mirror of
https://github.com/halpz/re3.git
synced 2024-12-25 18:05:27 +00:00
fix bullet traces rener and some renaming
This commit is contained in:
parent
417646819c
commit
34b4efe242
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@ -394,10 +394,8 @@ void CReplay::RecordThisFrame(void)
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tBulletTracePacket* bt = (tBulletTracePacket*)&Record.m_pBase[Record.m_nOffset];
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bt->type = REPLAYPACKET_BULLET_TRACES;
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bt->index = i;
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// bt->frames = CBulletTraces::aTraces[i].m_framesInUse;
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// bt->lifetime = CBulletTraces::aTraces[i].m_lifeTime;
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bt->inf = CBulletTraces::aTraces[i].m_vecCurrentPos;
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bt->sup = CBulletTraces::aTraces[i].m_vecTargetPos;
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bt->inf = CBulletTraces::aTraces[i].m_vecStartPos;
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bt->sup = CBulletTraces::aTraces[i].m_vecEndPos;
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Record.m_nOffset += sizeof(*bt);
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}
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tMiscPacket* misc = (tMiscPacket*)&Record.m_pBase[Record.m_nOffset];
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@ -1141,10 +1139,8 @@ bool CReplay::PlayBackThisFrameInterpolation(CAddressInReplayBuffer *buffer, flo
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{
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tBulletTracePacket* pb = (tBulletTracePacket*)&ptr[offset];
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CBulletTraces::aTraces[pb->index].m_bInUse = true;
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// CBulletTraces::aTraces[pb->index].m_framesInUse = pb->frames;
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// CBulletTraces::aTraces[pb->index].m_lifeTime = pb->lifetime;
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CBulletTraces::aTraces[pb->index].m_vecCurrentPos = pb->inf;
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CBulletTraces::aTraces[pb->index].m_vecTargetPos = pb->sup;
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CBulletTraces::aTraces[pb->index].m_vecStartPos = pb->inf;
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CBulletTraces::aTraces[pb->index].m_vecEndPos = pb->sup;
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buffer->m_nOffset += sizeof(tBulletTracePacket);
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break;
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}
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@ -84,8 +84,8 @@ CSpecialFX::Init(void)
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StreakIndexList[11] = 3;
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CMotionBlurStreaks::Init();
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CShinyTexts::Init();
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CBrightLights::Init();
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CShinyTexts::Init();
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CMoneyMessages::Init();
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C3dMarkers::Init();
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CSpecialFX::bSnapShotActive = false;
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@ -124,7 +124,7 @@ CSpecialFX::AddWeaponStreak(int type)
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end = matrix * CVector(0.096f, -0.0175f, 1.096f);
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break;
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default:
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break;
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return;
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}
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CMotionBlurStreaks::RegisterStreak((uintptr)FindPlayerPed()->m_pWeaponModel, 100, 100, 100, start, end);
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}
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@ -235,7 +235,7 @@ CSpecialFX::Render2DFXs(void)
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} else {
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CTimer::SetTimeScale(0.0f); //in andro it's 0.00001
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if (CSpecialFX::SnapShotFrames < 10) {
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int32 tmp = (1 - CSpecialFX::SnapShotFrames / 10) * 255 * 0.65f;
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int32 tmp = (255 - 255 * CSpecialFX::SnapShotFrames / 10) * 0.65f;
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDONE);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
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CSprite2d::Draw2DPolygon(0.0f, 0.0f, SCREEN_WIDTH, 0.0f, 0.0f, SCREEN_HEIGHT, SCREEN_WIDTH, SCREEN_HEIGHT, CRGBA(tmp, tmp, tmp, tmp));
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@ -329,7 +329,7 @@ CMotionBlurStreaks::RegisterStreak(uintptr id, uint8 r, uint8 g, uint8 b, CVecto
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}
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// Find free slot
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for(i = 0; aStreaks[i].m_id != nil ; i++)
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for(i = 0; aStreaks[i].m_id != 0 ; i++)
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if(i == NUMMBLURSTREAKS-1)
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return;
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@ -402,8 +402,8 @@ void CBulletTraces::AddTrace(CVector* start, CVector* end, float thicknes, uint3
