forked from Ports/goldeneye-pc-port
Compare commits
12
Commits
dd88c8ee28
..
fixes
| Author | SHA1 | Date | |
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0740036903 | ||
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a336ab507e | ||
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4e8ea4ea96 | ||
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98cd3b6b22 | ||
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3cefb1d4e5 | ||
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0e767334f7 | ||
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6c183d9434 | ||
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fd7800cf80 | ||
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06856ed973 | ||
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fbc8911238 | ||
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3154efa79f | ||
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af9a3c19e6 |
No files matched your search
@@ -42,6 +42,8 @@ struct ShaderProgram {
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GLint decal_scale_location;
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int decal_mode;
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float decal_scale;
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GLint depth_prepass_location;
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int depth_prepass;
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};
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struct Framebuffer {
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@@ -83,6 +85,14 @@ static uint32_t depth_copy_width, depth_copy_height;
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static bool current_depth_test;
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static bool current_depth_decal;
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// Translucent surfaces write no depth and are only drawn in rough back-to-front order, so a farther
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// railing drawn later blended over a nearer one. Their nearly opaque texels (railing bars) first get
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// a depth-only pass, then the surface is drawn as usual: semi-transparent texels are unchanged.
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#define XLU_DEPTH_PREPASS_ALPHA "0.98"
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static bool current_depth_compare;
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static GLenum current_depth_func = GL_LESS;
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static bool current_blend;
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static int gl_glsl_version = 130;
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static char gl_glsl_version_str[16] = "130";
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static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE;
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@@ -417,6 +427,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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append_line(fs_buf, &fs_len, "uniform int frame_count;");
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append_line(fs_buf, &fs_len, "uniform float noise_scale;");
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append_line(fs_buf, &fs_len, "uniform int uDecalMode;");
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append_line(fs_buf, &fs_len, "uniform int uDepthPrepass;");
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append_line(fs_buf, &fs_len, "uniform highp float uDecalPixelScale;");
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append_line(fs_buf, &fs_len, "uniform highp sampler2D uDepthTex;");
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@@ -617,6 +628,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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if (cc_features.opt_invisible) {
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append_line(fs_buf, &fs_len, " texel.a = 0.0;");
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}
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append_line(fs_buf, &fs_len, " if (uDepthPrepass != 0 && texel.a < " XLU_DEPTH_PREPASS_ALPHA ") discard;");
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append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;");
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} else {
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@@ -740,6 +752,11 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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prg->decal_scale_location = glGetUniformLocation(shader_program, "uDecalPixelScale");
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prg->decal_mode = 0;
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prg->decal_scale = 0.0f;
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prg->depth_prepass_location = glGetUniformLocation(shader_program, "uDepthPrepass");
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prg->depth_prepass = 0;
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if (prg->depth_prepass_location >= 0) {
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glUniform1i(prg->depth_prepass_location, 0);
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}
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if (prg->decal_mode_location >= 0) {
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glUniform1i(prg->decal_mode_location, 0);
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glUniform1i(glGetUniformLocation(shader_program, "uDepthTex"), DECAL_DEPTH_TEXTURE_UNIT);
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@@ -902,6 +919,7 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
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static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) {
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current_depth_test = depth_test;
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current_depth_compare = depth_compare;
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current_depth_decal = depth_test && depth_compare && zmode == ZMODE_DEC;
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if (depth_test) {
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@@ -912,7 +930,7 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
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if (depth_compare) {
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switch (zmode) {
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case ZMODE_INTER:
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(current_depth_func = GL_LEQUAL);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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break;
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@@ -920,22 +938,22 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
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case ZMODE_OPA:
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case ZMODE_XLU:
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if (depth_source_prim) {
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(current_depth_func = GL_LEQUAL);
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} else {
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glDepthFunc(GL_LESS);
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glDepthFunc(current_depth_func = GL_LESS);
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}
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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break;
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case ZMODE_DEC:
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(current_depth_func = GL_LEQUAL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-2, -2);
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break;
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}
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} else {
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glDepthFunc(GL_ALWAYS);
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glDepthFunc(current_depth_func = GL_ALWAYS);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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@@ -961,6 +979,7 @@ static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
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}
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static void gfx_opengl_set_use_alpha(bool use_alpha, bool modulate) {
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current_blend = use_alpha && !modulate;
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if (use_alpha) {
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glEnable(GL_BLEND);
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} else {
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@@ -1084,6 +1103,26 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_
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}
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW);
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struct ShaderProgram* prg = current_shader_program;
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if (!current_depth_decal && current_depth_test && current_depth_compare && !current_depth_mask && current_blend &&
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prg != nullptr && prg->depth_prepass_location >= 0) {
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glUniform1i(prg->depth_prepass_location, 1);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_TRUE);
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glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
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glUniform1i(prg->depth_prepass_location, 0);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_FALSE);
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// The colour pass must pass where the prepass just stored this surface's own depth
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glDepthFunc(GL_LEQUAL);
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glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
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glDepthFunc(current_depth_func);
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depth_copy_dirty = true;
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return;
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}
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glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
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if (current_depth_test && current_depth_mask) {
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+25
-9
@@ -507,6 +507,13 @@ static int controlScheme = 0; /* D513 Input.ControlScheme: 0
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* the live control (the game honours it in bondview2's stick-pitch path),
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* so it must stay user-settable there. */
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int inputControlScheme(void) { return controlScheme; }
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/* Look ahead (Modern scheme): set when the right stick or mouse pitched the
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* view, the equivalent of the N64's C-up/C-down while walking; the game thread
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* consumes it once per tick (portLookAheadManualPitch). */
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static SDL_atomic_t s_manualPitch;
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static void noteManualPitch(void) { SDL_AtomicSet(&s_manualPitch, 1); }
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int portLookAheadManualPitch(void) { return SDL_AtomicSet(&s_manualPitch, 0); }
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/* D645: Original scheme -- F10 "Invert look" mirrors the game's own
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* "Look up/down" (watchsettings.c keeps the two in sync both ways). */
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static int padLookInvertY = 0; /* Input.PadLookInvertY: 1 = invert the look stick's Y (right stick in SOLITARE roles, left stick in HONEY roles -- #145) */
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@@ -908,12 +915,11 @@ void inputApplyMouseRequests(void)
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* Controller input is entirely independent of all of this. */
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/* D594: on macOS the FOCUS_GAINED-driven click-to-lock is unreliable (AppKit
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* key-window; no focus events over ssh), so start armed like PD's MLOCK_ON --
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* the mouse is locked by default in-stage (see reconcileGrab()). */
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#ifdef PLATFORM_MACOS
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static int captureArmed = 1; /* D594: PD MLOCK_ON default (see reconcileGrab) */
