diff options
Diffstat (limited to '')
-rw-r--r-- | gamefiles/TEXT/american.gxt | bin | 220474 -> 220602 bytes | |||
-rw-r--r-- | gamefiles/TEXT/french.gxt | bin | 244794 -> 244742 bytes | |||
-rw-r--r-- | gamefiles/TEXT/german.gxt | bin | 240732 -> 240680 bytes | |||
-rw-r--r-- | gamefiles/TEXT/italian.gxt | bin | 240226 -> 240166 bytes | |||
-rwxr-xr-x | gamefiles/TEXT/polish.gxt | bin | 241148 -> 241276 bytes | |||
-rw-r--r-- | gamefiles/TEXT/russian.gxt | bin | 220670 -> 220788 bytes | |||
-rw-r--r-- | gamefiles/TEXT/spanish.gxt | bin | 235460 -> 235132 bytes | |||
-rw-r--r-- | premake5.lua | 4 | ||||
-rw-r--r-- | src/core/Cam.cpp | 2 | ||||
-rw-r--r-- | src/core/ControllerConfig.cpp | 5 | ||||
-rw-r--r-- | src/core/Frontend.cpp | 14 | ||||
-rw-r--r-- | src/core/Frontend.h | 6 | ||||
-rw-r--r-- | src/core/Game.cpp | 9 | ||||
-rw-r--r-- | src/core/MenuScreens.cpp | 11 | ||||
-rw-r--r-- | src/core/MenuScreensCustom.cpp | 93 | ||||
-rw-r--r-- | src/core/Pad.cpp | 6 | ||||
-rw-r--r-- | src/core/Pad.h | 2 | ||||
-rw-r--r-- | src/core/common.h | 2 | ||||
-rw-r--r-- | src/core/config.h | 6 | ||||
-rw-r--r-- | src/core/re3.cpp | 110 | ||||
-rw-r--r-- | src/extras/custompipes_d3d9.cpp | 31 | ||||
-rw-r--r-- | src/extras/custompipes_gl.cpp | 34 | ||||
-rw-r--r-- | src/extras/postfx.cpp | 12 | ||||
-rw-r--r-- | src/extras/screendroplets.cpp | 6 | ||||
-rw-r--r-- | src/extras/shaders/Makefile | 79 | ||||
-rw-r--r-- | src/extras/shaders/make_glsl.sh | 9 | ||||
-rw-r--r-- | src/extras/shaders/make_hlsl.cmd (renamed from src/extras/shaders/make.cmd) | 4 | ||||
-rw-r--r-- | src/extras/shaders/makeinc_glsl.sh | 6 | ||||
-rw-r--r-- | src/extras/shaders/makeinc_hlsl.sh (renamed from src/extras/shaders/makeinc.sh) | 1 | ||||
-rw-r--r-- | src/extras/shaders/obj/colourfilterIII_PS.cso (renamed from src/extras/shaders/colourfilterIII_PS.cso) | bin | 452 -> 452 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/colourfilterIII_PS.inc (renamed from src/extras/shaders/colourfilterIII_PS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/colourfilterIII_frag.inc (renamed from src/extras/shaders/colourfilterIII_fs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/contrastPS.cso (renamed from src/extras/shaders/contrastPS.cso) | bin | 344 -> 344 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/contrastPS.inc (renamed from src/extras/shaders/contrastPS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/contrast_frag.inc (renamed from src/extras/shaders/contrast_fs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/default_UV2_VS.cso (renamed from src/extras/shaders/default_UV2_VS.cso) | bin | 628 -> 628 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/default_UV2_VS.inc (renamed from src/extras/shaders/default_UV2_VS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/default_UV2_vert.inc (renamed from src/extras/shaders/default_UV2_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/im2d_UV2_vert.inc (renamed from src/extras/shaders/im2d_UV2_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/im2d_vert.inc (renamed from src/extras/shaders/im2d_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoGloss_PS.cso (renamed from src/extras/shaders/neoGloss_PS.cso) | bin | 444 -> 444 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/neoGloss_PS.inc (renamed from src/extras/shaders/neoGloss_PS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoGloss_VS.cso (renamed from src/extras/shaders/neoGloss_VS.cso) | bin | 764 -> 764 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/neoGloss_VS.inc (renamed from src/extras/shaders/neoGloss_VS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoGloss_frag.inc (renamed from src/extras/shaders/neoGloss_fs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoGloss_vert.inc (renamed from src/extras/shaders/neoGloss_vs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoRimSkin_VS.cso (renamed from src/extras/shaders/neoRimSkin_VS.cso) | bin | 2404 -> 2404 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/neoRimSkin_VS.inc (renamed from src/extras/shaders/neoRimSkin_VS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoRimSkin_vert.inc (renamed from src/extras/shaders/neoRimSkin_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoRim_VS.cso (renamed from src/extras/shaders/neoRim_VS.cso) | bin | 1384 -> 1384 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/neoRim_VS.inc (renamed from src/extras/shaders/neoRim_VS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoRim_vert.inc (renamed from src/extras/shaders/neoRim_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoVehicle_PS.cso (renamed from src/extras/shaders/neoVehicle_PS.cso) | bin | 476 -> 476 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/neoVehicle_PS.inc (renamed from src/extras/shaders/neoVehicle_PS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoVehicle_VS.cso (renamed from src/extras/shaders/neoVehicle_VS.cso) | bin | 1896 -> 1896 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/neoVehicle_VS.inc (renamed from src/extras/shaders/neoVehicle_VS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoVehicle_frag.inc (renamed from src/extras/shaders/neoVehicle_fs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoVehicle_vert.inc (renamed from src/extras/shaders/neoVehicle_vs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoWorldIII_PS.cso (renamed from src/extras/shaders/neoWorldIII_PS.cso) | bin | 528 -> 528 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/neoWorldIII_PS.inc (renamed from src/extras/shaders/neoWorldIII_PS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/neoWorldIII_frag.inc (renamed from src/extras/shaders/neoWorldIII_fs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/screenDroplet_PS.cso (renamed from src/extras/shaders/screenDroplet_PS.cso) | bin | 324 -> 324 bytes | |||
-rw-r--r-- | src/extras/shaders/obj/screenDroplet_PS.inc (renamed from src/extras/shaders/screenDroplet_PS.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/screenDroplet_frag.inc (renamed from src/extras/shaders/screenDroplet_fs_gl.inc) | 0 | ||||
-rw-r--r-- | src/extras/shaders/obj/simple_frag.inc (renamed from src/extras/shaders/simple_fs_gl.inc) | 0 | ||||
-rw-r--r-- | src/peds/Ped.cpp | 19 | ||||
-rw-r--r-- | src/render/Clouds.cpp | 4 | ||||
-rw-r--r-- | src/render/Hud.cpp | 8 | ||||
-rw-r--r-- | src/skel/crossplatform.h | 2 | ||||
-rw-r--r-- | src/skel/glfw/glfw.cpp | 8 | ||||
-rw-r--r-- | src/skel/win/win.cpp | 4 | ||||
-rw-r--r-- | utils/gxt/american.txt | 64 | ||||
-rw-r--r-- | utils/gxt/french.txt | 64 | ||||
-rw-r--r-- | utils/gxt/german.txt | 64 | ||||
