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https://github.com/GTAmodding/re3.git
synced 2021-02-19 17:49:54 +01:00
AnimViewer fixes, commentary from miami
This commit is contained in:
parent
0dfa833610
commit
e1044a7947
@ -45,7 +45,7 @@ CEntity *CAnimViewer::pTarget = nil;
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void
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CAnimViewer::Render(void) {
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if (pTarget) {
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// pTarget->GetPosition() = CVector(0.0f, 0.0f, 0.0f);
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// pTarget->GetPosition() = CVector(0.0f, 0.0f, 0.0f); // Only on Mobile
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if (pTarget) {
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#ifdef FIX_BUGS
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#ifdef PED_SKIN
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@ -61,7 +61,9 @@ CAnimViewer::Render(void) {
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void
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CAnimViewer::Initialise(void) {
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LoadingScreen("Loading the ModelViewer", "", GetRandomSplashScreen());
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// we need messages, messages needs hud, hud needs this
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CHud::m_Wants_To_Draw_Hud = false;
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animTxdSlot = CTxdStore::AddTxdSlot("generic");
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CTxdStore::Create(animTxdSlot);
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int hudSlot = CTxdStore::AddTxdSlot("hud");
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@ -75,9 +77,6 @@ CAnimViewer::Initialise(void) {
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TheCamera.SetRwCamera(Scene.camera);
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TheCamera.Cams[TheCamera.ActiveCam].Distance = 5.0f;
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gbModelViewer = true;
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CHud::m_Wants_To_Draw_Hud = false;
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ThePaths.Init();
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ThePaths.AllocatePathFindInfoMem(4500);
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CCollision::Init();
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@ -113,7 +112,7 @@ CAnimViewer::Initialise(void) {
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CTimeCycle::Initialise();
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CCarCtrl::Init();
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CPlayerPed *player = new CPlayerPed();
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player->SetPosition(0.0f, 0.0f, 0.0f);
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player->SetPosition(0.0f, 0.0f, 0.0f); // This is 1000.f for all axes on Xbox, but 0.f on mobile?
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CWorld::Players[0].m_pPed = player;
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CDraw::SetFOV(120.0f);
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CDraw::ms_fLODDistance = 500.0f;
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@ -222,8 +221,7 @@ CAnimViewer::Update(void)
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{
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static int modelId = 0;
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static int animId = 0;
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// Please don't make this bool, static bool's are problematic on my side.
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static int reloadIFP = 0;
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static bool reloadIFP = false;
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AssocGroupId animGroup = ASSOCGRP_STD;
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int nextModelId = modelId;
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@ -248,7 +246,7 @@ CAnimViewer::Update(void)
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CAnimManager::Initialise();
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CAnimManager::LoadAnimFiles();
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reloadIFP = 0;
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reloadIFP = false;
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}
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} else {
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animGroup = ASSOCGRP_STD;
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@ -302,6 +300,7 @@ CAnimViewer::Update(void)
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pTarget->GetMatrix().GetPosition().z = 10.0f;
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#else
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pTarget->GetMatrix().GetPosition().z = 0.0f;
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#endif
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if (modelInfo->GetModelType() == MITYPE_PED) {
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@ -309,7 +308,7 @@ CAnimViewer::Update(void)
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// Triangle in mobile
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if (pad->GetSquareJustDown()) {
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reloadIFP = 1;
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reloadIFP = true;
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AsciiToUnicode("IFP reloaded", gUString);
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CMessages::AddMessage(gUString, 1000, 0);
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@ -616,8 +616,10 @@ LoadingScreen(const char *str1, const char *str2, const char *splashscreen)
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AsciiToUnicode(str1, tmpstr);
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CFont::PrintString(hpos, vpos, tmpstr);
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vpos += 22*yscale;
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if (str2) {
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AsciiToUnicode(str2, tmpstr);
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CFont::PrintString(hpos, vpos, tmpstr);
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}
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#endif
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}
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@ -1513,15 +1515,6 @@ AppEventHandler(RsEvent event, void *param)
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return rsEVENTPROCESSED;
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}
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#ifndef MASTER
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case rsANIMVIEWER:
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{
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TheModelViewer();
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return rsEVENTPROCESSED;
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}
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#endif
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default:
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{
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return rsEVENTNOTPROCESSED;
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@ -1536,8 +1529,11 @@ TheModelViewer(void)
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#if (defined(GTA_PS2) || defined(GTA_XBOX))
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//TODO
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#else
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// This is III Mobile code. III Xbox code run it like main function, which is impossible to implement on PC's state machine implementation.