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#else
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static int captureArmed = 0; /* user has clicked to lock (capture mode) */
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#endif
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* the mouse is locked by default in-stage (see reconcileGrab()). Every other
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* platform starts armed too: Steam Input's gyro (Steam Deck "Gamepad with Gyro"
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* template) arrives as mouse motion with no click, so click-to-lock never
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* captured it. Esc still releases (inputReleaseCapture), a click re-arms. */
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static int captureArmed = 1;
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static int windowFocused = 1;
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static int mouseAimSpeed = 16; /* aim-mode sensitivity, percent (B3: 50 -> 25 M-29 -> 16; still overshot at 25) */
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static int gepdSens = 38; /* D194 Input.GepdSens: GEPD SENSITIVITY setting, range 1..500
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@@ -1074,6 +1080,7 @@ struct aimSlotState {
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int gepdHeldPrev; /* aim held last tick -> adopt on entry */
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int aimHeldPrev; /* was s_aimHeldPrev */
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int centreClearTicks; /* was s_centreClearTicks */
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int mouseThisAim; /* mouse moved during this aim hold: keep its position while the stick is used too */
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};
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static struct aimSlotState s_aimSt[4];
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#define AIMS (s_aimSt[(s_slot > 0 && s_slot < 4) ? s_slot : 0])
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@@ -1753,8 +1760,8 @@ int inputInit(void)
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sysLogPrintf(LOG_INFO, "input: PC bindings, crouch mode %s",
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crouchMode ? "toggle" : "hold");
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/* Relative mouse mode for mouse-look. Click-to-lock: we start released
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* and wait for a click in the window (video.c -> inputNotifyClick). */
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/* Relative mouse mode for mouse-look. Armed by default (PD MLOCK_ON, see
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* captureArmed): the grab is taken once a stage runs, no click needed. */
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mouseGrabbed = 0;
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if (mouseEnabled) {
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if (mouseRawInput) {
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@@ -2516,6 +2523,7 @@ static unsigned inputComputePadSlot(int idx, signed char *stick_x, signed char *
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AIMS.centreClearTicks = 2; /* see D194 centre-spring note above */
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if (!aimHeld) {
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AIMS.centreClearTicks = 0;
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AIMS.mouseThisAim = 0;
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/* GEPD adopts the game's current crosshair pos every non-aim
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* frame so re-entry starts where the game left it. */
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AIMS.gepdHeldPrev = 0;
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@@ -2673,6 +2681,8 @@ static unsigned inputComputePadSlot(int idx, signed char *stick_x, signed char *
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double dyLook = edy * invert; /* >0 => look down */
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if (!menuMode && (fabs(edx) > 0.01 || fabs(dyLook) > 0.01))
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s_aimDevMouse = 1; /* D337: mouse is the active aim device */
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if (!menuMode && fabs(dyLook) > 0.01)
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noteManualPitch();
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/* D194(b): gameplay-look-only dt normalization -- see the
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* MOUSE_DT_REF comment above. Computed unconditionally (so the
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@@ -2839,6 +2849,8 @@ static unsigned inputComputePadSlot(int idx, signed char *stick_x, signed char *
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* driven by the port-supplied turn through the
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* sub_GAME_7F067FBC hook (see Input.PdMouseAim above). */
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aimGepdAccumulate(edx, dyLook);
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if (fabs(edx) > 0.01 || fabs(dyLook) > 0.01)
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AIMS.mouseThisAim = 1;
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/* Edge-scroll belongs to the aim position, not to the
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* crosshair model -- without this the camera stops
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* following the crosshair at the screen edge. */
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@@ -3007,6 +3019,7 @@ static unsigned inputComputePadSlot(int idx, signed char *stick_x, signed char *
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rys = (int)lround(padSmSY[idx]);
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}
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if (padLookInvertY) rys = -rys;
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if (rys) noteManualPitch();
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if (idx == 0) { s_recPadDX = rxs; s_recPadDY = rys; s_recPadDirect = 0; }
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if (aimModeGet() == AIMMODE_CENTRED && !(idx == 0 && s_replayActive) &&
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padDirectCompute(rxs, rys)) {
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@@ -3898,7 +3911,10 @@ int portMouseAimPdActive(void)
