diff options
Diffstat (limited to 'src/core/main.cpp')
-rw-r--r-- | src/core/main.cpp | 287 |
1 files changed, 127 insertions, 160 deletions
diff --git a/src/core/main.cpp b/src/core/main.cpp index 5fea9c4b..b39a9c8b 100644 --- a/src/core/main.cpp +++ b/src/core/main.cpp @@ -3,6 +3,9 @@ #include "rphanim.h" #include "rpskin.h" #include "rtbmp.h" +#ifndef LIBRW +#include "rpanisot.h" +#endif #include "main.h" #include "CdStream.h" @@ -63,6 +66,8 @@ #include "SceneEdit.h" #include "debugmenu.h" #include "Clock.h" +#include "Occlusion.h" +#include "Ropes.h" #include "custompipes.h" GlobalScene Scene; @@ -88,7 +93,7 @@ RwRGBA gColourTop; bool gameAlreadyInitialised; float NumberOfChunksLoaded; -#define TOTALNUMCHUNKS 73.0f +#define TOTALNUMCHUNKS 95.0f bool g_SlowMode = false; char version_name[64]; @@ -143,11 +148,8 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR CRGBA TopColor(TopRed, TopGreen, TopBlue, Alpha); CRGBA BottomColor(BottomRed, BottomGreen, BottomBlue, Alpha); -#ifndef ASPECT_RATIO_SCALE - CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, (CMenuManager::m_PrefsUseWideScreen ? 16.f / 9.f : 4.f / 3.f)); -#else + CDraw::CalculateAspectRatio(); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); -#endif CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &TopColor.rwRGBA, rwCAMERACLEARZ); @@ -165,11 +167,8 @@ DoRWStuffStartOfFrame(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomR bool DoRWStuffStartOfFrame_Horizon(int16 TopRed, int16 TopGreen, int16 TopBlue, int16 BottomRed, int16 BottomGreen, int16 BottomBlue, int16 Alpha) { -#ifndef ASPECT_RATIO_SCALE - CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, (CMenuManager::m_PrefsUseWideScreen ? 16.f/9.f : 4.f/3.f)); -#else + CDraw::CalculateAspectRatio(); CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); -#endif CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); @@ -226,13 +225,13 @@ DoFade(void) } } - if(CDraw::FadeValue != 0 || CMenuManager::m_PrefsBrightness < 256){ + if(CDraw::FadeValue != 0 || FrontEndMenuManager.m_PrefsBrightness < 256){ CSprite2d *splash = LoadSplash(nil); CRGBA fadeColor; CRect rect; int fadeValue = CDraw::FadeValue; - float brightness = Min(CMenuManager::m_PrefsBrightness, 256); + float brightness = Min(FrontEndMenuManager.m_PrefsBrightness, 256); if(brightness <= 50) brightness = 50; if(FrontEndMenuManager.m_bMenuActive) @@ -257,31 +256,11 @@ DoFade(void) fadeColor.a = alpha; } - if(TheCamera.m_WideScreenOn -#ifdef CUTSCENE_BORDERS_SWITCH - && CMenuManager::m_PrefsCutsceneBorders -#endif - ){ - // what's this? - float y = SCREEN_HEIGHT/2 * TheCamera.m_ScreenReductionPercentage/100.0f; - rect.left = 0.0f; - rect.right = SCREEN_WIDTH; -#ifdef FIX_BUGS - rect.top = y - SCREEN_SCALE_Y(8.0f); - rect.bottom = SCREEN_HEIGHT - y - SCREEN_SCALE_Y(8.0f); -#else - rect.top = y - 8.0f; - rect.bottom = SCREEN_HEIGHT - y - 8.0f; -#endif // FIX_BUGS - }else{ - rect.left = 0.0f; - rect.right = SCREEN_WIDTH; - rect.top = 0.0f; - rect.bottom = SCREEN_HEIGHT; - } + TheCamera.GetScreenRect(rect); CSprite2d::DrawRect(rect, fadeColor); if(CDraw::FadeValue != 0 && TheCamera.m_FadeTargetIsSplashScreen){ + RwRenderStateSet(rwRENDERSTATETEXTUREFILTER, (void*)rwFILTERLINEAR); fadeColor.r = 255; fadeColor.g = 255; fadeColor.b = 255; @@ -353,7 +332,12 @@ PluginAttach(void) return FALSE; } - +#ifndef LIBRW + if (!RtAnimInitialize()) + { + return FALSE; + } +#endif if( !RpHAnimPluginAttach() ) { printf("Couldn't attach RpHAnim plugin\n"); @@ -388,6 +372,9 @@ PluginAttach(void) return FALSE; } +#ifndef LIBRW + RpAnisotPluginAttach(); +#endif #ifdef EXTENDED_PIPELINES CustomPipes::CustomPipeRegister(); #endif @@ -433,6 +420,7 @@ Terminate3D(void) CSprite2d splash; int splashTxdId = -1; +//--MIAMI: done CSprite2d* LoadSplash(const char *name) { @@ -478,22 +466,23 @@ DestroySplashScreen(void) splashTxdId = -1; } +//--MIAMI: done Const char* GetRandomSplashScreen(void) { int index; static int index2 = 0; static char splashName[128]; - static int splashIndex[24] = { - 25, 22, 4, 13, - 1, 21, 14, 16, - 10, 12, 5, 9, - 11, 18, 3, 2, - 19, 23, 7, 17, - 15, 6, 8, 20 + static int splashIndex[12] = { + 1, 2, + 3, 4, + 5, 11, + 6, 8, + 9, 10, + 7, 12 }; - index = splashIndex[4*index2 + CGeneral::GetRandomNumberInRange(0, 3)]; + index = splashIndex[2*index2 + CGeneral::GetRandomNumberInRange(0, 2)]; index2++; if(index2 == 6) index2 = 0; @@ -520,6 +509,7 @@ ResetLoadingScreenBar() NumberOfChunksLoaded = 0.0f; } +//--MIAMI: done void LoadingScreen(const char *str1, const char *str2, const char *splashscreen) { @@ -531,10 +521,7 @@ LoadingScreen(const char *str1, const char *str2, const char *splashscreen) #endif #ifndef RANDOMSPLASH - if(CGame::frenchGame || CGame::germanGame || !CGame::nastyGame) - splashscreen = "mainsc2"; - else - splashscreen = "mainsc1"; + splashscreen = "LOADSC0"; #endif splash = LoadSplash(splashscreen); @@ -555,36 +542,50 @@ LoadingScreen(const char *str1, const char *str2, const char *splashscreen) if(str1){ NumberOfChunksLoaded += 1; +#ifndef RANDOMSPLASH float hpos = SCREEN_SCALE_X(40); - float length = SCREEN_WIDTH - SCREEN_SCALE_X(100); - float vpos = SCREEN_HEIGHT - SCREEN_SCALE_Y(13); - float height = SCREEN_SCALE_Y(7); - CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(40, 53, 68, 255)); + float length = SCREEN_WIDTH - SCREEN_SCALE_X(80); + float top = SCREEN_HEIGHT - SCREEN_SCALE_Y(14); + float bottom = top + SCREEN_SCALE_Y(5); +#else + float hpos = SCREEN_STRETCH_X(40); + float length = SCREEN_STRETCH_X(440); + // this is rather weird + float top = SCREEN_STRETCH_Y(407.4f - 7.0f/3.0f); + float bottom = SCREEN_STRETCH_Y(407.4f + 7.0f/3.0f); +#endif + + CSprite2d::DrawRect(CRect(hpos-1.0f, top-1.0f, hpos+length+1.0f, bottom+1.0f), CRGBA(40, 53, 68, 255)); + + CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(155, 50, 125, 255)); length *= NumberOfChunksLoaded/TOTALNUMCHUNKS; - CSprite2d::DrawRect(CRect(hpos, vpos, hpos + length, vpos + height), CRGBA(81, 106, 137, 255)); + CSprite2d::DrawRect(CRect(hpos, top, hpos+length, bottom), CRGBA(255, 150, 225, 255)); // this is done by the game but is unused + CFont::SetBackgroundOff(); CFont::SetScale(SCREEN_SCALE_X(2), SCREEN_SCALE_Y(2)); CFont::SetPropOn(); CFont::SetRightJustifyOn(); + CFont::SetDropShadowPosition(1); + CFont::SetDropColor(CRGBA(0, 0, 0, 255)); CFont::SetFontStyle(FONT_HEADING); #ifdef