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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-11-26 19:14:15 +01:00
small fixes
This commit is contained in:
parent
d415c4edd3
commit
beb6f3bf80
@ -142,11 +142,11 @@ void CMovingThings::Init()
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void CMovingThings::Shutdown()
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void CMovingThings::Shutdown()
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{
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{
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int i;
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int i;
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for (i = 0; i < 11; ++i)
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for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
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aScrollBars[i].SetVisibility(false);
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aScrollBars[i].SetVisibility(false);
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for (i = 0; i < 2; ++i)
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for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
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aTowerClocks[i].SetVisibility(false);
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aTowerClocks[i].SetVisibility(false);
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for (i = 0; i < 3; ++i)
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for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
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aDigitalClocks[i].SetVisibility(false);
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aDigitalClocks[i].SetVisibility(false);
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}
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}
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@ -168,17 +168,17 @@ void CMovingThings::Update()
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aMovingThings[i].Update();
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aMovingThings[i].Update();
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}
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}
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for (i = 0; i < 11; ++i)
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for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
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{
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{
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if (aScrollBars[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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if (aScrollBars[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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aScrollBars[i].Update();
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aScrollBars[i].Update();
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}
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}
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for (i = 0; i < 2; ++i)
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for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
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{
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{
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if (aTowerClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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if (aTowerClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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aTowerClocks[i].Update();
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aTowerClocks[i].Update();
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}
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}
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for (i = 0; i < 3; ++i)
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for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
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{
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{
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if (aDigitalClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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if (aDigitalClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0)
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aDigitalClocks[i].Update();
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aDigitalClocks[i].Update();
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@ -188,17 +188,17 @@ void CMovingThings::Update()
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void CMovingThings::Render()
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void CMovingThings::Render()
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{
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{
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int i;
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int i;
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for (i = 0; i < 11; ++i)
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for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i)
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{
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{
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if (aScrollBars[i].IsVisible())
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if (aScrollBars[i].IsVisible())
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aScrollBars[i].Render();
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aScrollBars[i].Render();
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}
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}
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for (i = 0; i < 2; ++i)
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for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i)
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{
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{
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if (aTowerClocks[i].IsVisible())
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if (aTowerClocks[i].IsVisible())
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aTowerClocks[i].Render();
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aTowerClocks[i].Render();
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}
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}
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for (i = 0; i < 3; ++i)
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for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i)
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{
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{
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if (aDigitalClocks[i].IsVisible())
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if (aDigitalClocks[i].IsVisible())
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aDigitalClocks[i].Render();
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aDigitalClocks[i].Render();
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@ -297,7 +297,8 @@ const char* FindDigitalClockMessage()
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}
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}
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else
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else
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{
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{
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int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) * 0.0043611112f - 1.0f);
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// they didn't use rad2deg here because of 3.14
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int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) / (4.0f * 180.0f / 3.14f) - 1.0f);
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String_DigitalClock[0] = '0' + temperature / 10;
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String_DigitalClock[0] = '0' + temperature / 10;
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if (String_DigitalClock[0] == '0')
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if (String_DigitalClock[0] == '0')
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String_DigitalClock[0] = ' ';
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String_DigitalClock[0] = ' ';
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@ -312,7 +313,7 @@ const char* FindDigitalClockMessage()
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// ---------- CScrollBar ----------
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// ---------- CScrollBar ----------
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void CScrollBar::Init(CVector position, uint8 type, float sizeX, float sizeY, float sizeZ, uint8 red, uint8 green, uint8 blue, float scale)
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void CScrollBar::Init(CVector position, uint8 type, float sizeX, float sizeY, float sizeZ, uint8 red, uint8 green, uint8 blue, float scale)
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{
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{
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for (int i = 0; i < 40; ++i)
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for (int i = 0; i < ARRAY_SIZE(m_MessageBar); ++i)
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m_MessageBar[i] = 0;
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m_MessageBar[i] = 0;
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m_pMessage = ". ";
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m_pMessage = ". ";
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@ -618,16 +619,16 @@ void CScrollBar::Update()
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}
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}
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// Scroll
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// Scroll
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for (int i = 0; i < 39; i++)
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for (int i = 0; i < ARRAY_SIZE(m_MessageBar)-1; i++)
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m_MessageBar[i] = m_MessageBar[i + 1];
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m_MessageBar[i] = m_MessageBar[i + 1];
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m_MessageBar[39] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0;
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m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0;
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// Introduce some random displaying glitches; signs aren't supposed to be perfect :P
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// Introduce some random displaying glitches; signs aren't supposed to be perfect :P
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switch (CGeneral::GetRandomNumber() & 0xFF)
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switch (CGeneral::GetRandomNumber() & 0xFF)
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{
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{
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case 0x0D: m_MessageBar[39] = 0; break;
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case 0x0D: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0; break;
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case 0xE3: m_MessageBar[39] = 0xE3; break;
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case 0xE3: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0xE3; break;
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case 0x64: m_MessageBar[39] = ~m_MessageBar[39]; break;
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case 0x64: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = ~m_MessageBar[ARRAY_SIZE(m_MessageBar)-1]; break;
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}
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}
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}
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}
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@ -654,7 +655,7 @@ void CScrollBar::Render()
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CVector coronaCoord, screenCoord;
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CVector coronaCoord, screenCoord;
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float screenW, screenH;
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float screenW, screenH;
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for (int i = 1; i < 40; ++i)
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for (int i = 1; i < ARRAY_SIZE(m_MessageBar); ++i)
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{
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{
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for (int j = 0; j < 5; ++j)
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for (int j = 0; j < 5; ++j)
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{
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{
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@ -131,16 +131,16 @@ void CHud::Draw()
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return;
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return;
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if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) {
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if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) {
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bool DrawCrossHair = 0;
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bool DrawCrossHair = false;
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bool DrawCrossHairPC = 0;
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bool DrawCrossHairPC = false;
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int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
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int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType;
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int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
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int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode;
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if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
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if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON)
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DrawCrossHair = 1;
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DrawCrossHair = true;
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if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
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if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT)
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DrawCrossHairPC = 1;
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DrawCrossHairPC = true;
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/*
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/*
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Draw Crosshairs
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Draw Crosshairs
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@ -149,7 +149,7 @@ void CHud::Draw()
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(!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
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(!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) {
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if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
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if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) {
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if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
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if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER)
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DrawCrossHairPC = 1;
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DrawCrossHairPC = true;
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}
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}
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}
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}
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@ -22,6 +22,7 @@
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#include "Weapon.h"
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#include "Weapon.h"
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#include "WeaponInfo.h"
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#include "WeaponInfo.h"
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#include "World.h"
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#include "World.h"
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#include "SurfaceTable.h"
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#define BULLET_LIFETIME (1000)
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#define BULLET_LIFETIME (1000)
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#define NUM_PED_BLOOD_PARTICLES (8)
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#define NUM_PED_BLOOD_PARTICLES (8)
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@ -228,7 +229,7 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl
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#ifdef FIX_BUGS // original code is not going work anyway...
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#ifdef FIX_BUGS // original code is not going work anyway...
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CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
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CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd);
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CColBox box;
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CColBox box;
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box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), 0, 0);
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box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), SURFACE_DEFAULT, 0);
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return CCollision::TestLineBox(line, box);
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return CCollision::TestLineBox(line, box);
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#else
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#else
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float minP = 0.0f;
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float minP = 0.0f;
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