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{
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/* D337: only while the mouse is the device driving aim -- otherwise the
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* pad's stick turn (the N64 path, weapon damp) must reach the game. */
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return pdMouseAimEnabled() && mouseGrabbed && s_aimDevMouse;
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/* The mouse stays the aim position for the whole hold once it moved (gyro
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* sent as mouse); the stick then offsets it (gunfire.c) instead of taking
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* over. */
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return pdMouseAimEnabled() && mouseGrabbed && (s_aimDevMouse || s_aimSt[0].mouseThisAim);
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}
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int portMouseAimPdGetTurn(f32 *tx, f32 *ty)
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@@ -301,6 +301,12 @@ static struct Row rows[] = {
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* vertical/pitch sensitivity, %); input.c already applies it. */
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{ .key="Input.MouseYScale", .label="Vertical sensitivity", .kind=ROW_SLIDER, .step=10,
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.uiMin=10, .uiMax=400 }, /* D506: shown as a multiplier like the horizontal row, raw 100 = 1.0x */
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/* Per-case scales on top of the two rows above: turning the camera vs moving the
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* crosshair while aiming. Shown as multipliers of their defaults (50 / 38). */
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{ .key="Input.MouseTurnSpeed", .label="Look speed", .kind=ROW_SLIDER, .step=5,
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.uiMin=5, .uiMax=250 },
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{ .key="Input.AimModeSens", .label="Aim speed", .kind=ROW_SLIDER, .step=4,
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.uiMin=2, .uiMax=190 },
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{ .key="Input.MouseInvertY", .label="Invert look", .kind=ROW_TOGGLE, .step=1, .names=kOnOff },
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{ .key="Input.MouseSmoothing", .label="Smoothing", .kind=ROW_SLIDER, .step=5, .unit="%" },
|
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{ .key="Input.MouseRawInput", .label="Raw input", .kind=ROW_TOGGLE, .step=1, .names=kOnOff },
|
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@@ -2082,6 +2088,8 @@ static const struct { const char *key; double def; } kResetDefaults[] = {
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{ "Input.CrosshairCursor", 1 }, /* = 1 (on, D555) */
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{ "Input.MouseSensitivity", 100 }, /* static int mouseSensitivity = 100 */
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{ "Input.MouseYScale", 100 }, /* = 100 (native), Wave A item 6 */
|
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{ "Input.MouseTurnSpeed", 50 }, /* static int mouseTurnSpeed = 50 */
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{ "Input.AimModeSens", 38 }, /* static int gepdSens = 38 */
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{ "Input.MouseInvertY", 0 }, /* = 0 */
|
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{ "Input.AimMode", 0 }, /* = AIMMODE_N64 (0) */
|
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{ "Input.AimRange", 0 }, /* = 0 (PC) */
|
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@@ -2997,6 +3005,14 @@ static void valueText(int i, char *out, int n)
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snprintf(out, n, "%.1fx", v / 100.0);
|
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return;
|
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}
|
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if (!strcmp(r->key, "Input.MouseTurnSpeed")) { /* default 50 = 1.0x */
|
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snprintf(out, n, "%.1fx", v / 50.0);
|
||||
return;
|
||||
}
|
||||
if (!strcmp(r->key, "Input.AimModeSens")) { /* default 38 = 1.0x */
|
||||
snprintf(out, n, "%.1fx", v / 38.0);
|
||||
return;
|
||||
}
|
||||
if (!strcmp(r->key, "Game.ScreenShakeIntensity")) { /* D181: shown as whole % */
|
||||
snprintf(out, n, "%d%%", (int)lround(v * 100.0));
|
||||
return;
|
||||
|
||||
@@ -764,6 +764,22 @@ Gfx *sub_GAME_7F0B3C8C(Gfx *gdl)
|
||||
{
|
||||
if (i == dword_CODE_bss_8007FFA0[j].unk1)
|
||||
{
|
||||
#ifdef PORT
|
||||
/* Tinted glass stands in a window opening at the far side of
|
||||
* the room, yet it is a prop and so was drawn after the room's
|
||||
* translucent geometry. Railing balusters in front of it are
|
||||
* such geometry (an XLU quad that writes no depth), so the
|
||||
* glass painted over them (Facility main hall). Draw the room's
|
||||
* tinted glass before its translucent geometry instead. */
|
||||
if (get_debug_do_draw_obj() && sub_GAME_7F0BD8F0())
|
||||
{
|
||||
gSPMatrix(gdl++, osVirtualToPhysical((void*)currentPlayerGetProjectionMatrix()), (G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION));
|
||||
gdl = fogRenderClearFogMode(gdl);
|
||||
g_PortXluGlassPhase = 1;
|
||||
gdl = chrpropsRenderPass(gdl, dword_CODE_bss_8007FFA0[j].roomid, 1);
|
||||
}
|
||||
g_PortXluGlassPhase = 2;
|
||||
#endif
|
||||
gSPMatrix(gdl++, osVirtualToPhysical((void*)get_BONDdata_field_10E0()), (G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION));
|
||||
gdl = fogSetRenderFogColor(
|
||||
bgScissorCurrentPlayerViewF(
|
||||
@@ -792,6 +808,9 @@ Gfx *sub_GAME_7F0B3C8C(Gfx *gdl)
|
||||
gdl = chrpropsRenderPass(gdl, dword_CODE_bss_8007FFA0[j].roomid, 1);
|
||||
}
|
||||
}
|
||||
#ifdef PORT
|
||||
g_PortXluGlassPhase = 0;
|
||||
#endif
|
||||
|
||||
if (1);
|
||||
}
|
||||
@@ -3358,6 +3377,38 @@ bool bgTestRayIntersectsBbox(coord3d *origin, coord3d *dir, s32 *bbox_min, s32 *
|
||||
}
|
||||
|
||||
|
||||
#ifdef PORT
|
||||
#include "image.h"
|
||||
|
||||
/* The image id of a room triangle's texture, read like the N64 does: texLoad
|
||||
* stores the id in the 8 bytes before the texture data, and the room's
|
||||
* G_SETTIMG points at that data (a full host pointer in w1 on PC). Room GDLs
|
||||
* load into the default pool, so anything outside it is not a texture.