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for (int i = 0; nextSlot < NUMBULLETTRACES && aTraces[i].m_bInUse; i++)
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nextSlot++;
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if (nextSlot < 16) {
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aTraces[nextSlot].m_vecCurrentPos = *start;
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aTraces[nextSlot].m_vecTargetPos = *end;
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aTraces[nextSlot].m_vecStartPos = *start;
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aTraces[nextSlot].m_vecEndPos = *end;
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aTraces[nextSlot].m_bInUse = true;
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aTraces[nextSlot].m_nCreationTime = CTimer::GetTimeInMilliseconds();
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aTraces[nextSlot].m_fVisibility = visibility;
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@ -411,19 +411,22 @@ void CBulletTraces::AddTrace(CVector* start, CVector* end, float thicknes, uint3
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aTraces[nextSlot].m_nLifeTime = modifiedLifeTime;
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}
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float upDotProd = DotProduct(TheCamera.GetUp(), *start - TheCamera.GetPosition());
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float forwardDotProd = DotProduct(TheCamera.GetForward(), *start - TheCamera.GetPosition());
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float upDotProdEnd = DotProduct(TheCamera.GetUp(), *end - TheCamera.GetPosition());
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float forwardDotProdEnd = DotProduct(TheCamera.GetForward(), *end - TheCamera.GetPosition());
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if (forwardDotProd*forwardDotProdEnd < 0.0f) {
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float tmp = Abs(forwardDotProd) / (Abs(forwardDotProd) + Abs(forwardDotProdEnd));
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float tmp2 = (upDotProdEnd - upDotProd) * tmp + upDotProd;
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float dotProdEndRight = DotProduct(TheCamera.GetRight(), *end - TheCamera.GetPosition());
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float dotProdRight = DotProduct(TheCamera.GetRight(), *start - TheCamera.GetPosition());
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float tmp3 = (dotProdEndRight - dotProdRight) * tmp + dotProdRight;
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float dist = Sqrt(SQR(tmp2) + SQR(tmp3));
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float startProjFwd = DotProduct(TheCamera.GetForward(), *start - TheCamera.GetPosition());
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float endProjFwd = DotProduct(TheCamera.GetForward(), *end - TheCamera.GetPosition());
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if (startProjFwd * endProjFwd < 0.0f) { //if one of point behind us and second before us
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float fStartDistFwd = Abs(startProjFwd) / (Abs(startProjFwd) + Abs(endProjFwd));
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float startProjUp = DotProduct(TheCamera.GetUp(), *start - TheCamera.GetPosition());
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float endProjUp = DotProduct(TheCamera.GetUp(), *end - TheCamera.GetPosition());
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float distUp = (endProjUp - startProjUp) * fStartDistFwd + startProjUp;
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float startProjRight = DotProduct(TheCamera.GetRight(), *end - TheCamera.GetPosition());
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float startProjRight = DotProduct(TheCamera.GetRight(), *start - TheCamera.GetPosition());
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float distRight = (startProjRight - startProjRight) * fStartDistFwd + startProjRight;
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float dist = Sqrt(SQR(distUp) + SQR(distRight));
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if (dist < 2.0f) {
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if(tmp3 < 0.0f)
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if(distRight < 0.0f)
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DMAudio.PlayFrontEndSound(SOUND_BULLETTRACE_2, 127 * (1.0f - dist * 0.5f));
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else
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DMAudio.PlayFrontEndSound(SOUND_BULLETTRACE_1, 127 * (1.0f - dist * 0.5f));
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@ -443,10 +446,8 @@ void CBulletTraces::AddTrace(CVector* start, CVector* end, int32 weaponType, cla
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|| camMode == CCam::MODE_CAMERA
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|| camMode == CCam::MODE_SNIPER
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|| camMode == CCam::MODE_M16_1STPERSON_RUNABOUT
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#ifdef MOBILE_IMPROVEMENTS
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|| camMode == CCam::MODE_ROCKETLAUNCHER
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|| camMode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT
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#endif
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|| camMode == CCam::MODE_SNIPER_RUNABOUT
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|| camMode == CCam::MODE_HELICANNON_1STPERSON) {
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@ -489,28 +490,37 @@ void CBulletTraces::Render(void)
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(gpSmokeTrailTexture));