-rw-r--r-- | utils/gxt/italian.txt | 64 | ||||
-rwxr-xr-x | utils/gxt/polish.txt | 64 | ||||
-rw-r--r-- | utils/gxt/russian.txt | 64 | ||||
-rw-r--r-- | utils/gxt/spanish.txt | 64 | ||||
m--------- | vendor/librw | 0 |
79 files changed, 510 insertions, 435 deletions
diff --git a/gamefiles/TEXT/american.gxt b/gamefiles/TEXT/american.gxt Binary files differindex 270d5b5b..c45d3779 100644 --- a/gamefiles/TEXT/american.gxt +++ b/gamefiles/TEXT/american.gxt diff --git a/gamefiles/TEXT/french.gxt b/gamefiles/TEXT/french.gxt Binary files differindex aa2b9050..2cbfe948 100644 --- a/gamefiles/TEXT/french.gxt +++ b/gamefiles/TEXT/french.gxt diff --git a/gamefiles/TEXT/german.gxt b/gamefiles/TEXT/german.gxt Binary files differindex 40dfd55b..b7aea441 100644 --- a/gamefiles/TEXT/german.gxt +++ b/gamefiles/TEXT/german.gxt diff --git a/gamefiles/TEXT/italian.gxt b/gamefiles/TEXT/italian.gxt Binary files differindex 439663c8..00f6a9d0 100644 --- a/gamefiles/TEXT/italian.gxt +++ b/gamefiles/TEXT/italian.gxt diff --git a/gamefiles/TEXT/polish.gxt b/gamefiles/TEXT/polish.gxt Binary files differindex 3b593450..ca151bf4 100755 --- a/gamefiles/TEXT/polish.gxt +++ b/gamefiles/TEXT/polish.gxt diff --git a/gamefiles/TEXT/russian.gxt b/gamefiles/TEXT/russian.gxt Binary files differindex 026222ac..cdef1697 100644 --- a/gamefiles/TEXT/russian.gxt +++ b/gamefiles/TEXT/russian.gxt diff --git a/gamefiles/TEXT/spanish.gxt b/gamefiles/TEXT/spanish.gxt Binary files differindex ef0d4146..31f6d8c0 100644 --- a/gamefiles/TEXT/spanish.gxt +++ b/gamefiles/TEXT/spanish.gxt diff --git a/premake5.lua b/premake5.lua index 08b600e4..a0d54ea7 100644 --- a/premake5.lua +++ b/premake5.lua @@ -236,6 +236,10 @@ project "re3" targetname "re3"
targetdir "bin/%{cfg.platform}/%{cfg.buildcfg}"
+ if(_OPTIONS["with-librw"]) then
+ dependson "librw"
+ end
+
files { addSrcFiles("src") }
files { addSrcFiles("src/animation") }
files { addSrcFiles("src/audio") }
diff --git a/src/core/Cam.cpp b/src/core/Cam.cpp index 2a32ed1f..e0497fe2 100644 --- a/src/core/Cam.cpp +++ b/src/core/Cam.cpp @@ -4631,7 +4631,7 @@ CCam::Process_FollowPed_Rotation(const CVector &CameraTarget, float TargetOrient */ { LookLeftRight = -CPad::GetPad(0)->LookAroundLeftRight(); - LookUpDown = -CPad::GetPad(0)->LookAroundUpDown(); + LookUpDown = CPad::GetPad(0)->LookAroundUpDown(); } float AlphaOffset, BetaOffset; if(UseMouse){ diff --git a/src/core/ControllerConfig.cpp b/src/core/ControllerConfig.cpp index 83d0f669..e72af7e4 100644 --- a/src/core/ControllerConfig.cpp +++ b/src/core/ControllerConfig.cpp @@ -354,6 +354,11 @@ uint32 CControllerConfigManager::ms_padButtonsInited = 0; void CControllerConfigManager::InitDefaultControlConfigJoyPad(uint32 buttons) { +#ifdef XINPUT + // No manual bindings for you, honey. + return; +#endif + m_bFirstCapture = true; uint32 btn = buttons; diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp index 5e9f6d0d..07b8f996 100644 --- a/src/core/Frontend.cpp +++ b/src/core/Frontend.cpp @@ -3655,7 +3655,13 @@ CMenuManager::LoadAllTextures() m_aMenuSprites[i].SetAddressing(rwTEXTUREADDRESSBORDER); } #ifdef MENU_MAP + static bool menuOptionAdded = false; for (int i = 0; i < ARRAY_SIZE(MapFilenames); i++) { + if (!menuOptionAdded && RwTextureRead(MapFilenames[i][0], MapFilenames[i][1])) { + FrontendOptionSetCursor(MENUPAGE_PAUSE_MENU, 2, false); + FrontendOptionAddBuiltinAction("FEG_MAP", MENUACTION_CHANGEMENU, MENUPAGE_MAP, SAVESLOT_NONE); + menuOptionAdded = true; + } m_aMapSprites[i].SetTexture(MapFilenames[i][0], MapFilenames[i][1]); m_aMapSprites[i].SetAddressing(rwTEXTUREADDRESSBORDER); } @@ -6005,13 +6011,13 @@ CMenuManager::PrintController(void) CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_SELECT_X)), MENU_Y(Y(TEXT_SELECT_Y)), TheText.Get("FEC_CAM")); CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_START_X)), MENU_Y(Y(TEXT_START_Y)), TheText.Get("FEC_PAU")); CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_R2_X)), MENU_Y(Y(TEXT_R2_Y)), TheText.Get("FEC_CWR")); - CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_R1_X)), MENU_Y(Y(TEXT_R1_Y)), TheText.Get("FEC_TAR")); + CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_R1_X)), MENU_Y(Y(TEXT_R1_Y)), TheText.Get("FEC_ATT")); CFont::SetRightJustifyOn(); // X CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_SQUARE_X)), MENU_Y(Y(TEXT_SQUARE_Y)), TheText.Get("FEC_JUM")); CFont::SetJustifyOn(); // X - CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_TRIANGLE_X)), MENU_Y(Y(TEXT_TRIANGLE_Y)), TheText.Get("FEC_LOF")); - CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_CIRCLE_X)), MENU_Y(Y(TEXT_CIRCLE_Y)), TheText.Get("FEC_RUN")); - CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_CROSS_X)), MENU_Y(Y(TEXT_CROSS_Y)), TheText.Get("FEC_ATT")); + CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_TRIANGLE_X)), MENU_Y(Y(TEXT_TRIANGLE_Y)), TheText.Get("FEC_ENV")); + CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_CIRCLE_X)), MENU_Y(Y(TEXT_CIRCLE_Y)), TheText.Get("FEC_LOF")); + CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_CROSS_X)), MENU_Y(Y(TEXT_CROSS_Y)), TheText.Get("FEC_RUN")); CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_RSTICK_X)), MENU_Y(Y(TEXT_RSTICK_Y)), TheText.Get("FEC_FPC")); CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_R3_X)), MENU_Y(Y(TEXT_R3_Y)), TheText.Get("FEC_LB3")); CFont::PrintString(MENU_X_LEFT_ALIGNED(X(TEXT_R3_X)), MENU_Y(Y(TEXT_R3_Y + 13.0f)), TheText.Get("FEC_R3")); diff --git a/src/core/Frontend.h b/src/core/Frontend.h index 9c666809..5c3523ab 100644 --- a/src/core/Frontend.h +++ b/src/core/Frontend.h @@ -235,15 +235,15 @@ enum eMenuScreen MENUPAGE_KEYBOARD_CONTROLS = 55, MENUPAGE_MOUSE_CONTROLS = 56, MENUPAGE_MISSION_RETRY = 57, +#ifdef CUSTOM_FRONTEND_OPTIONS + #ifdef MENU_MAP MENUPAGE_MAP = 58, #endif -#ifdef CUSTOM_FRONTEND_OPTIONS - #ifdef GRAPHICS_MENU_OPTIONS MENUPAGE_GRAPHICS_SETTINGS, #endif -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU MENUPAGE_DETECT_JOYSTICK, #endif diff --git a/src/core/Game.cpp b/src/core/Game.cpp index 4fd30b53..2a6afa97 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -414,6 +414,11 @@ bool CGame::Initialise(const char* datFile) CTxdStore::Create(gameTxdSlot); CTxdStore::AddRef(gameTxdSlot); +#ifdef EXTENDED_PIPELINES + // for generic fallback + CustomPipes::SetTxdFindCallback(); +#endif + LoadingScreen("Loading the Game", "Loading particles", nil); int particleTxdSlot = CTxdStore::AddTxdSlot("particle"); CTxdStore::LoadTxd(particleTxdSlot, "MODELS/PARTICLE.TXD"); @@ -498,10 +503,6 @@ bool CGame::Initialise(const char* datFile) CFileLoader::LoadLevel("GTA3.DAT"); #endif -#ifdef EXTENDED_PIPELINES - // for generic fallback - CustomPipes::SetTxdFindCallback(); -#endif CWorld::AddParticles(); CVehicleModelInfo::LoadVehicleColours(); CVehicleModelInfo::LoadEnvironmentMaps(); diff --git a/src/core/MenuScreens.cpp b/src/core/MenuScreens.cpp index 7c90ea12..3bd9adf4 100644 --- a/src/core/MenuScreens.cpp +++ b/src/core/MenuScreens.cpp @@ -394,9 +394,6 @@ CMenuScreen aScreens[MENUPAGES] = { { "FET_PAU", 1, MENUPAGE_DISABLED, MENUPAGE_DISABLED, 0, 0, MENUACTION_RESUME, "FEM_RES", SAVESLOT_NONE, MENUPAGE_NONE, MENUACTION_CHANGEMENU, "FEN_STA", SAVESLOT_NONE, MENUPAGE_NEW_GAME, -#ifdef MENU_MAP - MENUACTION_CHANGEMENU, "FEG_MAP", SAVESLOT_NONE, MENUPAGE_MAP, -#endif MENUACTION_CHANGEMENU, "FEP_STA", SAVESLOT_NONE, MENUPAGE_STATS, MENUACTION_CHANGEMENU, "FEP_BRI", SAVESLOT_NONE, MENUPAGE_BRIEFS, MENUACTION_CHANGEMENU, "FET_OPT", SAVESLOT_NONE, MENUPAGE_OPTIONS, @@ -441,14 +438,6 @@ CMenuScreen aScreens[MENUPAGES] = { }, #endif -#ifdef MENU_MAP - // MENUPAGE_MAP - { "FEG_MAP", 1, MENUPAGE_NONE, MENUPAGE_NONE, 2, 2, - MENUACTION_UNK110, "", SAVESLOT_NONE, MENUPAGE_NONE, // to prevent cross/enter to go back - MENUACTION_CHANGEMENU, "FEDS_TB", SAVESLOT_NONE, MENUPAGE_NONE, - }, -#endif - // MENUPAGE_UNK { "", 0, MENUPAGE_NONE, MENUPAGE_NONE, 0, 0, diff --git a/src/core/MenuScreensCustom.cpp b/src/core/MenuScreensCustom.cpp index 357f136b..ed5b149c 100644 --- a/src/core/MenuScreensCustom.cpp +++ b/src/core/MenuScreensCustom.cpp @@ -1,4 +1,13 @@ #include "common.h" +#if defined DETECT_JOYSTICK_MENU && defined XINPUT +#include <windows.h> +#include <xinput.h> +#if !defined(PSAPI_VERSION) || (PSAPI_VERSION > 1) +#pragma comment( lib, "Xinput9_1_0.lib" ) +#else +#pragma comment( lib, "Xinput.lib" ) +#endif +#endif #include "platform.h" #include "crossplatform.h" #include "Renderer.h" @@ -186,38 +195,6 @@ void IslandLoadingAfterChange(int8 before, int8 after) { } #endif -#ifdef MORE_LANGUAGES -void LangPolSelect(int8 action) -{ - if (action == FEOPTION_ACTION_SELECT) { - FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_POLISH; - FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true; - FrontEndMenuManager.InitialiseChangedLanguageSettings(); - FrontEndMenuManager.SaveSettings(); - } -} - -void LangRusSelect(int8 action) -{ - if (action == FEOPTION_ACTION_SELECT) { - FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_RUSSIAN; - FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true; - FrontEndMenuManager.InitialiseChangedLanguageSettings(); - FrontEndMenuManager.SaveSettings(); - } -} - -void LangJapSelect(int8 action) -{ - if (action == FEOPTION_ACTION_SELECT) { - FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_JAPANESE; - FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true; - FrontEndMenuManager.InitialiseChangedLanguageSettings(); - FrontEndMenuManager.SaveSettings(); - } -} -#endif - #ifndef MULTISAMPLING void GraphicsGoBack() { } @@ -297,11 +274,13 @@ void ScreenModeAfterChange(int8 before, int8 after) #endif -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU wchar selectedJoystickUnicode[128]; int cachedButtonNum = -1; wchar* DetectJoystickDraw(bool* disabled, bool userHovering) { + +#if defined RW_GL3 && !defined LIBRW_SDL2 int numButtons; int found = -1; const char *joyname; @@ -332,6 +311,40 @@ wchar* DetectJoystickDraw(bool* disabled, bool userHovering) { } } if (PSGLOBAL(joy1id) == -1) +#elif defined XINPUT + int found = -1; + XINPUT_STATE xstate; + memset(&xstate, 0, sizeof(XINPUT_STATE)); + if (userHovering) { + for (int i = 0; i <= 3; i++) { + if (XInputGetState(i, &xstate) == ERROR_SUCCESS) { + if (xstate.Gamepad.bLeftTrigger || xstate.Gamepad.bRightTrigger) { + found = i; + break; + } + for (int j = XINPUT_GAMEPAD_DPAD_UP; j != XINPUT_GAMEPAD_Y << 1; j = (j << 1)) { + if (xstate.Gamepad.wButtons & j) { + found = i; + break; + } + } + if (found != -1) + break; + } + } + if (found != -1 && CPad::XInputJoy1 != found) { + if (CPad::XInputJoy1 != -1 && CPad::XInputJoy1 != found) + CPad::XInputJoy2 = CPad::XInputJoy1; + else + CPad::XInputJoy2 = -1; + + CPad::XInputJoy1 = found; + cachedButtonNum = 0; // fake too, because xinput bypass CControllerConfig + } + } + sprintf(gSelectedJoystickName, "%d", CPad::XInputJoy1); // fake, on xinput we only store gamepad ids(thanks MS) so this is a temp variable to be used below + if (CPad::XInputJoy1 == -1) +#endif AsciiToUnicode("Not found", selectedJoystickUnicode); else AsciiToUnicode(gSelectedJoystickName, selectedJoystickUnicode); @@ -452,11 +465,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = { MENUACTION_LANG_GER, "FEL_GER", { nil, SAVESLOT_NONE, MENUPAGE_LANGUAGE_SETTINGS }, MENUACTION_LANG_ITA, "FEL_ITA", { nil, SAVESLOT_NONE, MENUPAGE_LANGUAGE_SETTINGS }, MENUACTION_LANG_SPA, "FEL_SPA", { nil, SAVESLOT_NONE, MENUPAGE_LANGUAGE_SETTINGS }, -#ifdef MORE_LANGUAGES - MENUACTION_CFO_DYNAMIC, "FEL_POL", { new CCFODynamic(nil, nil, nil, nil, LangPolSelect) }, - MENUACTION_CFO_DYNAMIC, "FEL_RUS", { new CCFODynamic(nil, nil, nil, nil, LangRusSelect) }, - MENUACTION_CFO_DYNAMIC, "FEL_JAP", { new CCFODynamic(nil, nil, nil, nil, LangJapSelect) }, -#endif + // CustomFrontendOptionsPopulate will add languages here, if files are found MENUACTION_CHANGEMENU, "FEDS_TB", { nil, SAVESLOT_NONE, MENUPAGE_NONE }, }, @@ -666,7 +675,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = { #ifdef GAMEPAD_MENU MENUACTION_CHANGEMENU, "FET_AGS", { nil, SAVESLOT_NONE, MENUPAGE_CONTROLLER_SETTINGS }, #endif -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU MENUACTION_CHANGEMENU, "FEC_JOD", { nil, SAVESLOT_NONE, MENUPAGE_DETECT_JOYSTICK }, #endif MENUACTION_CHANGEMENU, "FET_AMS", { nil, SAVESLOT_NONE, MENUPAGE_MOUSE_CONTROLS }, @@ -791,9 +800,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = { { "FET_PAU", MENUPAGE_DISABLED, MENUPAGE_DISABLED, nil, nil, MENUACTION_RESUME, "FEM_RES", { nil, SAVESLOT_NONE, MENUPAGE_NONE }, MENUACTION_CHANGEMENU, "FEN_STA", { nil, SAVESLOT_NONE, MENUPAGE_NEW_GAME }, -#ifdef MENU_MAP - MENUACTION_CHANGEMENU, "FEG_MAP", { nil, SAVESLOT_NONE, MENUPAGE_MAP }, -#endif + // CMenuManager::LoadAllTextures will add map here, if MENU_MAP enabled and map textures are found MENUACTION_CHANGEMENU, "FEP_STA", { nil, SAVESLOT_NONE, MENUPAGE_STATS }, MENUACTION_CHANGEMENU, "FEP_BRI", { nil, SAVESLOT_NONE, MENUPAGE_BRIEFS }, MENUACTION_CHANGEMENU, "FET_OPT", { nil, SAVESLOT_NONE, MENUPAGE_OPTIONS }, @@ -873,7 +880,7 @@ CMenuScreenCustom aScreens[MENUPAGES] = { }, #endif -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU // MENUPAGE_DETECT_JOYSTICK { "FEC_JOD", MENUPAGE_CONTROLLER_PC, MENUPAGE_CONTROLLER_PC, new