|
||||
* The id selects the impact decal, sound and dust puff (HIT_WATER: no decal,
|
||||
* no puff, splash sound). */
|
||||
static s32 bgTexnumFromSetTimg(Gfx *settimg)
|
||||
{
|
||||
struct texpool *pool = &ptr_texture_alloc_start;
|
||||
u8 *data = (u8 *)settimg->words.w1;
|
||||
s32 texnum;
|
||||
|
||||
if (data < pool->start + 8 || data >= (u8 *)pool->end)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
texnum = *(s16 *)(data - 8);
|
||||
|
||||
if (texnum < 0 || texnum >= MAX_TEXTURES)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
return texnum;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomVtxBatchBounds *point, s32 roomnum, struct HitThing *hitthing)
|
||||
{
|
||||
Vertex *vtxbase;
|
||||
@@ -3555,6 +3606,11 @@ bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomV
|
||||
#ifdef PORT
|
||||
/* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */
|
||||
texnum = lightFixtureTexnumForGfx(gdl, roomnum);
|
||||
|
||||
if (texnum < 0)
|
||||
{
|
||||
texnum = bgTexnumFromSetTimg(tcmd);
|
||||
}
|
||||
#else
|
||||
temp.word = ((u32 *) tcmd)[1] - 8;
|
||||
texnum = *((u16 *) (temp.word | 0x80000000));
|
||||
@@ -3737,6 +3793,11 @@ bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomV
|
||||
#ifdef PORT
|
||||
/* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */
|
||||
texnum = lightFixtureTexnumForGfx(gdl, roomnum);
|
||||
|
||||
if (texnum < 0)
|
||||
{
|
||||
texnum = bgTexnumFromSetTimg(tcmd);
|
||||
}
|
||||
#else
|
||||
temp.word = ((u32 *) tcmd)[1] - 8;
|
||||
texnum = *((u16 *) (temp.word | 0x80000000));
|
||||
|
||||
@@ -5939,6 +5939,52 @@ void bondviewProcessInput(s8 stick_x, s8 stick_y, u16 buttons, u16 oldbuttons)
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef PORT
|
||||
/* Look ahead in the Modern scheme. The port runs the stick-look style
|
||||
* (1.2/1.4: left stick walks through digital C-steps, right stick or
|
||||
* mouse pitches the view), where the N64 turns look ahead off and its
|
||||
* trigger (analog walk past 60) never fires anyway. Enable it there,
|
||||
* let walking forward/back stand in for the analog walk, and make a
|
||||
* manual pitch release the centring until the walk stops, like
|
||||
* C-up/C-down while walking with the 1.1 analog stick. */
|
||||
{
|
||||
extern int inputControlScheme(void);
|
||||
extern int portLookAheadManualPitch(void);
|
||||
s32 manualpitch = portLookAheadManualPitch();
|
||||
|
||||
if (inputControlScheme() == 0)
|
||||
{
|
||||
const s32 type = cur_player_get_control_type();
|
||||
|
||||
/* Stick-look styles: the stick channel is the look, not a walk */
|
||||
if ((type == CONTROLLER_CONFIG_SOLITARE) || (type == CONTROLLER_CONFIG_GOODNIGHT))
|
||||
{
|
||||
moveData.canLookAhead = !g_CurrentPlayer->insightaimmode;
|
||||
moveData.disableLookAhead = 0;
|
||||
|
||||
/* The look stick in N64 aim mode reaches the game as natural pitch */
|
||||
if (moveData.canNaturalPitch && (moveData.analogPitch != 0))
|
||||
{
|
||||
manualpitch = TRUE;
|
||||
}
|
||||
moveData.analogWalk = moveData.digitalStepForward ? 70 : (moveData.digitalStepBack ? -70 : 0);
|
||||
}
|
||||
|
||||
/* As the N64 does for C-up/C-down (speedVertaDown/Up below) */
|
||||
if (manualpitch)
|
||||
{
|
||||
g_CurrentPlayer->docentreupdown = FALSE;
|
||||
g_CurrentPlayer->automovecentre = FALSE;
|
||||
|
||||
if (moveData.canLookAhead && ((moveData.analogWalk > 60) || (moveData.analogWalk < -60)))
|
||||
{
|
||||