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// Also we want 2D things initialized in here to print animation ids etc., our additions for that marked with X
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#ifdef ASPECT_RATIO_SCALE
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CDraw::SetAspectRatio(CDraw::FindAspectRatio());
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CDraw::SetAspectRatio(CDraw::FindAspectRatio()); // X
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#endif
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CAnimViewer::Update();
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CTimer::Update();
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@ -1547,12 +1543,12 @@ TheModelViewer(void)
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CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(),
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255);
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CSprite2d::InitPerFrame();
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CFont::InitPerFrame();
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CSprite2d::InitPerFrame(); // X
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CFont::InitPerFrame(); // X
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DefinedState();
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CVisibilityPlugins::InitAlphaEntityList();
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CAnimViewer::Render();
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Render2dStuff();
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Render2dStuff(); // X
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DoRWStuffEndOfFrame();
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#endif
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}
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@ -83,9 +83,6 @@ enum eGameState
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GS_FRONTEND,
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GS_INIT_PLAYING_GAME,
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GS_PLAYING_GAME,
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#ifndef MASTER
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GS_ANIMVIEWER,
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#endif
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};
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extern RwUInt32 gGameState;
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@ -1257,17 +1257,11 @@ void resizeCB(GLFWwindow* window, int width, int height) {
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* memory things don't work.
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*/
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/* redraw window */
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#ifndef MASTER
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if (RwInitialised && (gGameState == GS_PLAYING_GAME || gGameState == GS_ANIMVIEWER))
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{
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RsEventHandler((gGameState == GS_PLAYING_GAME ? rsIDLE : rsANIMVIEWER), (void *)TRUE);
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}
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#else
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if (RwInitialised && gGameState == GS_PLAYING_GAME)
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{
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RsEventHandler(rsIDLE, (void *)TRUE);
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}
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#endif
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if (RwInitialised && height > 0 && width > 0) {
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RwRect r;
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@ -1647,18 +1641,6 @@ main(int argc, char *argv[])
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}
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#endif
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if (TurnOnAnimViewer)
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{
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#ifndef MASTER
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CAnimViewer::Initialise();
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#ifndef PS2_MENU
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FrontEndMenuManager.m_bGameNotLoaded = false;
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#endif
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gGameState = GS_ANIMVIEWER;
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TurnOnAnimViewer = false;
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#endif
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}
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initkeymap();
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while ( TRUE )
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@ -1677,6 +1659,18 @@ main(int argc, char *argv[])
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* Enter the message processing loop...
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*/
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#ifndef MASTER
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if (gbModelViewer) {
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// This is TheModelViewer in LCS, but not compiled on III Mobile.
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LoadingScreen("Loading the ModelViewer", NULL, GetRandomSplashScreen());
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CAnimViewer::Initialise();
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CTimer::Update();
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#ifndef PS2_MENU
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FrontEndMenuManager.m_bGameNotLoaded = false;
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#endif
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}
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#endif
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#ifdef PS2_MENU
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if (TheMemoryCard.m_bWantToLoad)
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LoadSplash(GetLevelSplashScreen(CGame::currLevel));
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@ -1691,6 +1685,12 @@ main(int argc, char *argv[])
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#endif
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{
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glfwPollEvents();
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#ifndef MASTER
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if (gbModelViewer) {
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// This is TheModelViewerCore in LCS, but TheModelViewer on other state-machine III-VCs.