CCustomScreenLayout({MENUSPRITE_MAINMENU, 40, 60, 20, FONT_BANK, FESCREEN_LEFT_ALIGN, false, MEDIUMTEXT_X_SCALE, MEDIUMTEXT_Y_SCALE}), DetectJoystickGoBack, diff --git a/src/core/Pad.cpp b/src/core/Pad.cpp index 9bcac613..60bb7a76 100644 --- a/src/core/Pad.cpp +++ b/src/core/Pad.cpp @@ -1028,8 +1028,14 @@ void CPad::AddToPCCheatString(char c) } #ifdef XINPUT +int CPad::XInputJoy1 = 0; +int CPad::XInputJoy2 = 1; void CPad::AffectFromXinput(uint32 pad) { + pad = pad == 0 ? XInputJoy1 : XInputJoy2; + if (pad == -1) // LoadINIControllerSettings can set it to -1 + return; + XINPUT_STATE xstate; memset(&xstate, 0, sizeof(XINPUT_STATE)); if (XInputGetState(pad, &xstate) == ERROR_SUCCESS) diff --git a/src/core/Pad.h b/src/core/Pad.h index 20a676ef..b37659cd 100644 --- a/src/core/Pad.h +++ b/src/core/Pad.h @@ -263,6 +263,8 @@ public: static int32 *EditCodesForControls(int32 *pRsKeys, int32 nSize); #ifdef XINPUT + static int XInputJoy1; + static int XInputJoy2; void AffectFromXinput(uint32 pad); #endif diff --git a/src/core/common.h b/src/core/common.h index 33d8910d..a8f19158 100644 --- a/src/core/common.h +++ b/src/core/common.h @@ -354,7 +354,7 @@ __inline__ void TRACE(char *f, ...) { } // this is re3 only, and so the function #ifndef MASTER #define assert(_Expression) (void)( (!!(_Expression)) || (re3_assert(#_Expression, __FILE__, __LINE__, __FUNCTION__), 0) ) #else -#define assert(_Expression) +#define assert(_Expression) (_Expression) #endif #define ASSERT assert diff --git a/src/core/config.h b/src/core/config.h index 79323ef1..73c29f15 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -287,8 +287,8 @@ enum Config { #if !defined(RW_GL3) && defined(_WIN32) #define XINPUT #endif -#if !defined(_WIN32) && !defined(__SWITCH__) -#define DONT_TRUST_RECOGNIZED_JOYSTICKS // Then we'll only rely on GLFW gamepad DB, and expect user to enter Controller->Detect joysticks if his joystick isn't on that list. +#if defined XINPUT || (defined RW_GL3 && !defined LIBRW_SDL2 && !defined __SWITCH__) +#define DETECT_JOYSTICK_MENU // Then we'll expect user to enter Controller->Detect joysticks if his joystick isn't detected at the start. #endif #define DETECT_PAD_INPUT_SWITCH // Adds automatic switch of pad related stuff between controller and kb/m #define KANGAROO_CHEAT @@ -312,7 +312,6 @@ enum Config { # define PS2_MENU //# define PS2_MENU_USEALLPAGEICONS #else -# define MENU_MAP // VC-like menu map. Make sure you have new menu.txd # ifdef XINPUT # define GAMEPAD_MENU // Add gamepad menu @@ -326,6 +325,7 @@ enum Config { # define CUSTOM_FRONTEND_OPTIONS # ifdef CUSTOM_FRONTEND_OPTIONS +# define MENU_MAP // VC-like menu map. Won't appear if you don't have our menu.txd # define GRAPHICS_MENU_OPTIONS // otherwise Display settings will be scrollable # define NO_ISLAND_LOADING // disable loadscreen between islands via loading all island data at once, consumes more memory and CPU # define CUTSCENE_BORDERS_SWITCH diff --git a/src/core/re3.cpp b/src/core/re3.cpp index 62d963ca..3584e226 100644 --- a/src/core/re3.cpp +++ b/src/core/re3.cpp @@ -1,6 +1,14 @@ #include <csignal> #define WITHWINDOWS #include "common.h" +#if defined DETECT_JOYSTICK_MENU && defined XINPUT +#include <xinput.h> +#if !defined(PSAPI_VERSION) || (PSAPI_VERSION > 1) +#pragma comment( lib, "Xinput9_1_0.lib" ) +#else +#pragma comment( lib, "Xinput.lib" ) +#endif +#endif #include "Renderer.h" #include "Credits.h" #include "Camera.h" @@ -34,7 +42,7 @@ #include "MBlur.h" #include "ControllerConfig.h" -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU #include "crossplatform.h" #endif @@ -77,16 +85,49 @@ mysrand(unsigned int seed) #ifdef CUSTOM_FRONTEND_OPTIONS #include "frontendoption.h" +#ifdef MORE_LANGUAGES +void LangPolSelect(int8 action) +{ + if (action == FEOPTION_ACTION_SELECT) { + FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_POLISH; + FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true; + FrontEndMenuManager.InitialiseChangedLanguageSettings(); + FrontEndMenuManager.SaveSettings(); + } +} + +void LangRusSelect(int8 action) +{ + if (action == FEOPTION_ACTION_SELECT) { + FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_RUSSIAN; + FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true; + FrontEndMenuManager.InitialiseChangedLanguageSettings(); + FrontEndMenuManager.SaveSettings(); + } +} + +void LangJapSelect(int8 action) +{ + if (action == FEOPTION_ACTION_SELECT) { + FrontEndMenuManager.m_PrefsLanguage = CMenuManager::LANGUAGE_JAPANESE; + FrontEndMenuManager.m_bFrontEnd_ReloadObrTxtGxt = true; + FrontEndMenuManager.InitialiseChangedLanguageSettings(); + FrontEndMenuManager.SaveSettings(); + } +} +#endif + void CustomFrontendOptionsPopulate(void) { - // Moved to an array in MenuScreensCustom.cpp, but APIs are still available. see frontendoption.h + // Most of custom options are done statically in MenuScreensCustom.cpp, we add them here only if they're dependent to extra files - // These work only if we have neo folder, so they're dynamically added + // These work only if we have neo folder + int fd; #ifdef EXTENDED_PIPELINES const char *vehPipelineNames[] = { "FED_MFX", "FED_NEO" }; const char *off_on[] = { "FEM_OFF", "FEM_ON" }; - int fd = CFileMgr::OpenFile("neo/neo.txd","r"); + fd = CFileMgr::OpenFile("neo/neo.txd","r"); if (fd) { #ifdef GRAPHICS_MENU_OPTIONS FrontendOptionSetCursor(MENUPAGE_GRAPHICS_SETTINGS, -3, false); @@ -105,6 +146,35 @@ CustomFrontendOptionsPopulate(void) } #endif + // Add outsourced language translations, if files are found +#ifdef MORE_LANGUAGES + int fd2; + FrontendOptionSetCursor(MENUPAGE_LANGUAGE_SETTINGS, 5, false); + if (fd = CFileMgr::OpenFile("text/polish.gxt","r")) { + if (fd2 = CFileMgr::OpenFile("models/fonts_p.txd","r")) { + FrontendOptionAddDynamic("FEL_POL", nil, nil, LangPolSelect, nil, nil); + CFileMgr::CloseFile(fd2); + } + CFileMgr::CloseFile(fd); + } + + if (fd = CFileMgr::OpenFile("text/russian.gxt","r")) { + if (fd2 = CFileMgr::OpenFile("models/fonts_r.txd","r")) { + FrontendOptionAddDynamic("FEL_RUS", nil, nil, LangRusSelect, nil, nil); + CFileMgr::CloseFile(fd2); + } + CFileMgr::CloseFile(fd); + } + + if (fd = CFileMgr::OpenFile("text/japanese.gxt","r")) { + if (fd2 = CFileMgr::OpenFile("models/fonts_j.txd","r")) { + FrontendOptionAddDynamic("FEL_JAP", nil, nil, LangJapSelect, nil, nil); + CFileMgr::CloseFile(fd2); + } + CFileMgr::CloseFile(fd); + } +#endif + } #endif @@ -244,9 +314,33 @@ const char *iniKeyboardButtons[] = {"ESC","F1","F2","F3","F4","F5","F6","F7","F8 void LoadINIControllerSettings() { -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU +#ifdef XINPUT + int storedJoy1 = -1; + if (ReadIniIfExists("Controller", "JoystickName", &storedJoy1)) { + CPad::XInputJoy1 = -1; + CPad::XInputJoy2 = -1; + XINPUT_STATE xstate; + memset(&xstate, 0, sizeof(XINPUT_STATE)); + + // Firstly confirm & set joy 1 + if (XInputGetState(storedJoy1, &xstate) == ERROR_SUCCESS) { + CPad::XInputJoy1 = storedJoy1; + } + + for (int i = 0; i <= 3; i++) { + if (XInputGetState(i, &xstate) == ERROR_SUCCESS) { + if (CPad::XInputJoy1 == -1) + CPad::XInputJoy1 = i; + else if (CPad::XInputJoy2 == -1 && i != CPad::XInputJoy1) + CPad::XInputJoy2 = i; + } + } + } +#else ReadIniIfExists("Controller", "JoystickName", gSelectedJoystickName, 128); #endif +#endif // force to default GTA behaviour (never overwrite bindings on joy change/initialization) if user init'ed/set bindings before we introduced that if (!ReadIniIfExists("Controller", "PadButtonsInited", &ControlsManager.ms_padButtonsInited)) { ControlsManager.ms_padButtonsInited = cfg.category_size("Bindings") != 0 ? 