CHATTYSPLASH // my attempt static wchar tmpstr[80]; float yscale = SCREEN_SCALE_Y(0.9f); - vpos -= 45*yscale; + top -= 45*yscale; CFont::SetScale(SCREEN_SCALE_X(0.75f), yscale); CFont::SetPropOn(); CFont::SetRightJustifyOff(); - CFont::SetFontStyle(FONT_BANK); + CFont::SetFontStyle(FONT_STANDARD); CFont::SetColor(CRGBA(255, 255, 255, 255)); AsciiToUnicode(str1, tmpstr); - CFont::PrintString(hpos, vpos, tmpstr); - vpos += 22*yscale; + CFont::PrintString(hpos, top, tmpstr); + top += 22*yscale; AsciiToUnicode(str2, tmpstr); - CFont::PrintString(hpos, vpos, tmpstr); + CFont::PrintString(hpos, top, tmpstr); #endif } @@ -593,17 +594,13 @@ LoadingScreen(const char *str1, const char *str2, const char *splashscreen) } } +//--MIAMI: done void LoadingIslandScreen(const char *levelName) { CSprite2d *splash; - wchar *name; - char str[100]; - wchar wstr[80]; - CRGBA col; splash = LoadSplash(nil); - name = TheText.Get(levelName); if(!DoRWStuffStartOfFrame(0, 0, 0, 0, 0, 0, 255)) return; @@ -611,26 +608,10 @@ LoadingIslandScreen(const char *levelName) CSprite2d::InitPerFrame(); CFont::InitPerFrame(); DefinedState(); - col = CRGBA(255, 255, 255, 255); + CRGBA col = CRGBA(255, 255, 255, 255); + CRGBA col2 = CRGBA(0, 0, 0, 255); + CSprite2d::DrawRect(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col2); splash->Draw(CRect(0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT), col, col, col, col); - CFont::SetBackgroundOff(); - CFont::SetScale(1.5f, 1.5f); - CFont::SetPropOn(); - CFont::SetRightJustifyOn(); - CFont::SetRightJustifyWrap(150.0f); - CFont::SetFontStyle(FONT_HEADING); - sprintf(str, "WELCOME TO"); - AsciiToUnicode(str, wstr); - CFont::SetDropColor(CRGBA(0, 0, 0, 255)); - CFont::SetDropShadowPosition(3); - CFont::SetColor(CRGBA(243, 237, 71, 255)); - CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f)); - CFont::PrintString(SCREEN_WIDTH - 20, SCREEN_STRETCH_FROM_BOTTOM(110.0f), TheText.Get("WELCOME")); - TextCopy(wstr, name); - TheText.UpperCase(wstr); - CFont::SetColor(CRGBA(243, 237, 71, 255)); - CFont::SetScale(SCREEN_STRETCH_X(1.2f), SCREEN_STRETCH_Y(1.2f)); - CFont::PrintString(SCREEN_WIDTH-20, SCREEN_STRETCH_FROM_BOTTOM(80.0f), wstr); CFont::DrawFonts(); DoRWStuffEndOfFrame(); } @@ -757,11 +738,14 @@ DisplayGameDebugText() { static bool bDisplayPosn = false; static bool bDisplayRate = false; + static bool bDisplayCheatStr = false; + #ifndef FINAL { SETTWEAKPATH("GameDebugText"); TWEAKBOOL(bDisplayPosn); TWEAKBOOL(bDisplayRate); + TWEAKBOOL(bDisplayCheatStr); } #endif @@ -774,7 +758,7 @@ DisplayGameDebugText() CFont::SetPropOn(); CFont::SetBackgroundOff(); - CFont::SetFontStyle(FONT_BANK); + CFont::SetFontStyle(FONT_STANDARD); CFont::SetScale(SCREEN_SCALE_X(0.5f), SCREEN_SCALE_Y(0.5f)); CFont::SetCentreOff(); CFont::SetRightJustifyOff(); @@ -850,6 +834,26 @@ DisplayGameDebugText() CFont::SetColor(CRGBA(255, 108, 0, 255)); CFont::PrintString(40.0f, 40.0f, ustr); } + + if (bDisplayCheatStr) + { + sprintf(str, "%s", CPad::KeyBoardCheatString); + AsciiToUnicode(str, ustr); + + CFont::SetPropOff(); + CFont::SetBackgroundOff(); + CFont::SetScale(0.7f, 