re3/src/render/2dEffect.h

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C
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#pragma once
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enum {
EFFECT_LIGHT,
EFFECT_PARTICLE,
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EFFECT_ATTRACTOR,
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EFFECT_PED_ATTRACTOR,
EFFECT_SUNGLARE
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};
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enum {
LIGHT_ON,
LIGHT_ON_NIGHT,
LIGHT_FLICKER,
LIGHT_FLICKER_NIGHT,
LIGHT_FLASH1,
LIGHT_FLASH1_NIGHT,
LIGHT_FLASH2,
LIGHT_FLASH2_NIGHT,
LIGHT_FLASH3,
LIGHT_FLASH3_NIGHT,
LIGHT_RANDOM_FLICKER,
LIGHT_RANDOM_FLICKER_NIGHT,
LIGHT_SPECIAL,
LIGHT_BRIDGE_FLASH1,
LIGHT_BRIDGE_FLASH2,
};
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enum {
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ATTRACTORTYPE_ICECREAM,
ATTRACTORTYPE_STARE
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};
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enum {
LIGHTFLAG_LOSCHECK = 1,
// same order as CPointLights flags, must start at 2
LIGHTFLAG_FOG_NORMAL = 2, // can have light and fog
LIGHTFLAG_FOG_ALWAYS = 4, // fog only
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LIGHTFLAG_HIDE_OBJECT = 8, // hide the object instead of rendering light (???)
LIGHTFLAG_LONG_DIST = 16,
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LIGHTFLAG_FOG = (LIGHTFLAG_FOG_NORMAL|LIGHTFLAG_FOG_ALWAYS)
};
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class C2dEffect
{
public:
struct Light {
float dist;
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float range; // of pointlight
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float size;
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float shadowSize;
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uint8 lightType; // LIGHT_
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uint8 roadReflection;
uint8 flareType;
uint8 shadowIntensity;
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uint8 flags; // LIGHTFLAG_
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RwTexture *corona;
RwTexture *shadow;
};
struct Particle {
int particleType;
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CVector dir;
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float scale;
};
struct Attractor {
CVector dir;
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int8 type;
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uint8 probability;
};
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struct PedAttractor {
CVector queueDir;
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CVector useDir;
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int8 type;
};
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CVector pos;
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CRGBA col;
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uint8 type;
union {
Light light;
Particle particle;
Attractor attractor;
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PedAttractor pedattr;
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};
C2dEffect(void) {}
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void Shutdown(void){
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if(type == EFFECT_LIGHT){
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if(light.corona)
RwTextureDestroy(light.corona);
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#ifdef GTA3_1_1_PATCH
light.corona = nil;
#endif
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if(light.shadow)
RwTextureDestroy(light.shadow);
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#ifdef GTA3_1_1_PATCH
light.shadow = nil;
#endif
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}
}
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};
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VALIDATE_SIZE(C2dEffect, 0x34);