annotate Game.h @ 843:292c6288204d

more UpdateActorAI cleaning
author zipi
date Fri, 29 Mar 2013 13:52:55 +0000
parents 2f4e33c1ed24
children a6ef7125f6e4
rev   line source
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1 #pragma once
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2 #include "LightmapBuilder.h"
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3 #include "DecalBuilder.h"
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4 #include "ParticleEngine.h"
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5 #include "Vis.h"
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6 #include "Mouse.h"
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7 #include "Keyboard.h"
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8 #include "IndoorCameraD3D.h"
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9 #include "CShow.h"
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10 #include "GammaControl.h"
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11 #include "stru6.h"
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12 #include "stru9.h"
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13 #include "stru10.h"
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14 #include "stru11.h"
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15 #include "stru12.h"
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16
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17
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18
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ecfb1b3c9a39 BLV: when standing right on the portal (orange wall) everything looks fine
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19 #define GAME_FLAGS_1_DRAW_BLV_DEBUGS 0x08
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96f48cfdd657 some flags
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20 #define GAME_FLAGS_2_SATURATE_LIGHTMAPS 0x02
96f48cfdd657 some flags
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21 #define GAME_FLAGS_2_ALTER_GRAVITY 0x08
96f48cfdd657 some flags
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22 #define GAME_FLAGS_2_TARGETING_MODE 0x10
96f48cfdd657 some flags
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23 #define GAME_FLAGS_2_DRAW_BLOODSPLATS 0x20
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24
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25
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26
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27 /* 320 */
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28 enum GAME_STATE
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29 {
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30 GAME_STATE_0 = 0x0,
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31 GAME_FINISHED = 0x1,
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32 GAME_STATE_2 = 0x2,
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33 GAME_STATE_3 = 0x3,
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2fb33d31ca0d 8.02.13
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34 GAME_STATE_NEWGAME_OUT_GAMEMENU = 0x4,
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35 GAME_STATE_5 = 0x5,
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36 GAME_STATE_6 = 0x6,
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37 GAME_STATE_GAME_QUITTING_TO_MAIN_MENU = 7,
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38 GAME_STATE_8 = 0x8,
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39 GAME_STATE_FINAL_WINDOW = 0x9,
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40 GAME_STATE_A = 0xA
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41 };
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42
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43
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44
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45 /* 105 */
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46 #pragma pack(push, 1)
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47 struct Game__StationaryLight
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48 {
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49 Vec3_float_ vPosition;
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50 Vec3_float_ vRGBColor;
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51 float flt_18;
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52 };
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53 #pragma pack(pop)
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54
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55
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56 /* 108 */
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57 #pragma pack(push, 1)
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58 struct Game_stru0
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59 {
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60 int field_0;
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61 unsigned __int8 *ptr_4;
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62 int field_8;
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63 int field_C;
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64 };
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65 #pragma pack(pop)
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66
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67
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68 /* 279 */
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69 #pragma pack(push, 1)
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70 //Game_stru1
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71 struct Game_Bloodsplat
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72 {
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73 float x;
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74 float y;
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75 float z;
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76 float r;
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77 float g;
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78 float b;
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79 float radius;
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80 };
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81 #pragma pack(pop)
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82
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83 /* 104 */
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84 #pragma pack(push, 1)
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85 struct Game
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86 {
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87 static Game *Create();
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88 static void Destroy();
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89
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90 protected: Game();
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91 protected: virtual ~Game();
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92
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93 public:
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94 void _44E904();
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95 bool InitializeGammaController();
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650d96af8855 Vis overhaul; sprites can be picked by mouse
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96 bool PickMouse(float fPickDepth, unsigned int uMouseX, unsigned int uMouseY, bool bOutline, struct Vis_SelectionFilter *sprite_filter, struct Vis_SelectionFilter *face_filter);
650d96af8855 Vis overhaul; sprites can be picked by mouse
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97 bool PickKeyboard(bool bOutline, struct Vis_SelectionFilter *sprite_filter, struct Vis_SelectionFilter *face_filter);
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98 void OutlineSelection();
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99 signed int _44EC23(struct stru148 *a2, int *a3, signed int a4);
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100 signed int _44ED0A(struct BLVFace *a2, int *a3, signed int a4);
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ccf8b4815a1f GetActorTintColor fixed
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101 bool AlterGamma_BLV(struct BLVFace *pFace, unsigned int *pColor);
ccf8b4815a1f GetActorTintColor fixed
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102 bool AlterGamma_ODM(struct ODMFace *pFace, unsigned int *pColor);
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103 bool draw_debug_outlines();
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104 bool _44EEA7();
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105 bool _44F07B();
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106 void ToggleFlags(unsigned int uMask);
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107 void ToggleFlags2(unsigned int uFlag);
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108 void _44F0FD();
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109 void PushStationaryLights(int a2);
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110 void PrepareBloodsplats();
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111 void Deinitialize();
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112 void Loop();
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113 void DrawParticles();
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114 void Draw();
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115
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116 //----- (0042EB6A) --------------------------------------------------------
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117 struct stru6 *GetStru6() {return this->pStru6Instance;}
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118 //----- (0042EB71) --------------------------------------------------------
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119 struct IndoorCameraD3D *GetIndoorCamera() {return this->pIndoorCameraD3D;}
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120
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121
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122 //void (__thiscall ***vdestructor_ptr)(Game *, bool);
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123 Game__StationaryLight pStationaryLights[25];
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124 char field_2C0[1092];
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125 unsigned int uNumStationaryLights;
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126 Game_Bloodsplat pBloodsplats[20];
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127 int field_938;
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128 int field_93C;
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129 int field_940;
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130 int field_944;
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131 int field_948;
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132 int field_94C;
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133 int field_950;
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134 int field_954;
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135 int field_958;
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136 int field_95C;
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137 int field_960;
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138 int field_964;
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139 int field_968;
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140 int field_96C;
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141 int field_970;
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142 Mouse *pMouse;
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143 int field_978;
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144 Game_stru0 stru_97C;
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145 char field_98C[1148];
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146 int uNumBloodsplats;
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147 int field_E0C;
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148 __int64 field_E10;
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149 int uNumStationaryLights_in_pStationaryLightsStack;
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150 unsigned int bGammaControlInitialized;
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151 unsigned int uFlags;
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152 unsigned int uFlags2;
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153 float fSaturation;
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154 unsigned __int64 uSomeGammaStartTime;
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155 __int64 uSomeGammaDeltaTime;
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156 ThreadWard *pThreadWardInstance;
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157 ParticleEngine *pParticleEngine;
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158 Mouse *pMouseInstance;
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159 LightmapBuilder *pLightmapBuilder;
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160 Vis *pVisInstance;
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161 stru6 *pStru6Instance;
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162 IndoorCameraD3D *pIndoorCameraD3D;
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163 stru9 *pStru9Instance;
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164 stru10 *pStru10Instance;
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165 stru11 *pStru11Instance;
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166 stru12 *pStru12Instance;
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167 CShow *pCShow;
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168 Keyboard *pKeyboardInstance;
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169 GammaController *pGammaController;
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170 int field_E74;
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171 };
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172 #pragma pack(pop)
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173
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174
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176
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177
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178
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179 extern Game *pGame;