1.5f); + CFont::SetCentreOn(); + CFont::SetBackGroundOnlyTextOff(); + CFont::SetWrapx(640.0f); + CFont::SetFontStyle(FONT_HEADING); + + CFont::SetColor(CRGBA(0, 0, 0, 255)); + CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f)+2.f, SCREEN_SCALE_FROM_BOTTOM(20.0f)+2.f, ustr); + + CFont::SetColor(CRGBA(255, 150, 225, 255)); + CFont::PrintString(SCREEN_SCALE_X(DEFAULT_SCREEN_WIDTH * 0.5f), SCREEN_SCALE_FROM_BOTTOM(20.0f), ustr); + } } #endif @@ -860,16 +864,17 @@ RenderScene(void) DoRWRenderHorizon(); CRenderer::RenderRoads(); CCoronas::RenderReflections(); - RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE); CRenderer::RenderEverythingBarRoads(); - CRenderer::RenderBoats(); - DefinedState(); + RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); CWaterLevel::RenderWater(); + CRenderer::RenderBoats(); + CRenderer::RenderFadingInUnderwaterEntities(); + RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); + CWaterLevel::RenderTransparentWater(); CRenderer::RenderFadingInEntities(); -#ifndef SQUEEZE_PERFORMANCE - CRenderer::RenderVehiclesButNotBoats(); -#endif + RwRenderStateSet(rwRENDERSTATECULLMODE, (void*)rwCULLMODECULLNONE); CWeather::RenderRainStreaks(); + CCoronas::RenderSunReflection(); } void @@ -891,6 +896,7 @@ RenderEffects(void) CGlass::Render(); CWaterCannons::Render(); CSpecialFX::Render(); + CRopes::Render(); CShadows::RenderStaticShadows(); CShadows::RenderStoredShadows(); CSkidmarks::Render(); @@ -935,11 +941,12 @@ Render2dStuff(void) if(cammode == CCam::MODE_SNIPER || cammode == CCam::MODE_SNIPER_RUNABOUT || cammode == CCam::MODE_ROCKETLAUNCHER || - cammode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT) + cammode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || + cammode == CCam::MODE_CAMERA) firstPersonWeapon = true; // Draw black border for sniper and rocket launcher - if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER) && firstPersonWeapon){ + if((weaponType == WEAPONTYPE_SNIPERRIFLE || weaponType == WEAPONTYPE_ROCKETLAUNCHER || weaponType == WEAPONTYPE_LASERSCOPE) && firstPersonWeapon){ CRGBA black(0, 0, 0, 255); // top and bottom strips @@ -961,12 +968,17 @@ Render2dStuff(void) CSceneEdit::Draw(); else CHud::Draw(); + // TODO(Miami) + // CSpecialFX::Render2DFXs(); CUserDisplay::OnscnTimer.ProcessForDisplay(); CMessages::Display(); CDarkel::DrawMessages(); CGarages::PrintMessages(); CPad::PrintErrorMessage(); CFont::DrawFonts(); +#ifndef MASTER + COcclusion::Render(); +#endif #ifdef DEBUGMENU DebugMenuRender(); @@ -997,15 +1009,12 @@ Render2dStuffAfterFade(void) CHud::DrawAfterFade(); CFont::DrawFonts(); + CCredits::Render(); } void Idle(void *arg) { -#ifdef ASPECT_RATIO_SCALE - CDraw::SetAspectRatio(CDraw::FindAspectRatio()); -#endif - CTimer::Update(); #ifdef TIMEBARS @@ -1015,35 +1024,6 @@ Idle(void *arg) CSprite2d::InitPerFrame(); CFont::InitPerFrame(); - // We're basically merging FrontendIdle and Idle (just like TheGame on PS2) -#ifdef PS2_SAVE_DIALOG - // Only exists on PC FrontendIdle, probably some PS2 bug fix - if (FrontEndMenuManager.m_bMenuActive) - CSprite2d::SetRecipNearClip(); - - if (FrontEndMenuManager.m_bGameNotLoaded) { - CPad::UpdatePads(); - FrontEndMenuManager.Process(); - } else { - CPointLights::InitPerFrame(); -#ifdef