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float nTimeOfLiving = CTimer::GetTimeInMilliseconds() - aTraces[i].m_nCreationTime;
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float timeAlive = CTimer::GetTimeInMilliseconds() - aTraces[i].m_nCreationTime;
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float traceThicknes = aTraces[i].m_fThicknes * nTimeOfLiving / aTraces[i].m_nLifeTime;
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CVector vecOffset = aTraces[i].m_vecTargetPos - aTraces[i].m_vecCurrentPos;
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vecOffset.Normalise();
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vecOffset *= traceThicknes;
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uint8 nAlphaValue = aTraces[i].m_fVisibility * (aTraces[i].m_nLifeTime - nTimeOfLiving) / aTraces[i].m_nLifeTime;
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float traceThicknes = aTraces[i].m_fThicknes * timeAlive / aTraces[i].m_nLifeTime;
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CVector horizontalOffset = aTraces[i].m_vecEndPos - aTraces[i].m_vecStartPos;
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horizontalOffset.Normalise();
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horizontalOffset *= traceThicknes;
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CVector currentPos = aTraces[i].m_vecCurrentPos;
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CVector targetPos = aTraces[i].m_vecTargetPos;
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float dotProdCur = DotProduct(currentPos - TheCamera.GetPosition(), TheCamera.GetForward()) - 0.7f;
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float dotProdTar = DotProduct(targetPos - TheCamera.GetPosition(), TheCamera.GetForward()) - 0.7f;
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if (dotProdCur >= 0.0f || dotProdTar >= 0.0f) {
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if (dotProdCur < 0.0f) {
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float absDotProdCur = Abs(dotProdCur);
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float absDotProdTar = Abs(dotProdTar);
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currentPos = (absDotProdTar * currentPos + absDotProdCur * targetPos) / (absDotProdCur + absDotProdTar);
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} else if (dotProdTar < 0.0f){
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float absDotProdCur = Abs(dotProdCur);
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float absDotProdTar = Abs(dotProdTar);
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targetPos = (absDotProdTar * currentPos + absDotProdCur * targetPos) / (absDotProdCur + absDotProdTar);
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//then closer trace to die then it more transparent
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uint8 nAlphaValue = aTraces[i].m_fVisibility * (aTraces[i].m_nLifeTime - timeAlive) / aTraces[i].m_nLifeTime;
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CVector start = aTraces[i].m_vecStartPos;
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CVector end = aTraces[i].m_vecEndPos;
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float startProj = DotProduct(start - TheCamera.GetPosition(), TheCamera.GetForward()) - 0.7f;
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float endProj = DotProduct(end - TheCamera.GetPosition(), TheCamera.GetForward()) - 0.7f;
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if (startProj < 0.0f && endProj < 0.0f) //we dont need render trace behind us
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continue;
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if (startProj < 0.0f) { //if strat behind us move it closer
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float absStartProj = Abs(startProj);
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float absEndProj = Abs(endProj);
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start = (absEndProj * start + absStartProj * end) / (absStartProj + absEndProj);
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} else if (endProj < 0.0f) {
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float absStartProj = Abs(startProj);
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float absEndProj = Abs(endProj);
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end = (absEndProj * start + absStartProj * end) / (absStartProj + absEndProj);
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}
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//we divide trace at three parts
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CVector start2 = (7.0f * start + end) / 8;
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CVector end2 = (7.0f * end + start) / 8;
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RwIm3DVertexSetV(&TraceVertices[5], 10.0f);
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RwIm3DVertexSetV(&TraceVertices[6], 10.0f);
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RwIm3DVertexSetV(&TraceVertices[7], 10.0f);
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@ -527,27 +537,30 @@ void CBulletTraces::Render(void)
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RwIm3DVertexSetRGBA(&TraceVertices[7], 255, 255, 255, nAlphaValue);
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RwIm3DVertexSetRGBA(&TraceVertices[8], 255, 255, 255, nAlphaValue);
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RwIm3DVertexSetRGBA(&TraceVertices[9], 255, 255, 255, nAlphaValue);
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CVector currentPos2 = (7.0f * currentPos + targetPos) / 8;
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CVector targetPos2 = (7.0f * targetPos + currentPos) / 8;