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TheModelViewer();
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} else
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#endif
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if ( ForegroundApp )
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{
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switch ( gGameState )
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@ -1894,18 +1894,6 @@ main(int argc, char *argv[])
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}
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break;
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}
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#ifndef MASTER
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case GS_ANIMVIEWER:
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{
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float ms = (float)CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
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if (RwInitialised)
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{
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if (!CMenuManager::m_PrefsFrameLimiter || (1000.0f / (float)RsGlobal.maxFPS) < ms)
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RsEventHandler(rsANIMVIEWER, (void*)TRUE);
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}
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break;
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}
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#endif
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}
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}
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else
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@ -1977,12 +1965,13 @@ main(int argc, char *argv[])
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}
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else
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{
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#ifndef MASTER
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if ( gbModelViewer )
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CAnimViewer::Shutdown();
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else
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#endif
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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#ifndef MASTER
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else if ( gGameState == GS_ANIMVIEWER )
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CAnimViewer::Shutdown();
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#endif
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CTimer::Stop();
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@ -2004,12 +1993,13 @@ main(int argc, char *argv[])
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}
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#ifndef MASTER
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if ( gbModelViewer )
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CAnimViewer::Shutdown();
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else
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#endif
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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#ifndef MASTER
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else if ( gGameState == GS_ANIMVIEWER )
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CAnimViewer::Shutdown();
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#endif
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DMAudio.Terminate();
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@ -10,14 +10,13 @@
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#include "skeleton.h"
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#include "platform.h"
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#include "main.h"
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#include "MemoryHeap.h"
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static RwBool DefaultVideoMode = TRUE;
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bool TurnOnAnimViewer = false;
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RsGlobalType RsGlobal;
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#ifdef _WIN32
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@ -162,7 +161,7 @@ rsPreInitCommandLine(RwChar *arg)
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#ifndef MASTER
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if (!strcmp(arg, RWSTRING("-animviewer")))
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{
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TurnOnAnimViewer = TRUE;
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gbModelViewer = TRUE;
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return TRUE;
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}
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@ -79,11 +79,8 @@ enum RsEvent
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rsPADANALOGUERIGHTRESET,
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rsPREINITCOMMANDLINE,
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rsACTIVATE,
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rsANIMVIEWER,
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};
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extern bool TurnOnAnimViewer;
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typedef enum RsEvent RsEvent;
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typedef RsEventStatus (*RsInputEventHandler)(RsEvent event, void *param);
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@ -1017,17 +1017,12 @@ MainWndProc(HWND window, UINT message, WPARAM wParam, LPARAM lParam)
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RECT rect;
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/* redraw window */
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#ifndef MASTER
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if (RwInitialised && (gGameState == GS_PLAYING_GAME || gGameState == GS_ANIMVIEWER))
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{
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RsEventHandler((gGameState == GS_PLAYING_GAME ? rsIDLE : rsANIMVIEWER), (void *)TRUE);
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}
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#else
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if (RwInitialised && gGameState == GS_PLAYING_GAME)
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{
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RsEventHandler(rsIDLE, (void *)TRUE);
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}
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#endif
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/* Manually resize window */
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rect.left = rect.top = 0;
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rect.bottom = newPos->bottom - newPos->top;
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@ -2183,17 +2178,17 @@ WinMain(HINSTANCE instance,
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}
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#endif
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if (TurnOnAnimViewer)
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{
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#ifndef MASTER
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if (gbModelViewer) {
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// This is TheModelViewer in LCS, but not compiled on III Mobile.
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LoadingScreen("Loading the ModelViewer", NULL, GetRandomSplashScreen());
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CAnimViewer::Initialise();
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CTimer::Update();
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#ifndef PS2_MENU
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FrontEndMenuManager.m_bGameNotLoaded = false;
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#endif
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gGameState = GS_ANIMVIEWER;
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TurnOnAnimViewer = false;
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#endif
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}
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#endif
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while ( TRUE )
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{
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@ -2238,6 +2233,12 @@ WinMain(HINSTANCE instance,
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DispatchMessage(&message);
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}
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}
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#ifndef MASTER
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else if (gbModelViewer) {
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// This is TheModelViewerCore in LCS
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TheModelViewer();
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}
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#endif
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else if( ForegroundApp )
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{
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switch ( gGameState )
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@ -2451,18 +2452,6 @@ WinMain(HINSTANCE instance,
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}
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break;
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}
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#ifndef MASTER
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case GS_ANIMVIEWER:
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{
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float ms = (float)CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond();
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if (RwInitialised)
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{
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if (!CMenuManager::m_PrefsFrameLimiter || (1000.0f / (float)RsGlobal.maxFPS) < ms)
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RsEventHandler(rsANIMVIEWER, (void*)TRUE);
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}
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break;
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}
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#endif
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}
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}
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else
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@ -2534,12 +2523,13 @@ WinMain(HINSTANCE instance,
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}
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else
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{
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#ifndef MASTER
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if ( gbModelViewer )
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CAnimViewer::Shutdown();
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else
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#endif
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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#ifndef MASTER
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else if ( gGameState == GS_ANIMVIEWER )
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CAnimViewer::Shutdown();
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#endif
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CTimer::Stop();
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@ -2561,12 +2551,13 @@ WinMain(HINSTANCE instance,
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}
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#ifndef MASTER
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if ( gbModelViewer )
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CAnimViewer::Shutdown();
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else
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#endif
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if ( gGameState == GS_PLAYING_GAME )
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CGame::ShutDown();
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#ifndef MASTER
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else if ( gGameState == GS_ANIMVIEWER )
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CAnimViewer::Shutdown();
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#endif
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DMAudio.Terminate();
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