g_CurrentPlayer->movecentrerelease = TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if ((g_CurrentPlayer->movecentrerelease) && (moveData.analogWalk < 40) && (moveData.analogWalk > -40))
|
||||
{
|
||||
g_CurrentPlayer->movecentrerelease = FALSE;
|
||||
|
||||
@@ -334,6 +334,11 @@ s32 chrpropTestPointInPolygon(coord3d *point, struct rect4f *poly
|
||||
void roomGetProps(s32 *roomids);
|
||||
ObjectRecord *scan_position_data_table_for_normal_object_at_preset(s32 arg0);
|
||||
Gfx *chrpropsRenderPass(Gfx *arg0, s32 roomid, s32 arg2);
|
||||
#ifdef PORT
|
||||
/* Translucent prop pass filter: 0 = all props, 1 = tinted glass only,
|
||||
* 2 = all but tinted glass (see bg.c). */
|
||||
extern s32 g_PortXluGlassPhase;
|
||||
#endif
|
||||
PropRecord *chrpropGetActiveTail(void);
|
||||
void propsDefragRoomProps(void);
|
||||
void chraiGetPropRoomIds(PropRecord *self, s32 *roomids);
|
||||
|
||||
@@ -466,6 +466,15 @@ Gfx *chrpropRender(Gfx * gdl, PropRecord *prop, s32 withalpha)
|
||||
/**
|
||||
* Address: 7F03A6F4
|
||||
*/
|
||||
#ifdef PORT
|
||||
s32 g_PortXluGlassPhase = 0;
|
||||
|
||||
static bool chrpropIsTintedGlass(PropRecord *prop)
|
||||
{
|
||||
return prop->type == PROP_TYPE_OBJ && prop->obj != NULL && prop->obj->type == PROPDEF_TINTED_GLASS;
|
||||
}
|
||||
#endif
|
||||
|
||||
Gfx *chrpropsRenderPass(Gfx *gdl, s32 roomid, s32 renderpass)
|
||||
{
|
||||
s32 flag;
|
||||
@@ -542,6 +551,14 @@ Gfx *chrpropsRenderPass(Gfx *gdl, s32 roomid, s32 renderpass)
|
||||
{
|
||||
prop = *pp;
|
||||
|
||||
#ifdef PORT
|
||||
if (prop != NULL && g_PortXluGlassPhase != 0
|
||||
&& chrpropIsTintedGlass(prop) != (g_PortXluGlassPhase == 1))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
#endif
|
||||
|
||||
if (prop != NULL)
|
||||
{
|
||||
flag = 0;
|
||||
@@ -1176,6 +1193,14 @@ void chraiDefaultWeaponFireHandler(s32 hand)
|
||||
rooms[1] = 255;
|
||||
explosionCreate(0, finalpos, hittile, 1, 0, get_cur_playernum(), rooms, 0);
|
||||
}
|
||||
#ifdef PORT
|
||||
else if (gotbghit && besttexture >= 0 && g_Textures[besttexture].hitTexture == HIT_WATER)
|
||||
{
|
||||
/* a splash instead of the yellow impact flash below */
|
||||
explosionCreateWaterSplash(finalpos, bestroom);
|
||||
createSpark = 0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
finalpos->x -= 26.0f * shotdata.dir.x;
|
||||
|
||||
@@ -1590,6 +1590,9 @@ void explosionInitFlyingParticles(coord3d *spawnpos, f32 spawn_rand_scale, f32 s
|
||||
rand3 = (2.0f * (((f32) randomGetNext()) * (1.0f / (f32)UINT_MAX))) - 1.0f;
|
||||
|
||||
g_FlyingParticlesBuffer[g_NumParticleEntries].unk00 = 1;
|
||||
#ifdef PORT
|
||||
g_FlyingParticlesBuffer[g_NumParticleEntries].is_splash = FALSE;
|
||||
#endif
|
||||
|
||||
g_FlyingParticlesBuffer[g_NumParticleEntries].position.f[0] = spawnpos->f[0] + (spawn_rand_scale * rand1);
|
||||
g_FlyingParticlesBuffer[g_NumParticleEntries].position.f[1] = spawnpos->f[1] + (spawn_rand_scale * rand2);
|
||||
@@ -1739,6 +1742,15 @@ void explosionUpdateFlyingParticles(void)
|
||||
g_FlyingParticlesBuffer[i].unk00 = 0;
|
||||
}
|
||||
|
||||
#ifdef PORT
|
||||
if (g_FlyingParticlesBuffer[i].is_splash
|
||||
&& g_FlyingParticlesBuffer[i].position_drift.f[1] < 0.0f
|
||||
&& g_FlyingParticlesBuffer[i].position.f[1] < g_FlyingParticlesBuffer[i].splash_y)
|
||||
{
|
||||
g_FlyingParticlesBuffer[i].unk00 = 0;
|
||||
}
|
||||
#endif
|
||||
|
||||
// position-related. deletes particles that are too low or too high.