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RwIm3DVertexSetPos(&TraceVertices[0], currentPos2.x, currentPos2.y, currentPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[1], currentPos2.x, currentPos2.y, currentPos2.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[2], currentPos2.x + vecOffset.y, currentPos2.y - vecOffset.x, currentPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[3], currentPos2.x, currentPos2.y, currentPos2.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[4], currentPos2.x - vecOffset.y, currentPos2.y - vecOffset.y, currentPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[5], targetPos2.x, targetPos2.y, targetPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[6], targetPos2.x, targetPos2.y, targetPos2.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[7], targetPos2.x + vecOffset.y, targetPos2.y - vecOffset.x, targetPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[8], targetPos2.x, targetPos2.y, targetPos2.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[9], targetPos2.x - vecOffset.y, targetPos2.y - vecOffset.y, targetPos2.z);
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//two points in center
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RwIm3DVertexSetPos(&TraceVertices[0], start2.x, start2.y, start2.z);
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RwIm3DVertexSetPos(&TraceVertices[5], end2.x, end2.y, end2.z);
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//vetrical planes
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RwIm3DVertexSetPos(&TraceVertices[1], start2.x, start2.y, start2.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[3], start2.x, start2.y, start2.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[6], end2.x, end2.y, end2.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[8], end2.x, end2.y, end2.z - traceThicknes);
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//horizontal planes
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RwIm3DVertexSetPos(&TraceVertices[2], start2.x + horizontalOffset.y, start2.y - horizontalOffset.x, start2.z);
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RwIm3DVertexSetPos(&TraceVertices[7], end2.x + horizontalOffset.y, end2.y - horizontalOffset.x, end2.z);
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#ifdef FIX_BUGS //this point calcilated wrong for some reason
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RwIm3DVertexSetPos(&TraceVertices[4], start2.x - horizontalOffset.y, start2.y + horizontalOffset.x, start2.z);
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RwIm3DVertexSetPos(&TraceVertices[9], end2.x - horizontalOffset.y, end2.y + horizontalOffset.x, end2.z);
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#else
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RwIm3DVertexSetPos(&TraceVertices[4], start2.x - horizontalOffset.y, start2.y - horizontalOffset.y, start2.z);
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RwIm3DVertexSetPos(&TraceVertices[9], end2.x - horizontalOffset.y, end2.y - horizontalOffset.y, end2.z);
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#endif
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if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, 1)) {
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TraceIndexList, ARRAY_SIZE(TraceIndexList));
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RwIm3DEnd();
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}
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RwIm3DVertexSetV(&TraceVertices[5], 2.0f);
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RwIm3DVertexSetV(&TraceVertices[6], 2.0f);
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RwIm3DVertexSetV(&TraceVertices[7], 2.0f);
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@ -559,41 +572,50 @@ void CBulletTraces::Render(void)
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RwIm3DVertexSetRGBA(&TraceVertices[3], 255, 255, 255, 0);
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RwIm3DVertexSetRGBA(&TraceVertices[4], 255, 255, 255, 0);
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RwIm3DVertexSetPos(&TraceVertices[0], currentPos.x, currentPos.y, currentPos.z);
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RwIm3DVertexSetPos(&TraceVertices[1], currentPos.x, currentPos.y, currentPos.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[2], currentPos.x + vecOffset.y, currentPos.y - vecOffset.x, currentPos.z);
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RwIm3DVertexSetPos(&TraceVertices[3], currentPos.x, currentPos.y, currentPos.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[4], currentPos.x - vecOffset.y, currentPos.y - vecOffset.y, currentPos.z);
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RwIm3DVertexSetPos(&TraceVertices[0], start.x, start.y, start.z);
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RwIm3DVertexSetPos(&TraceVertices[1], start.x, start.y, start.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[3], start.x, start.y, start.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[2], start.x + horizontalOffset.y, start.y - horizontalOffset.x, start.z);
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RwIm3DVertexSetPos(&TraceVertices[5], currentPos2.x, currentPos2.y, currentPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[6], currentPos2.x, currentPos2.y, currentPos2.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[7], currentPos2.x + vecOffset.y, currentPos2.y - vecOffset.x, currentPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[8], currentPos2.x, currentPos2.y, currentPos2.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[9], currentPos2.x - vecOffset.y, currentPos2.y - vecOffset.y, currentPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[5], start2.x, start2.y, start2.z);