TIMEBARS - tbStartTimer(0, "CGame::Process"); -#endif - CGame::Process(); -#ifdef TIMEBARS - tbEndTimer("CGame::Process"); - tbStartTimer(0, "DMAudio.Service"); -#endif - DMAudio.Service(); - -#ifdef TIMEBARS - tbEndTimer("DMAudio.Service"); -#endif - } - - if (RsGlobal.quit) - return; -#else CPointLights::InitPerFrame(); #ifdef TIMEBARS tbStartTimer(0, "CGame::Process"); @@ -1059,7 +1039,6 @@ Idle(void *arg) #ifdef TIMEBARS tbEndTimer("DMAudio.Service"); #endif -#endif if(CGame::bDemoMode && CTimer::GetTimeInMilliseconds() > (3*60 + 30)*1000 && !CCutsceneMgr::IsCutsceneProcessing()){ #ifdef PS2_MENU @@ -1086,21 +1065,23 @@ Idle(void *arg) if(arg == nil) return; - if((!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu) && + // m_bRenderGameInMenu is there in III PS2 but I don't know about VC PS2. + if((!FrontEndMenuManager.m_bMenuActive/* || FrontEndMenuManager.m_bRenderGameInMenu*/) && TheCamera.GetScreenFadeStatus() != FADE_2) { #ifdef GTA_PC - if (!FrontEndMenuManager.m_bRenderGameInMenu) { // This is from SA, but it's nice for windowed mode RwV2d pos; pos.x = SCREEN_WIDTH / 2.0f; pos.y = SCREEN_HEIGHT / 2.0f; RsMouseSetPos(&pos); - } #endif #ifdef TIMEBARS tbStartTimer(0, "CnstrRenderList"); #endif +#ifdef PC_WATER + CWaterLevel::PreCalcWaterGeometry(); +#endif CRenderer::ConstructRenderList(); #ifdef TIMEBARS tbEndTimer("CnstrRenderList"); @@ -1166,6 +1147,7 @@ Idle(void *arg) tbEndTimer("Render2dStuff"); #endif }else{ + CDraw::CalculateAspectRatio(); #ifdef ASPECT_RATIO_SCALE CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); #else @@ -1177,10 +1159,6 @@ Idle(void *arg) return; } -#ifdef PS2_SAVE_DIALOG - if (FrontEndMenuManager.m_bMenuActive) - DefinedState(); -#endif #ifdef TIMEBARS tbStartTimer(0, "RenderMenus"); #endif @@ -1203,7 +1181,7 @@ Idle(void *arg) #ifdef TIMEBARS tbEndTimer("Render2dStuff-Fade"); #endif - CCredits::Render(); + // CCredits::Render(); // They added it to function above and also forgot it here #ifdef TIMEBARS @@ -1220,10 +1198,7 @@ Idle(void *arg) void FrontendIdle(void) { -#ifdef ASPECT_RATIO_SCALE - CDraw::SetAspectRatio(CDraw::FindAspectRatio()); -#endif - + CDraw::CalculateAspectRatio(); CTimer::Update(); CSprite2d::SetRecipNearClip(); // this should be on InitialiseRenderWare according to PS2 asm. seems like a bug fix CSprite2d::InitPerFrame(); @@ -1234,11 +1209,7 @@ FrontendIdle(void) if(RsGlobal.quit) return; -#ifdef ASPECT_RATIO_SCALE CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, SCREEN_ASPECT_RATIO); -#else - CameraSize(Scene.camera, nil, SCREEN_VIEWWINDOW, DEFAULT_ASPECT_RATIO); -#endif CVisibilityPlugins::SetRenderWareCamera(Scene.camera); RwCameraClear(Scene.camera, &gColourTop, rwCAMERACLEARZ); if(!RsCameraBeginUpdate(Scene.camera)) @@ -1248,7 +1219,7 @@ FrontendIdle(void) RenderMenus(); DoFade(); Render2dStuffAfterFade(); -// CFont::DrawFonts(); // redundant + CFont::DrawFonts(); DoRWStuffEndOfFrame(); } @@ -1256,7 +1227,7 @@ void InitialiseGame(void) { LoadingScreen(nil, nil, "loadsc0"); - CGame::Initialise("DATA\\GTA3.DAT"); + CGame::Initialise("DATA\\GTA_VC.DAT"); } RsEventStatus @@ -1319,11 +1290,7 @@ AppEventHandler(RsEvent event, void *param) case