|
||||
if ((g_FlyingParticlesBuffer[i].position.f[1] < -30000.0f) || (g_FlyingParticlesBuffer[i].position.f[1] > 30000.0f))
|
||||
{
|
||||
@@ -1749,6 +1761,62 @@ void explosionUpdateFlyingParticles(void)
|
||||
}
|
||||
|
||||
|
||||
#ifdef PORT
|
||||
#include "glass.h"
|
||||
|
||||
/* Bullet hitting water (PC): the N64 only drew the yellow impact flash there.
|
||||
* Use the chr hit puffs instead (chrCreateHitPuffs: the small impact puff and
|
||||
* the larger burst), tinted to the water colour, plus droplets (the wall-hit
|
||||
* dust particles, recoloured) thrown up and removed when they fall back
|
||||
* through the surface. */
|
||||
#define WATER_SPLASH_R 0xA0
|
||||
#define WATER_SPLASH_G 0xC8
|
||||
#define WATER_SPLASH_B 0xF0
|
||||
#define WATER_SPLASH_DROPLETS 12
|
||||
|
||||
static void explosionTintSpark(s_bullet_spark *spark)
|
||||
{
|
||||
if (spark != NULL)
|
||||
{
|
||||
spark->unk28 = WATER_SPLASH_R;
|
||||
spark->unk29 = WATER_SPLASH_G;
|
||||
spark->unk2A = WATER_SPLASH_B;
|
||||
spark->unk2B = 0xFF;
|
||||
}
|
||||
}
|
||||
|
||||
void explosionCreateWaterSplash(coord3d *pos, s16 room)
|
||||
{
|
||||
s32 i;
|
||||
s32 j;
|
||||
|
||||
explosionTintSpark(bullet_spark_create(pos, 3, 43.0f, room));
|
||||
explosionTintSpark(bullet_spark_create(pos, 1, 21.0f, room));
|
||||
|
||||
for (i = 0; i < WATER_SPLASH_DROPLETS; i++)
|
||||
{
|
||||
struct FlyingParticles *drop = &g_FlyingParticlesBuffer[g_NumParticleEntries];
|
||||
|
||||
explosionInitFlyingParticles(pos, 2.0f, 1.0f, 6.0f, 3.0f);
|
||||
|
||||
drop->is_splash = TRUE;
|
||||
drop->splash_y = pos->f[1];
|
||||
|
||||
for (j = 0; j < 4; j++)
|
||||
{
|
||||
/* vary the brightness per vertex, keep the water hue */
|
||||
s32 shade = 0xC0 + (randomGetNext() & 0x3F);
|
||||
|
||||
drop->vertex_list[j].v.cn[0] = (WATER_SPLASH_R * shade) / 0xFF;
|
||||
drop->vertex_list[j].v.cn[1] = (WATER_SPLASH_G * shade) / 0xFF;
|
||||
drop->vertex_list[j].v.cn[2] = (WATER_SPLASH_B * shade) / 0xFF;
|
||||
drop->vertex_list[j].v.cn[3] = 0xB0;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
extern Gfx globalDL_0xa50;
|
||||
|
||||
/***
|
||||
@@ -2065,6 +2133,21 @@ void explosionCreateBulletImpact(struct coord3d *pos, struct coord3d *arg1, s16
|
||||
impact_type = 0x10;
|
||||
}
|
||||
|
||||
#ifdef PORT
|
||||
/* Glass objects: the bulletproof/unbreakable ones take the texture-based
|
||||
* hole, a decal drawn in the opaque pass. Transparent glass writes no
|
||||
* depth there, so the decal depth test (RDP ZMODE_DEC, emulated exactly)
|
||||
* rejects every pixel. Use the window crack the breakable glass gets: it
|
||||
* is drawn after the glass in the translucent pass, without the decal
|
||||
* test. */
|
||||
if ((prop != NULL) && (impact_type != 0x10)
|
||||
&& ((prop->obj->type == PROPDEF_GLASS) || (prop->obj->type == PROPDEF_TINTED_GLASS))
|
||||
&& ((g_ImpactTypes[impact_type].unk2 >= 2) || (g_ImpactTypes[impact_type].unk1 != 2)))
|
||||
{
|
||||
impact_type = (randomGetNext() % 3) + 0x11;
|
||||
}
|
||||
#endif
|
||||
|
||||
spA0.f[0] = pos->f[0];
|
||||
spA0.f[1] = pos->f[1];
|
||||
spA0.f[2] = pos->f[2];
|
||||
|