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RwIm3DVertexSetPos(&TraceVertices[6], start2.x, start2.y, start2.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[8], start2.x, start2.y, start2.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[7], start2.x + horizontalOffset.y, start2.y - horizontalOffset.x, start2.z);
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#ifdef FIX_BUGS
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RwIm3DVertexSetPos(&TraceVertices[4], start.x - horizontalOffset.y, start.y + horizontalOffset.x, start.z);
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RwIm3DVertexSetPos(&TraceVertices[9], start2.x - horizontalOffset.y, start2.y + horizontalOffset.x, start2.z);
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#else
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RwIm3DVertexSetPos(&TraceVertices[4], start.x - horizontalOffset.y, start.y - horizontalOffset.y, start.z);
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RwIm3DVertexSetPos(&TraceVertices[9], start2.x - horizontalOffset.y, start2.y - horizontalOffset.y, start2.z);
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#endif
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if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, 1)) {
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if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, rwIM3D_VERTEXUV)) {
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RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TraceIndexList, ARRAY_SIZE(TraceIndexList));
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RwIm3DEnd();
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}
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RwIm3DVertexSetPos(&TraceVertices[1], targetPos.x, targetPos.y, targetPos.z);
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RwIm3DVertexSetPos(&TraceVertices[2], targetPos.x, targetPos.y, targetPos.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[3], targetPos.x + vecOffset.y, targetPos.y - vecOffset.x, targetPos.z);
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RwIm3DVertexSetPos(&TraceVertices[4], targetPos.x, targetPos.y, targetPos.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[5], targetPos.x - vecOffset.y, targetPos.y - vecOffset.y, targetPos.z);
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RwIm3DVertexSetPos(&TraceVertices[1], end.x, end.y, end.z);
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RwIm3DVertexSetPos(&TraceVertices[2], end.x, end.y, end.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[4], end.x, end.y, end.z - traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[3], end.x + horizontalOffset.y, end.y - horizontalOffset.x, end.z);
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RwIm3DVertexSetPos(&TraceVertices[5], targetPos2.x, targetPos2.y, targetPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[6], targetPos2.x, targetPos2.y, targetPos2.z + traceThicknes);
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RwIm3DVertexSetPos(&TraceVertices[7], targetPos2.x + vecOffset.y, targetPos2.y - vecOffset.x, targetPos2.z);
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RwIm3DVertexSetPos(&TraceVertices[8], targetPos2.x, targetPos2.y, targetPos2.z - traceThicknes);
|
||||
RwIm3DVertexSetPos(&TraceVertices[9], targetPos2.x - vecOffset.y, targetPos2.y - vecOffset.y, targetPos2.z);
|
||||
RwIm3DVertexSetPos(&TraceVertices[5], end2.x, end2.y, end2.z);
|
||||
RwIm3DVertexSetPos(&TraceVertices[6], end2.x, end2.y, end2.z + traceThicknes);
|
||||
RwIm3DVertexSetPos(&TraceVertices[8], end2.x, end2.y, end2.z - traceThicknes);
|
||||
RwIm3DVertexSetPos(&TraceVertices[7], end2.x + horizontalOffset.y, end2.y - horizontalOffset.x, end2.z);
|
||||
#ifdef FIX_BUGS
|
||||
RwIm3DVertexSetPos(&TraceVertices[5], end.x - horizontalOffset.y, end.y + horizontalOffset.x, end.z);
|
||||
RwIm3DVertexSetPos(&TraceVertices[9], end2.x - horizontalOffset.y, end2.y + horizontalOffset.x, end2.z);
|
||||
#else
|
||||
RwIm3DVertexSetPos(&TraceVertices[5], end.x - horizontalOffset.y, end.y - horizontalOffset.y, end.z);
|
||||
RwIm3DVertexSetPos(&TraceVertices[9], end2.x - horizontalOffset.y, end2.y - horizontalOffset.y, end2.z);
|
||||
#endif
|
||||
|
||||
if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, 1)) {
|
||||
if (RwIm3DTransform(TraceVertices, ARRAY_SIZE(TraceVertices), nil, rwIM3D_VERTEXUV)) {
|
||||
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, TraceIndexList, ARRAY_SIZE(TraceIndexList));
|
||||
RwIm3DEnd();
|
||||
}
|
||||
}
|
||||
}
|
||||
RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, (void*)TRUE);
|
||||
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
|
||||
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
|
||||
|
@ -762,7 +784,7 @@ C3dMarkers::Render()
|
|||
CCoronas::RegisterCorona((uintptr)&m_aMarkerArray[i],
|
||||
SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B, 192,
|
||||
m_aMarkerArray[i].m_Matrix.GetPosition(), 1.2f * m_aMarkerArray[i].m_fSize, 50.0f * TheCamera.LODDistMultiplier,
|
||||
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f, false, 1.5f);
|
||||
CCoronas::TYPE_STAR, CCoronas::FLARE_NONE, CCoronas::REFLECTION_OFF, CCoronas::LOSCHECK_OFF, CCoronas::STREAK_ON, 0.0f, false);
|
||||
}
|
||||
}
|
||||
NumActiveMarkers++;
|
||||
|
@ -1029,11 +1051,10 @@ CBrightLights::Render(void)
|
|||
break;
|
||||
default:
|
||||
#ifdef FIX_BUGS //just to make sure that color never will be undefined
|
||||
r = 0;
|
||||
g = 0;
|
||||
b = 0;
|
||||
#endif
|
||||
return;
|
||||
#else
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
|
||||
if(aBrightLights[i].m_camDist < BRIGHTLIGHTS_FADE_DIST)
|
||||
|
|
|
@ -48,8 +48,8 @@ public:
|
|||
|
||||
struct CBulletTrace
|
||||
{
|
||||
CVector m_vecCurrentPos;
|
||||
CVector m_vecTargetPos;
|
||||
CVector m_vecStartPos;
|
||||
CVector m_vecEndPos;
|
||||
bool m_bInUse;
|
||||
uint32 m_nCreationTime;
|
||||
uint32 m_nLifeTime;
|
||||
|
|
Loading…
Reference in a new issue