rsFRONTENDIDLE: { -#ifdef PS2_SAVE_DIALOG - Idle((void*)1); -#else FrontendIdle(); -#endif return rsEVENTPROCESSED; } @@ -1358,14 +1325,13 @@ TheModelViewer(void) #if (defined(GTA_PS2) || defined(GTA_XBOX)) //TODO #else -#ifdef ASPECT_RATIO_SCALE - CDraw::SetAspectRatio(CDraw::FindAspectRatio()); -#endif + + CDraw::CalculateAspectRatio(); CAnimViewer::Update(); CTimer::Update(); SetLightsWithTimeOfDayColour(Scene.world); CRenderer::ConstructRenderList(); - DoRWStuffStartOfFrame(CTimeCycle::GetSkyTopRed(), CTimeCycle::GetSkyTopGreen(), CTimeCycle::GetSkyTopBlue(), + DoRWStuffStartOfFrame(CTimeCycle::GetSkyTopRed()*0.5f, CTimeCycle::GetSkyTopGreen()*0.5f, CTimeCycle::GetSkyTopBlue()*0.5f, CTimeCycle::GetSkyBottomRed(), CTimeCycle::GetSkyBottomGreen(), CTimeCycle::GetSkyBottomBlue(), 255); @@ -1410,9 +1376,9 @@ void TheGame(void) strcpy(TheMemoryCard.LoadFileName, TheMemoryCard.MostRecentFile); TheMemoryCard.b_FoundRecentSavedGameWantToLoad = true; - if (CMenuManager::m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad()) + if (FrontEndMenuManager.m_PrefsLanguage != TheMemoryCard.GetLanguageToLoad()) { - CMenuManager::m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad(); + FrontEndMenuManager.m_PrefsLanguage = TheMemoryCard.GetLanguageToLoad(); TheText.Unload(); TheText.Load(); } @@ -1486,7 +1452,8 @@ void TheGame(void) gMainHeap.PushMemId(_TODOCONST(15)); #endif - if (!FrontEndMenuManager.m_bMenuActive || FrontEndMenuManager.m_bRenderGameInMenu == true && TheCamera.GetScreenFadeStatus() != FADE_2 ) + // m_bRenderGameInMenu is there in III PS2 but I don't know about VC PS2. + if (!FrontEndMenuManager.m_bMenuActive || /*FrontEndMenuManager.m_bRenderGameInMenu == true && */TheCamera.GetScreenFadeStatus() != FADE_2 ) { #ifdef GTA_PS2 gMainHeap.PushMemId(_TODOCONST(11)); @@ -1693,30 +1660,30 @@ void SystemInit() CGame::frenchGame = false; CGame::germanGame = false; CGame::nastyGame = true; - CMenuManager::m_PrefsAllowNastyGame = true; + FrontEndMenuManager.m_PrefsAllowNastyGame = true; #ifdef GTA_PS2 int32 lang = sceScfGetLanguage(); if ( lang == SCE_ITALIAN_LANGUAGE ) - CMenuManager::m_PrefsLanguage = LANGUAGE_ITALIAN; + FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_ITALIAN; else if ( lang == SCE_SPANISH_LANGUAGE ) - CMenuManager::m_PrefsLanguage = LANGUAGE_SPANISH; + FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_SPANISH; else if ( lang == SCE_GERMAN_LANGUAGE ) { CGame::germanGame = true; CGame::nastyGame = false; - CMenuManager::m_PrefsAllowNastyGame = false; - CMenuManager::m_PrefsLanguage = LANGUAGE_GERMAN; + FrontEndMenuManager.m_PrefsAllowNastyGame = false; + FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_GERMAN; } else if ( lang == SCE_FRENCH_LANGUAGE ) { CGame::frenchGame = true; CGame::nastyGame = false; - CMenuManager::m_PrefsAllowNastyGame = false; - CMenuManager::m_PrefsLanguage = LANGUAGE_FRENCH; + FrontEndMenuManager.m_PrefsAllowNastyGame = false; + FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_FRENCH; } else - CMenuManager::m_PrefsLanguage = LANGUAGE_AMERICAN; + FrontEndMenuManager.m_PrefsLanguage = LANGUAGE_AMERICAN; FrontEndMenuManager.InitialiseMenuContentsAfterLoadingGame(); #else |