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https://github.com/GTAmodding/re3.git
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cleanup
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@ -413,12 +413,9 @@ public:
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float CarZoomValueSmooth;
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float DistanceToWater;
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#ifndef PS2_CAM_TRANSITION
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float FOVDuringInter;
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#endif
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float LODDistMultiplier;
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float GenerationDistMultiplier;
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#ifndef PS2_CAM_TRANSITION
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float m_fAlphaSpeedAtStartInter;
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float m_fAlphaWhenInterPol;
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float m_fAlphaDuringInterPol;
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@ -429,7 +426,6 @@ public:
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float m_fFOVSpeedAtStartInter;
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float m_fStartingBetaForInterPol;
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float m_fStartingAlphaForInterPol;
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#endif
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float m_PedOrientForBehindOrInFront;
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float m_CameraAverageSpeed;
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float m_CameraSpeedSoFar;
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@ -492,11 +488,9 @@ public:
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CVector m_vecUpWhenInterPol;
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CVector m_vecClearGeometryVec;
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CVector m_vecGameCamPos;
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#ifndef PS2_CAM_TRANSITION
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CVector SourceDuringInter;
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CVector TargetDuringInter;
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CVector UpDuringInter;
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#endif
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RwCamera *m_pRwCamera;
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CEntity *pTargetEntity;
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CCamPathSplines m_arrPathArray[MAX_NUM_OF_SPLINETYPES];
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@ -284,6 +284,5 @@ enum Config {
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#define CANCELLABLE_CAR_ENTER
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// Camera
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//#define PS2_CAM_TRANSITION // old way of transitioning between cam modes
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#define IMPROVED_CAMERA // Better Debug cam, and maybe more in the future
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#define FREE_CAM // Rotating cam
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@ -228,17 +228,17 @@ CMBlur::CreateImmediateModeData(RwCamera *cam, RwRect *rect)
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}
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void
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CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 alpha)
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CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha)
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{
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RwRGBA color = { (RwUInt8)red, (RwUInt8)green, (RwUInt8)blue, (RwUInt8)blur };
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#ifdef GTA_PS2
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if( pFrontBuffer )
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OverlayRender(cam, pFrontBuffer, color, type, addalpha);
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OverlayRender(cam, pFrontBuffer, color, type, bluralpha);
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#else
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if(ms_bJustInitialised)
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ms_bJustInitialised = false;
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else
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OverlayRender(cam, pFrontBuffer, color, type, alpha);
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OverlayRender(cam, pFrontBuffer, color, type, bluralpha);
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if(BlurOn){
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RwRasterPushContext(pFrontBuffer);
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RwRasterRenderFast(RwCameraGetRaster(cam), 0, 0);
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@ -248,7 +248,7 @@ CMBlur::MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, u
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}
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void
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CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 alpha)
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CMBlur::OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 bluralpha)
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{
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int r, g, b, a;
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@ -23,8 +23,8 @@ public:
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static RwBool MotionBlurOpen(RwCamera *cam);
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static RwBool MotionBlurClose(void);
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static void CreateImmediateModeData(RwCamera *cam, RwRect *rect);
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static void MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 alpha);
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static void OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 alpha);
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static void MotionBlurRender(RwCamera *cam, uint32 red, uint32 green, uint32 blue, uint32 blur, int32 type, uint32 bluralpha);
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static void OverlayRender(RwCamera *cam, RwRaster *raster, RwRGBA color, int32 type, int32 bluralpha);
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static void SetDrunkBlur(float drunkness);
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static void ClearDrunkBlur();
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