16 : 0; @@ -343,9 +437,13 @@ void SaveINIControllerSettings() StoreIni("Bindings", iniControllerActions[i], value, 128); } -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU +#ifdef XINPUT + StoreIni("Controller", "JoystickName", CPad::XInputJoy1); +#else StoreIni("Controller", "JoystickName", gSelectedJoystickName, 128); #endif +#endif StoreIni("Controller", "PadButtonsInited", ControlsManager.ms_padButtonsInited); cfg.write_file("re3.ini"); } diff --git a/src/extras/custompipes_d3d9.cpp b/src/extras/custompipes_d3d9.cpp index 4242c630..dad42b33 100644 --- a/src/extras/custompipes_d3d9.cpp +++ b/src/extras/custompipes_d3d9.cpp @@ -89,6 +89,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) } int vsBits; + rw::uint32 flags = atomic->geometry->flags; setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setIndices(header->indexBuffer); setVertexDeclaration(header->vertexDeclaration); @@ -120,7 +121,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) reflProps[3] = m->surfaceProps.specular == 0.0f ? 0.0f : VehicleSpecularity; d3ddevice->SetVertexShaderConstantF(VSLOC_reflProps, reflProps, 1); - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(m->texture) d3d::setTexture(0, m->texture); @@ -149,11 +150,11 @@ CreateVehiclePipe(void) fp = ReadTweakValueTable(fp, SpecColor); } -#include "shaders/neoVehicle_VS.inc" +#include "shaders/obj/neoVehicle_VS.inc" neoVehicle_VS = rw::d3d::createVertexShader(neoVehicle_VS_cso); assert(neoVehicle_VS); -#include "shaders/neoVehicle_PS.inc" +#include "shaders/obj/neoVehicle_PS.inc" neoVehicle_PS = rw::d3d::createPixelShader(neoVehicle_PS_cso); assert(neoVehicle_PS); @@ -259,11 +260,11 @@ CreateWorldPipe(void) else ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); -#include "shaders/default_UV2_VS.inc" +#include "shaders/obj/default_UV2_VS.inc" neoWorld_VS = rw::d3d::createVertexShader(default_UV2_VS_cso); assert(neoWorld_VS); -#include "shaders/neoWorldIII_PS.inc" +#include "shaders/obj/neoWorldIII_PS.inc" neoWorldIII_PS = rw::d3d::createPixelShader(neoWorldIII_PS_cso); assert(neoWorldIII_PS); @@ -346,11 +347,11 @@ glossRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) void CreateGlossPipe(void) { -#include "shaders/neoGloss_VS.inc" +#include "shaders/obj/neoGloss_VS.inc" neoGloss_VS = rw::d3d::createVertexShader(neoGloss_VS_cso); assert(neoGloss_VS); -#include "shaders/neoGloss_PS.inc" +#include "shaders/obj/neoGloss_PS.inc" neoGloss_PS = rw::d3d::createPixelShader(neoGloss_PS_cso); assert(neoGloss_PS); @@ -420,6 +421,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) } int vsBits; + rw::uint32 flags = atomic->geometry->flags; setStreamSource(0, header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setIndices(header->indexBuffer); setVertexDeclaration(header->vertexDeclaration); @@ -437,7 +439,7 @@ rimRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(m->texture){ d3d::setTexture(0, m->texture); @@ -463,7 +465,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) } int vsBits; - + rw::uint32 flags = atomic->geometry->flags; setStreamSource(0, (IDirect3DVertexBuffer9*)header->vertexStream[0].vertexBuffer, 0, header->vertexStream[0].stride); setIndices((IDirect3DIndexBuffer9*)header->indexBuffer); @@ -484,7 +486,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::d3d9::InstanceDataHeader *header) SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 255); - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(inst->material->texture){ d3d::setTexture(0, m->texture); @@ -512,11 +514,11 @@ CreateRimLightPipes(void) } -#include "shaders/neoRim_VS.inc" +#include "shaders/obj/neoRim_VS.inc" neoRim_VS = rw::d3d::createVertexShader(neoRim_VS_cso); assert(neoRim_VS); -#include "shaders/neoRimSkin_VS.inc" +#include "shaders/obj/neoRimSkin_VS.inc" neoRimSkin_VS = rw::d3d::createVertexShader(neoRimSkin_VS_cso); assert(neoRimSkin_VS); @@ -610,6 +612,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) assert(building->instHeader->platform == PLATFORM_D3D9); building->fadeAlpha = 255; building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT); + rw::uint32 flags = atomic->geometry->flags; bool setupDone = false; bool defer = false; @@ -639,7 +642,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) setupDone = true; } - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); if(m->texture){ d3d::setTexture(0, m->texture); @@ -702,7 +705,7 @@ RenderBlendPass(int pass) rw::RGBA color = m->color; color.alpha = (color.alpha * building->fadeAlpha)/255; - setMaterial(color, m->surfaceProps); + setMaterial(color, m->surfaceProps); // always modulate here if(m->texture){ d3d::setTexture(0, m->texture); diff --git a/src/extras/custompipes_gl.cpp b/src/extras/custompipes_gl.cpp index caf9eb27..f1cbfc38 100644 --- a/src/extras/custompipes_gl.cpp +++ b/src/extras/custompipes_gl.cpp @@ -87,6 +87,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -119,7 +120,7 @@ vehicleRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -159,8 +160,8 @@ CreateVehiclePipe(void) { -#include "shaders/neoVehicle_fs_gl.inc" -#include "shaders/neoVehicle_vs_gl.inc" +#include "shaders/obj/neoVehicle_frag.inc" +#include "shaders/obj/neoVehicle_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoVehicle_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoVehicle_frag_src, nil }; neoVehicleShader = Shader::create(vs, fs); @@ -270,8 +271,8 @@ CreateWorldPipe(void) ReadTweakValueTable((char*)work_buff, WorldLightmapBlend); { -#include "shaders/neoWorldIII_fs_gl.inc" -#include "shaders/default_UV2_gl.inc" +#include "shaders/obj/neoWorldIII_frag.inc" +#include "shaders/obj/default_UV2_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, default_UV2_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoWorldIII_frag_src, nil }; neoWorldShader = Shader::create(vs, fs); @@ -378,8 +379,8 @@ CreateGlossPipe(void) using namespace rw::gl3; { -#include "shaders/neoGloss_fs_gl.inc" -#include "shaders/neoGloss_vs_gl.inc" +#include "shaders/obj/neoGloss_frag.inc" +#include "shaders/obj/neoGloss_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoGloss_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, neoGloss_frag_src, nil }; neoGlossShader = Shader::create(vs, fs); @@ -448,6 +449,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -471,7 +473,7 @@ rimSkinRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -498,6 +500,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) Material *m; + rw::uint32 flags = atomic->geometry->flags; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); @@ -519,7 +522,7 @@ rimRenderCB(rw::Atomic *atomic, rw::gl3::InstanceDataHeader *header) while(n--){ m = inst->material; - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -550,8 +553,8 @@ CreateRimLightPipes(void) } { -#include "shaders/simple_fs_gl.inc" -#include "shaders/neoRimSkin_gl.inc" +#include "shaders/obj/simple_frag.inc" +#include "shaders/obj/neoRimSkin_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoRimSkin_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; neoRimSkinShader = Shader::create(vs, fs); @@ -559,8 +562,8 @@ CreateRimLightPipes(void) } { -#include "shaders/simple_fs_gl.inc" -#include "shaders/neoRim_gl.inc" +#include "shaders/obj/simple_frag.inc" +#include "shaders/obj/neoRim_vert.inc" const char *vs[] = { shaderDecl, header_vert_src, neoRim_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil }; neoRimShader = Shader::create(vs, fs); @@ -664,6 +667,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) assert(building->instHeader->platform == PLATFORM_GL3); building->fadeAlpha = 255; building->lighting = !!(atomic->geometry->flags & rw::Geometry::LIGHT); + rw::uint32 flags = atomic->geometry->flags; WorldLights lights; lights.numAmbients = 1; @@ -703,7 +707,7 @@ AtomicFirstPass(RpAtomic *atomic, int pass) setupDone = true; } - setMaterial(m->color, m->surfaceProps); + setMaterial(flags, m->color, m->surfaceProps); setTexture(0, m->texture); @@ -772,7 +776,7 @@ RenderBlendPass(int pass) rw::RGBA color = m->color; color.alpha = (color.alpha * building->fadeAlpha)/255; - setMaterial(color, m->surfaceProps); + setMaterial(color, m->surfaceProps); // always modulate here setTexture(0, m->texture); diff --git a/src/extras/postfx.cpp b/src/extras/postfx.cpp index 51b91060..b94d245d 100644 --- a/src/extras/postfx.cpp +++ b/src/extras/postfx.cpp @@ -141,16 +141,16 @@ CPostFX::Open(RwCamera *cam) #ifdef RW_D3D9 -#include "shaders/colourfilterIII_PS.inc" +#include "shaders/obj/colourfilterIII_PS.inc" colourfilterIII_PS = rw::d3d::createPixelShader(colourfilterIII_PS_cso); -#include "shaders/contrastPS.inc" +#include "shaders/obj/contrastPS.inc" contrast_PS = rw::d3d::createPixelShader(contrastPS_cso); #endif #ifdef RW_OPENGL using namespace rw::gl3; { -#include "shaders/im2d_gl.inc" -#include "shaders/colourfilterIII_fs_gl.inc" +#include "shaders/obj/im2d_vert.inc" +#include "shaders/obj/colourfilterIII_frag.inc" const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, colourfilterIII_frag_src, nil }; colourFilterIII = Shader::create(vs, fs); @@ -158,8 +158,8 @@ CPostFX::Open(RwCamera *cam) } { -#include "shaders/im2d_gl.inc" -#include "shaders/contrast_fs_gl.inc" +#include "shaders/obj/im2d_vert.inc" +#include "shaders/obj/contrast_frag.inc" const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, contrast_frag_src, nil }; contrast = Shader::create(vs, fs); diff --git a/src/extras/screendroplets.cpp b/src/extras/screendroplets.cpp index 74c44da0..1412141e 100644 --- a/src/extras/screendroplets.cpp +++ b/src/extras/screendroplets.cpp @@ -112,14 +112,14 @@ ScreenDroplets::InitDraw(void) openim2d_uv2(); #ifdef RW_D3D9 -#include "shaders/screenDroplet_PS.inc" +#include "shaders/obj/screenDroplet_PS.inc" screenDroplet_PS = rw::d3d::createPixelShader(screenDroplet_PS_cso); #endif #ifdef RW_GL3 using namespace rw::gl3; { -#include "shaders/im2d_UV2_gl.inc" -#include "shaders/screenDroplet_fs_gl.inc" +#include "shaders/obj/im2d_UV2_vert.inc" +#include "shaders/obj/screenDroplet_frag.inc" const char *vs[] = { shaderDecl, header_vert_src, im2d_UV2_vert_src, nil }; const char *fs[] = { shaderDecl, header_frag_src, screenDroplet_frag_src, nil }; screenDroplet = Shader::create(vs, fs); diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile deleted file mode 100644 index 51e009d6..00000000 --- a/src/extras/shaders/Makefile +++ /dev/null @@ -1,79 +0,0 @@ -all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \ - colourfilterIII_fs_gl.inc contrast_fs_gl.inc \ - neoRim_gl.inc neoRimSkin_gl.inc \ - neoWorldIII_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \ - neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \ - im2d_UV2_gl.inc screenDroplet_fs_gl.inc - -im2d_gl.inc: im2d.vert - (echo 'const char *im2d_vert_src =';\ - sed 's/..*/"&\\n"/' im2d.vert;\ - echo ';') >im2d_gl.inc - -simple_fs_gl.inc: simple.frag - (echo 'const char *simple_frag_src =';\ - sed 's/..*/"&\\n"/' simple.frag;\ - echo ';') >simple_fs_gl.inc - -default_UV2_gl.inc: default_UV2.vert - (echo 'const char *default_UV2_vert_src =';\ - sed 's/..*/"&\\n"/' default_UV2.vert;\ - echo ';') >default_UV2_gl.inc - - - -colourfilterIII_fs_gl.inc: colourfilterIII.frag - (echo 'const char *colourfilterIII_frag_src =';\ - sed 's/..*/"&\\n"/' colourfilterIII.frag;\ - echo ';') >colourfilterIII_fs_gl.inc - -contrast_fs_gl.inc: contrast.frag - (echo 'const char *contrast_frag_src =';\ - sed 's/..*/"&\\n"/' contrast.frag;\ - echo ';') >contrast_fs_gl.inc - - -neoRim_gl.inc: neoRim.vert - (echo 'const char *neoRim_vert_src =';\ - sed 's/..*/"&\\n"/' neoRim.vert;\ - echo ';') >neoRim_gl.inc - -neoRimSkin_gl.inc: neoRimSkin.vert - (echo 'const char *neoRimSkin_vert_src =';\ - sed 's/..*/"&\\n"/' neoRimSkin.vert;\ - echo ';') >neoRimSkin_gl.inc - -neoWorldIII_fs_gl.inc: neoWorldIII.frag - (echo 'const char *neoWorldIII_frag_src =';\ - sed 's/..*/"&\\n"/' neoWorldIII.frag;\ - echo ';') >neoWorldIII_fs_gl.inc - -neoGloss_fs_gl.inc: neoGloss.frag - (echo 'const char *neoGloss_frag_src =';\ - sed 's/..*/"&\\n"/' neoGloss.frag;\ - echo ';') >neoGloss_fs_gl.inc - -neoGloss_vs_gl.inc: neoGloss.vert - (echo 'const char *neoGloss_vert_src =';\ - sed 's/..*/"&\\n"/' neoGloss.vert;\ - echo ';') >neoGloss_vs_gl.inc - -neoVehicle_vs_gl.inc: neoVehicle.vert - (echo 'const char *neoVehicle_vert_src =';\ - sed 's/..