re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
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> :information_source: **Did you notice librw?** re3 uses completely homebrew RenderWare-replacement rendering engine; [librw](https://github.com/aap/librw/). librw comes as submodule of re3, but you also can use LIBRW enviorenment variable to specify path to your own librw.
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## Contributing
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## Contributing
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Please read the [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) Document
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We have a [Coding Style](https://github.com/GTAmodding/re3/blob/master/CODING_STYLE.md) document that isn't followed or enforced very well.
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### Unreversed / incomplete classes (at least the ones we know)
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Do not use features from C++11 or later.
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The following classes have only unused or practically unused code left:
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```
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NameGrid.cpp - only on mobile (a player name grid, either a very early player name code ala GTA1 or a multiplayer leftover)
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PedDebug.cpp - only on mobile (debug code)
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HandlingMgr.cpp - debug functions from mobile
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CFormationInfo - unused PedAI class that could be found on mobile
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CVehicle::ProcessBikeWheel - early bike code (only on mobile)
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CAutomobile::DebugCode - debug function from mobile
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CBoat::DebugCode - debug function from mobile
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CBoat::ModifyHandlingValue - debug function from mobile
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CBoat::DisplayHandlingData - debug function from mobile
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CStreaming::PrintRequestList - debug function from mobile
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d3d8raster.c - only on PC (slight RW modification that we don't actually need)
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```
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## License
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We don't feel like we're in a position to give this code a license.
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If we were, it would be MIT licensed.
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gamefiles/models/generic.txd
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#include "common.h"
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#include "common.h"
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#include <time.h>
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#include "rpmatfx.h"
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#include "rpmatfx.h"
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#include "rphanim.h"
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#include "rphanim.h"
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#include "rpskin.h"
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#include "rpskin.h"
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#include "rtbmp.h"
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#include "rtbmp.h"
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#include "rtpng.h"
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#ifdef ANISOTROPIC_FILTERING
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#ifdef ANISOTROPIC_FILTERING
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#include "rpanisot.h"
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#include "rpanisot.h"
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#endif
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#endif
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strcpy(temp, CFileMgr::GetRootDirName());
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strcpy(temp, CFileMgr::GetRootDirName());
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strcat(temp, filename);
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strcat(temp, filename);
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#ifdef THIS_IS_STUPID
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if (RtBMPImageWrite(pImage, &temp[0]) == nil)
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if (RtBMPImageWrite(pImage, &temp[0]) == nil)
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#else
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if (RtPNGImageWrite(pImage, &temp[0]) == nil)
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#endif
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result = false;
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result = false;
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RwImageDestroy(pImage);
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RwImageDestroy(pImage);
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return result;
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return result;
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RsCameraShowRaster(Scene.camera);
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RsCameraShowRaster(Scene.camera);
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#ifndef MASTER
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#ifndef MASTER
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char s[48];
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char s[48];
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#ifdef THIS_IS_STUPID
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if (CPad::GetPad(1)->GetLeftShockJustDown()) {
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if (CPad::GetPad(1)->GetLeftShockJustDown()) {
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// try using both controllers for this thing... crazy bastards
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// try using both controllers for this thing... crazy bastards
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if (CPad::GetPad(0)->GetRightStickY() > 0) {
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if (CPad::GetPad(0)->GetRightStickY() > 0) {
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RwGrabScreen(Scene.camera, s);
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RwGrabScreen(Scene.camera, s);
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}
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}
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}
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}
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#else
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if (CPad::GetPad(1)->GetLeftShockJustDown() || CPad::GetPad(0)->GetFJustDown(11)) {
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sprintf(s, "screen_%11lld.png", time(nil));
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RwGrabScreen(Scene.camera, s);
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}
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#endif
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#endif // !MASTER
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#endif // !MASTER
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}
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}
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#endif
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#endif
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}
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}
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RwImage *
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RtPNGImageWrite(RwImage *image, const RwChar *imageName)
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{
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#ifndef _WIN32
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char *r = casepath(imageName);
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if (r) {
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rw::writePNG(image, r);
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free(r);
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} else {
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rw::writePNG(image, imageName);
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}
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#else
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rw::writePNG(image, imageName);
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#endif
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return image;
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}
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RwImage *
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RtPNGImageRead(const RwChar *imageName)
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{
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#ifndef _WIN32
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RwImage *image;
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char *r = casepath(imageName);
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if (r) {
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image = rw::readPNG(r);
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free(r);
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} else {
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image = rw::readPNG(imageName);
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}
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return image;
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#else
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return rw::readPNG(imageName);
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#endif
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}
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#include "rtquat.h"
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#include "rtquat.h"
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RtQuat *RtQuatRotate(RtQuat * quat, const RwV3d * axis, RwReal angle, RwOpCombineType combineOp) { return (RtQuat*)((rw::Quat*)quat)->rotate(axis, angle/180.0f*3.14159f, (CombineOp)combineOp); }
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RtQuat *RtQuatRotate(RtQuat * quat, const RwV3d * axis, RwReal angle, RwOpCombineType combineOp) { return (RtQuat*)((rw::Quat*)quat)->rotate(axis, angle/180.0f*3.14159f, (CombineOp)combineOp); }
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4
src/fakerw/rtpng.h
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src/fakerw/rtpng.h
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#pragma once
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RwImage *RtPNGImageWrite(RwImage * image, const RwChar * imageName);
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RwImage *RtPNGImageRead(const RwChar * imageName);
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}
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}
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#else
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#else
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rw::Image *image = RwCameraGetRaster(pCamera)->toImage();
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rw::Image *image = RwCameraGetRaster(pCamera)->toImage();
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image->removeMask();
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if(image)
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if(image)
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return image;
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return image;
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#endif
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#endif
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}
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}
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#else
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#else
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rw::Image *image = RwCameraGetRaster(pCamera)->toImage();
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rw::Image *image = RwCameraGetRaster(pCamera)->toImage();
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image->removeMask();
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if(image)
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if(image)
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return image;
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return image;
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#endif
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#endif
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2
vendor/librw
vendored
2
vendor/librw
vendored
@ -1 +1 @@
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Subproject commit 5c95300890559c85a2764bc200361f904cd4f9f4
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Subproject commit 4c77fb57546e89da1e6f3bad3c582848de9f5c93
|
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