||||
@@ -148,6 +148,11 @@ struct FlyingParticles {
|
||||
s32 unk34;
|
||||
|
||||
Vtx vertex_list[4];
|
||||
#ifdef PORT
|
||||
/* water splash droplet: removed once it falls back below splash_y */
|
||||
s32 is_splash;
|
||||
f32 splash_y;
|
||||
#endif
|
||||
};
|
||||
|
||||
extern f32 g_SpExplosionDamageMult;
|
||||
@@ -178,6 +183,9 @@ Gfx *explosionRenderPropSmoke(PropRecord *arg0, Gfx *arg1, s32 withalpha);
|
||||
Gfx *explosionRenderBulletImpactOnProp(Gfx *arg0, PropRecord *arg1, s32 arg2);
|
||||
|
||||
void explosionCreateSmoke(coord3d *pos, StandTile *stan, s16 smoke_type, u8 *rooms, s32 flags);
|
||||
#ifdef PORT
|
||||
void explosionCreateWaterSplash(coord3d *pos, s16 room);
|
||||
#endif
|
||||
void explosionUpdateFlyingParticles(void);
|
||||
u8 explosionChrpropSmokeTick(PropRecord* prop);
|
||||
u8 explosionChrpropExplosionTick(PropRecord* prop);
|
||||
|
||||
+19
-2
@@ -5071,8 +5071,25 @@ void sub_GAME_7F067FBC(f32 turn_x, f32 turn_y)
|
||||
* functions. Identity when Input.PdMouseAim is off, and the N64 build
|
||||
* never sees any of it. Behavioural hook, not the ABI exception:
|
||||
* Rule-2 sign-off given by the maintainer 2026-09-23. */
|
||||
if (portMouseAimPdGetTurn(&turn_x, &turn_y)) {
|
||||
guncrossdamp = 0.01f;
|
||||
{
|
||||
f32 mouse_x, mouse_y;
|
||||
|
||||
if (portMouseAimPdGetTurn(&mouse_x, &mouse_y)) {
|
||||
if (g_PlayerIsInTank == 1) {
|
||||
/* Tank aim turns mouse motion into a stepped stick (0 or 61..70) for the
|
||||
* turret, which would make the undamped crosshair jitter: mouse position only */
|
||||
turn_x = mouse_x;
|
||||
turn_y = mouse_y;
|
||||
} else {
|
||||
/* The stick still offsets the crosshair from the mouse position, so
|
||||
* gyro (sent as mouse) and right-stick aiming combine, as in PD */
|
||||
turn_x += mouse_x;
|
||||
turn_y += mouse_y;
|
||||
turn_x = (turn_x < -1.0f) ? -1.0f : ((turn_x > 1.0f) ? 1.0f : turn_x);
|
||||
turn_y = (turn_y < -1.0f) ? -1.0f : ((turn_y > 1.0f) ? 1.0f : turn_y);
|
||||
}
|
||||
guncrossdamp = 0.01f;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
@@ -5864,7 +5864,15 @@ s32 objTick(struct PropRecord *prop)
|
||||
{
|
||||
pad36C = (struct DoorRecord *) prop->obj;
|
||||
var_s2_6 = 1;
|
||||
#ifdef PORT
|
||||
/* The opaque distance is the N64 s32 at 0xC4, which the struct splits into CullDist/soundType/
|
||||
* fadeTime60 (Facility lab doors: 0x00000258 = 600). On PC that raw offset lands on openPosition,
|
||||
* so a closed door (0.0) read 0 and its glass stayed opaque until opened. Rebuild the word. */
|
||||
pad36C->calculatedopacity = glassCalculateOpacity(&obj->runtime_pos, pad36C->TintDist,
|
||||
(s32)(((u32)(u16)pad36C->CullDist << 16) | ((u32)(u8)pad36C->soundType << 8) | (u8)pad36C->fadeTime60), 0.0f);
|
||||
#else
|
||||
pad36C->calculatedopacity = glassCalculateOpacity(&obj->runtime_pos, pad36C->TintDist, *((s32 *) (((u8 *) pad36C) + 0xC4)), 0.0f);
|
||||
#endif
|
||||
if (playerCount == 1)
|
||||
{
|
||||
if ((pad36C->calculatedopacity != 0xFF) || (pad36C->openPosition > 0.0f))
|
||||
@@ -14735,3 +14743,4 @@ void drop_inventory(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user