*/"&\\n"/' neoVehicle.vert;\ - echo ';') >neoVehicle_vs_gl.inc - -neoVehicle_fs_gl.inc: neoVehicle.frag - (echo 'const char *neoVehicle_frag_src =';\ - sed 's/..*/"&\\n"/' neoVehicle.frag;\ - echo ';') >neoVehicle_fs_gl.inc - -im2d_UV2_gl.inc: im2d_UV2.vert - (echo 'const char *im2d_UV2_vert_src =';\ - sed 's/..*/"&\\n"/' im2d_UV2.vert;\ - echo ';') >im2d_UV2_gl.inc - -screenDroplet_fs_gl.inc: screenDroplet.frag - (echo 'const char *screenDroplet_frag_src =';\ - sed 's/..*/"&\\n"/' screenDroplet.frag;\ - echo ';') >screenDroplet_fs_gl.inc diff --git a/src/extras/shaders/make_glsl.sh b/src/extras/shaders/make_glsl.sh new file mode 100644 index 00000000..0af98961 --- /dev/null +++ b/src/extras/shaders/make_glsl.sh @@ -0,0 +1,9 @@ +#!sh +for i in *.vert; do + echo $i + ./makeinc_glsl.sh $i +done +for i in *.frag; do + echo $i + ./makeinc_glsl.sh $i +done diff --git a/src/extras/shaders/make.cmd b/src/extras/shaders/make_hlsl.cmd index 8404ac6c..dee95283 100644 --- a/src/extras/shaders/make.cmd +++ b/src/extras/shaders/make_hlsl.cmd @@ -1,3 +1,3 @@ @echo off -for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo %%~nf.cso %%f -for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo %%~nf.cso %%f +for %%f in (*PS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T ps_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f +for %%f in (*VS.hlsl) do "%DXSDK_DIR%\Utilities\bin\x86\fxc.exe" /T vs_2_0 /nologo /E main /Fo obj\%%~nf.cso %%f diff --git a/src/extras/shaders/makeinc_glsl.sh b/src/extras/shaders/makeinc_glsl.sh new file mode 100644 index 00000000..2bc6a387 --- /dev/null +++ b/src/extras/shaders/makeinc_glsl.sh @@ -0,0 +1,6 @@ +#!sh +ext=${1##*.} +name=${1%.*} +(echo "const char *${name}_${ext}_src =";\ +sed 's/..*/"&\\n"/' $1;\ +echo ';') > obj/${name}_${ext}.inc diff --git a/src/extras/shaders/makeinc.sh b/src/extras/shaders/makeinc_hlsl.sh index a649af33..a5b12867 100644 --- a/src/extras/shaders/makeinc.sh +++ b/src/extras/shaders/makeinc_hlsl.sh @@ -1,4 +1,5 @@ #!sh +cd obj for i in *cso; do (echo -n 'static ' xxd -i $i | grep -v '_len = ') > ${i%cso}inc diff --git a/src/extras/shaders/colourfilterIII_PS.cso b/src/extras/shaders/obj/colourfilterIII_PS.cso Binary files differindex cc41bcec..cc41bcec 100644 --- a/src/extras/shaders/colourfilterIII_PS.cso +++ b/src/extras/shaders/obj/colourfilterIII_PS.cso diff --git a/src/extras/shaders/colourfilterIII_PS.inc b/src/extras/shaders/obj/colourfilterIII_PS.inc index db49de6c..db49de6c 100644 --- a/src/extras/shaders/colourfilterIII_PS.inc +++ b/src/extras/shaders/obj/colourfilterIII_PS.inc diff --git a/src/extras/shaders/colourfilterIII_fs_gl.inc b/src/extras/shaders/obj/colourfilterIII_frag.inc index 6fd1935b..6fd1935b 100644 --- a/src/extras/shaders/colourfilterIII_fs_gl.inc +++ b/src/extras/shaders/obj/colourfilterIII_frag.inc diff --git a/src/extras/shaders/contrastPS.cso b/src/extras/shaders/obj/contrastPS.cso Binary files differindex a87c48d7..a87c48d7 100644 --- a/src/extras/shaders/contrastPS.cso +++ b/src/extras/shaders/obj/contrastPS.cso diff --git a/src/extras/shaders/contrastPS.inc b/src/extras/shaders/obj/contrastPS.inc index 5386792f..5386792f 100644 --- a/src/extras/shaders/contrastPS.inc +++ b/src/extras/shaders/obj/contrastPS.inc diff --git a/src/extras/shaders/contrast_fs_gl.inc b/src/extras/shaders/obj/contrast_frag.inc index 97f78194..97f78194 100644 --- a/src/extras/shaders/contrast_fs_gl.inc +++ b/src/extras/shaders/obj/contrast_frag.inc diff --git a/src/extras/shaders/default_UV2_VS.cso b/src/extras/shaders/obj/default_UV2_VS.cso Binary files differindex 5a48c663..5a48c663 100644 --- a/src/extras/shaders/default_UV2_VS.cso +++ b/src/extras/shaders/obj/default_UV2_VS.cso diff --git a/src/extras/shaders/default_UV2_VS.inc b/src/extras/shaders/obj/default_UV2_VS.inc index de832107..de832107 100644 --- a/src/extras/shaders/default_UV2_VS.inc +++ b/src/extras/shaders/obj/default_UV2_VS.inc diff --git a/src/extras/shaders/default_UV2_gl.inc b/src/extras/shaders/obj/default_UV2_vert.inc index 450f3d9a..450f3d9a 100644 --- a/src/extras/shaders/default_UV2_gl.inc +++ b/src/extras/shaders/obj/default_UV2_vert.inc diff --git a/src/extras/shaders/im2d_UV2_gl.inc b/src/extras/shaders/obj/im2d_UV2_vert.inc index 3feb2bc1..3feb2bc1 100644 --- a/src/extras/shaders/im2d_UV2_gl.inc +++ b/src/extras/shaders/obj/im2d_UV2_vert.inc diff --git a/src/extras/shaders/im2d_gl.inc b/src/extras/shaders/obj/im2d_vert.inc index d11f5d33..d11f5d33 100644 --- a/src/extras/shaders/im2d_gl.inc +++ b/src/extras/shaders/obj/im2d_vert.inc diff --git a/src/extras/shaders/neoGloss_PS.cso b/src/extras/shaders/obj/neoGloss_PS.cso Binary files differindex aa88e450..aa88e450 100644 --- a/src/extras/shaders/neoGloss_PS.cso +++ b/src/extras/shaders/obj/neoGloss_PS.cso diff --git a/src/extras/shaders/neoGloss_PS.inc b/src/extras/shaders/obj/neoGloss_PS.inc index 97e5641d..97e5641d 100644 --- a/src/extras/shaders/neoGloss_PS.inc +++ b/src/extras/shaders/obj/neoGloss_PS.inc diff --git a/src/extras/shaders/neoGloss_VS.cso b/src/extras/shaders/obj/neoGloss_VS.cso Binary files differindex 9635b8b7..9635b8b7 100644 --- a/src/extras/shaders/neoGloss_VS.cso +++ b/src/extras/shaders/obj/neoGloss_VS.cso diff --git a/src/extras/shaders/neoGloss_VS.inc b/src/extras/shaders/obj/neoGloss_VS.inc index 1ec03761..1ec03761 100644 --- a/src/extras/shaders/neoGloss_VS.inc +++ b/src/extras/shaders/obj/neoGloss_VS.inc diff --git a/src/extras/shaders/neoGloss_fs_gl.inc b/src/extras/shaders/obj/neoGloss_frag.inc index 67e9724e..67e9724e 100644 --- a/src/extras/shaders/neoGloss_fs_gl.inc +++ b/src/extras/shaders/obj/neoGloss_frag.inc diff --git a/src/extras/shaders/neoGloss_vs_gl.inc b/src/extras/shaders/obj/neoGloss_vert.inc index dffb423f..dffb423f 100644 --- a/src/extras/shaders/neoGloss_vs_gl.inc +++ b/src/extras/shaders/obj/neoGloss_vert.inc diff --git a/src/extras/shaders/neoRimSkin_VS.cso b/src/extras/shaders/obj/neoRimSkin_VS.cso Binary files differindex 8410504e..8410504e 100644 --- a/src/extras/shaders/neoRimSkin_VS.cso +++ b/src/extras/shaders/obj/neoRimSkin_VS.cso diff --git a/src/extras/shaders/neoRimSkin_VS.inc b/src/extras/shaders/obj/neoRimSkin_VS.inc index ac182956..ac182956 100644 --- a/src/extras/shaders/neoRimSkin_VS.inc +++ b/src/extras/shaders/obj/neoRimSkin_VS.inc diff --git a/src/extras/shaders/neoRimSkin_gl.inc b/src/extras/shaders/obj/neoRimSkin_vert.inc index 01b739b2..01b739b2 100644 --- a/src/extras/shaders/neoRimSkin_gl.inc +++ b/src/extras/shaders/obj/neoRimSkin_vert.inc diff --git a/src/extras/shaders/neoRim_VS.cso b/src/extras/shaders/obj/neoRim_VS.cso Binary files differindex 4af538b1..4af538b1 