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- UpdateRoadPosition refactoring progress
- removed MAX_TRAFFIC_CARS as redundant
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@ -1776,7 +1776,7 @@ int CreateCivCarWotDrivesABitThenStops(int direction, LONGVECTOR4* startPos, LON
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carCnt++;
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carCnt++;
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slot++;
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slot++;
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} while (carCnt < &car_data[MAX_TRAFFIC_CARS]);
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} while (carCnt < &car_data[MAX_CARS]);
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if (pNewCar == NULL)
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if (pNewCar == NULL)
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return -1;
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return -1;
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@ -1869,7 +1869,7 @@ int CreateStationaryCivCar(int direction, long orientX, long orientZ, LONGVECTOR
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carCnt++;
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carCnt++;
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slot++;
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slot++;
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} while (carCnt < &car_data[MAX_TRAFFIC_CARS]);
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} while (carCnt < &car_data[MAX_CARS]);
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}
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}
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if (newCar)
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if (newCar)
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@ -2086,7 +2086,7 @@ int PingInCivCar(int minPingInDist)
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carCnt++;
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carCnt++;
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slot++;
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slot++;
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} while (carCnt < &car_data[MAX_TRAFFIC_CARS]);
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} while (carCnt < &car_data[MAX_CARS]);
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if (newCar == NULL)
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if (newCar == NULL)
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{
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{
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File diff suppressed because it is too large
Load Diff
@ -473,6 +473,12 @@ void DisplayMoon(DVECTOR* pos, CVECTOR* col, int flip)
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}
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}
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extern VECTOR dummy;
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extern VECTOR dummy;
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RECT16 sun_source = {
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1008,
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456,
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16,
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10
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};
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// [D] [T]
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// [D] [T]
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void DrawLensFlare(void)
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void DrawLensFlare(void)
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@ -507,12 +513,7 @@ void DrawLensFlare(void)
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RECT16 source;
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RECT16 source;
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CVECTOR col;
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CVECTOR col;
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source = {
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source = sun_source;
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1008,
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456,
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16,
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10
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};
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if (gWeather - 1U <= 1 || gTimeOfDay == 0 || gTimeOfDay == 2)
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if (gWeather - 1U <= 1 || gTimeOfDay == 0 || gTimeOfDay == 2)
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return;
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return;
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@ -675,11 +676,16 @@ void DrawLensFlare(void)
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source.x = sun_pers_conv_position.vx;
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source.x = sun_pers_conv_position.vx;
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source.y = sun_pers_conv_position.vy + last->disp.disp.y;
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source.y = sun_pers_conv_position.vy + last->disp.disp.y;
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#if 1//def PSX
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sample_sun = (DR_MOVE*)current->primptr;
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sample_sun = (DR_MOVE*)current->primptr;
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SetDrawMove(sample_sun, &source, 1008, 456);
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SetDrawMove(sample_sun, &source, 1008, 456);
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addPrim(current->ot + 0x20, sample_sun);
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addPrim(current->ot + 0x20, sample_sun);
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current->primptr += sizeof(DR_MOVE);
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current->primptr += sizeof(DR_MOVE);
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#else
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// to avoid delays and uploads to GPU we're simply going to directly request from screen VRAM area
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sun_source = source;
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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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{
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{
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@ -11,7 +11,6 @@
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#define MAX_PEDESTRIANS 28
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#define MAX_PEDESTRIANS 28
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#define MAX_SEATED_PEDS 20
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#define MAX_SEATED_PEDS 20
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#define MAX_PLACED_PEDS 15
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#define MAX_PLACED_PEDS 15
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#define MAX_TRAFFIC_CARS 19
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#define MAX_EXPLOSION_OBJECTS 5
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#define MAX_EXPLOSION_OBJECTS 5
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#define MAX_THROWN_BOMBS 5
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#define MAX_THROWN_BOMBS 5
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#define MAX_MOTION_CAPTURE 24
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#define MAX_MOTION_CAPTURE 24
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@ -310,8 +310,8 @@ void GameDebugKeys(int nKey, bool down)
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else if (nKey == SDL_SCANCODE_2)
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else if (nKey == SDL_SCANCODE_2)
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{
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{
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gShowCollisionDebug++;
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gShowCollisionDebug++;
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if (gShowCollisionDebug > 3)
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gShowCollisionDebug %= 5;
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gShowCollisionDebug = 0;
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printf("Collision debug: %d\n", gShowCollisionDebug);
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printf("Collision debug: %d\n", gShowCollisionDebug);
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}
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}
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else if (nKey == SDL_SCANCODE_3)
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else if (nKey == SDL_SCANCODE_3)
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