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https://github.com/GTAmodding/re3.git
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PlayerSkin done
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@ -15,6 +15,8 @@
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#include "Timer.h"
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#include "Timer.h"
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#include "Lights.h"
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#include "Lights.h"
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//--MIAMI: file done
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RpClump *gpPlayerClump;
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RpClump *gpPlayerClump;
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float gOldFov;
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float gOldFov;
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@ -109,9 +111,7 @@ CPlayerSkin::GetSkinTexture(const char *texName)
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tex = RwTextureCreate(raster);
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tex = RwTextureCreate(raster);
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RwTextureSetName(tex, texName);
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RwTextureSetName(tex, texName);
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#ifdef FIX_BUGS
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RwTextureSetFilterMode(tex, rwFILTERLINEAR);
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RwTextureSetFilterMode(tex, rwFILTERLINEAR); // filtering bugfix from VC
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#endif
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RwTexDictionaryAddTexture(CTxdStore::GetSlot(m_txdSlot)->texDict, tex);
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RwTexDictionaryAddTexture(CTxdStore::GetSlot(m_txdSlot)->texDict, tex);
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RwImageDestroy(image);
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RwImageDestroy(image);
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@ -143,8 +143,7 @@ CPlayerSkin::RenderFrontendSkinEdit(void)
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static float rotation = 0.0f;
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static float rotation = 0.0f;
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RwRGBAReal AmbientColor = { 0.65f, 0.65f, 0.65f, 1.0f };
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RwRGBAReal AmbientColor = { 0.65f, 0.65f, 0.65f, 1.0f };
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const RwV3d pos = { 1.35f, 0.35f, 7.725f };
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const RwV3d pos = { 1.35f, 0.35f, 7.725f };
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const RwV3d axis1 = { 1.0f, 0.0f, 0.0f };
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const RwV3d axis = { 0.0f, 1.0f, 0.0f };
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const RwV3d axis2 = { 0.0f, 0.0f, 1.0f };
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static uint32 LastFlash = 0;
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static uint32 LastFlash = 0;
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RwFrame *frame = RpClumpGetFrame(gpPlayerClump);
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RwFrame *frame = RpClumpGetFrame(gpPlayerClump);
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@ -157,8 +156,7 @@ CPlayerSkin::RenderFrontendSkinEdit(void)
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}
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}
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RwFrameTransform(frame, RwFrameGetMatrix(RwCameraGetFrame(Scene.camera)), rwCOMBINEREPLACE);
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RwFrameTransform(frame, RwFrameGetMatrix(RwCameraGetFrame(Scene.camera)), rwCOMBINEREPLACE);
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RwFrameTranslate(frame, &pos, rwCOMBINEPRECONCAT);
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RwFrameTranslate(frame, &pos, rwCOMBINEPRECONCAT);
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RwFrameRotate(frame, &axis1, -90.0f, rwCOMBINEPRECONCAT);
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RwFrameRotate(frame, &axis, rotation, rwCOMBINEPRECONCAT);
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RwFrameRotate(frame, &axis2, rotation, rwCOMBINEPRECONCAT);
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RwFrameUpdateObjects(frame);
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RwFrameUpdateObjects(frame);
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SetAmbientColours(&AmbientColor);
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SetAmbientColours(&AmbientColor);
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RpClumpRender(gpPlayerClump);
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RpClumpRender(gpPlayerClump);
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