100644 --- a/src/extras/shaders/neoRim_VS.cso +++ b/src/extras/shaders/obj/neoRim_VS.cso diff --git a/src/extras/shaders/neoRim_VS.inc b/src/extras/shaders/obj/neoRim_VS.inc index 03b044a6..03b044a6 100644 --- a/src/extras/shaders/neoRim_VS.inc +++ b/src/extras/shaders/obj/neoRim_VS.inc diff --git a/src/extras/shaders/neoRim_gl.inc b/src/extras/shaders/obj/neoRim_vert.inc index 7cd199d0..7cd199d0 100644 --- a/src/extras/shaders/neoRim_gl.inc +++ b/src/extras/shaders/obj/neoRim_vert.inc diff --git a/src/extras/shaders/neoVehicle_PS.cso b/src/extras/shaders/obj/neoVehicle_PS.cso Binary files differindex ded01bfb..ded01bfb 100644 --- a/src/extras/shaders/neoVehicle_PS.cso +++ b/src/extras/shaders/obj/neoVehicle_PS.cso diff --git a/src/extras/shaders/neoVehicle_PS.inc b/src/extras/shaders/obj/neoVehicle_PS.inc index 8b77cec2..8b77cec2 100644 --- a/src/extras/shaders/neoVehicle_PS.inc +++ b/src/extras/shaders/obj/neoVehicle_PS.inc diff --git a/src/extras/shaders/neoVehicle_VS.cso b/src/extras/shaders/obj/neoVehicle_VS.cso Binary files differindex 6ea47987..6ea47987 100644 --- a/src/extras/shaders/neoVehicle_VS.cso +++ b/src/extras/shaders/obj/neoVehicle_VS.cso diff --git a/src/extras/shaders/neoVehicle_VS.inc b/src/extras/shaders/obj/neoVehicle_VS.inc index 37c5858d..37c5858d 100644 --- a/src/extras/shaders/neoVehicle_VS.inc +++ b/src/extras/shaders/obj/neoVehicle_VS.inc diff --git a/src/extras/shaders/neoVehicle_fs_gl.inc b/src/extras/shaders/obj/neoVehicle_frag.inc index 20537440..20537440 100644 --- a/src/extras/shaders/neoVehicle_fs_gl.inc +++ b/src/extras/shaders/obj/neoVehicle_frag.inc diff --git a/src/extras/shaders/neoVehicle_vs_gl.inc b/src/extras/shaders/obj/neoVehicle_vert.inc index b7b42622..b7b42622 100644 --- a/src/extras/shaders/neoVehicle_vs_gl.inc +++ b/src/extras/shaders/obj/neoVehicle_vert.inc diff --git a/src/extras/shaders/neoWorldIII_PS.cso b/src/extras/shaders/obj/neoWorldIII_PS.cso Binary files differindex 817888ef..817888ef 100644 --- a/src/extras/shaders/neoWorldIII_PS.cso +++ b/src/extras/shaders/obj/neoWorldIII_PS.cso diff --git a/src/extras/shaders/neoWorldIII_PS.inc b/src/extras/shaders/obj/neoWorldIII_PS.inc index a4631efb..a4631efb 100644 --- a/src/extras/shaders/neoWorldIII_PS.inc +++ b/src/extras/shaders/obj/neoWorldIII_PS.inc diff --git a/src/extras/shaders/neoWorldIII_fs_gl.inc b/src/extras/shaders/obj/neoWorldIII_frag.inc index afd75f57..afd75f57 100644 --- a/src/extras/shaders/neoWorldIII_fs_gl.inc +++ b/src/extras/shaders/obj/neoWorldIII_frag.inc diff --git a/src/extras/shaders/screenDroplet_PS.cso b/src/extras/shaders/obj/screenDroplet_PS.cso Binary files differindex 5508096b..5508096b 100644 --- a/src/extras/shaders/screenDroplet_PS.cso +++ b/src/extras/shaders/obj/screenDroplet_PS.cso diff --git a/src/extras/shaders/screenDroplet_PS.inc b/src/extras/shaders/obj/screenDroplet_PS.inc index c2055188..c2055188 100644 --- a/src/extras/shaders/screenDroplet_PS.inc +++ b/src/extras/shaders/obj/screenDroplet_PS.inc diff --git a/src/extras/shaders/screenDroplet_fs_gl.inc b/src/extras/shaders/obj/screenDroplet_frag.inc index dd393b02..dd393b02 100644 --- a/src/extras/shaders/screenDroplet_fs_gl.inc +++ b/src/extras/shaders/obj/screenDroplet_frag.inc diff --git a/src/extras/shaders/simple_fs_gl.inc b/src/extras/shaders/obj/simple_frag.inc index 614d79a0..614d79a0 100644 --- a/src/extras/shaders/simple_fs_gl.inc +++ b/src/extras/shaders/obj/simple_frag.inc diff --git a/src/peds/Ped.cpp b/src/peds/Ped.cpp index e0d60304..28a4e989 100644 --- a/src/peds/Ped.cpp +++ b/src/peds/Ped.cpp @@ -2448,12 +2448,17 @@ CPed::ProcessControl(void) #ifdef VC_PED_PORTS uint8 flyDir = 0; float feetZ = GetPosition().z - FEET_OFFSET; - if ((obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ >= 500.0f) && (obstacleForFlyingZ <= feetZ || obstacleForFlyingOtherDirZ <= feetZ)) { - if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f) - flyDir = 2; - } else { +#ifdef FIX_BUGS + if (obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ < 501.0f) flyDir = 1; - } + else if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 500.0f) + flyDir = 2; +#else + if ((obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ < 500.0f) || (obstacleForFlyingZ > feetZ && obstacleForFlyingOtherDirZ > feetZ)) + flyDir = 1; + else if (obstacleForFlyingOtherDirZ > feetZ && obstacleForFlyingZ < 499.0f) + flyDir = 2; +#endif if (flyDir != 0 && !bSomeVCflag1) { SetPosition((flyDir == 2 ? obstacleForFlyingOtherDir.point : obstacleForFlying.point)); @@ -2471,6 +2476,10 @@ CPed::ProcessControl(void) forceDir.z = 4.0f; ApplyMoveForce(forceDir); + // What was that for?? It pushes player inside of collision sometimes and kills him. +#ifdef FIX_BUGS + if (!IsPlayer()) +#endif GetMatrix().GetPosition() += 0.25f * offsetToCheck; m_fRotationCur = CGeneral::GetRadianAngleBetweenPoints(offsetToCheck.x, offsetToCheck.y, 0.0f, 0.0f); diff --git a/src/render/Clouds.cpp b/src/render/Clouds.cpp index b5af6619..684f5d74 100644 --- a/src/render/Clouds.cpp +++ b/src/render/Clouds.cpp @@ -273,8 +273,8 @@ CClouds::Render(void) for(i = 0; i < 37; i++){ RwV3d pos = { 2.0f*CoorsOffsetX[i], 2.0f*CoorsOffsetY[i], 40.0f*CoorsOffsetZ[i] + 40.0f }; - worldpos.x = campos.x*rot_cos + campos.y*rot_sin + pos.x; - worldpos.y = campos.x*rot_sin + campos.y*rot_cos + pos.y; + worldpos.x = pos.x*rot_cos + pos.y*rot_sin + campos.x; + worldpos.y = pos.x*rot_sin - pos.y*rot_cos + campos.y; worldpos.z = pos.z; if(bCloudOnScreen[i] && CSprite::CalcScreenCoors(worldpos, &screenpos, &szx, &szy, false)){ // BUG: this is stupid....would have to do this for each cloud individually diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index 2f7b9001..4991e024 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -1150,18 +1150,18 @@ void CHud::Draw() if (IntroRect.m_nTextureId >= 0) { CRect rect ( IntroRect.m_sRect.left, - IntroRect.m_sRect.top, + IntroRect.m_sRect.bottom, IntroRect.m_sRect.right, - IntroRect.m_sRect.bottom ); + IntroRect.m_sRect.top ); CTheScripts::ScriptSprites[IntroRect.m_nTextureId].Draw(rect, IntroRect.m_sColor); } else { CRect rect ( IntroRect.m_sRect.left, - IntroRect.m_sRect.top, + IntroRect.m_sRect.bottom, IntroRect.m_sRect.right, - IntroRect.m_sRect.bottom ); + IntroRect.m_sRect.top ); CSprite2d::DrawRect(rect, IntroRect.m_sColor); } diff --git a/src/skel/crossplatform.h b/src/skel/crossplatform.h index 8c4fb14c..e5f4c7ba 100644 --- a/src/skel/crossplatform.h +++ b/src/skel/crossplatform.h @@ -71,7 +71,7 @@ void CapturePad(RwInt32 padID); void joysChangeCB(int jid, int event); #endif -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU extern char gSelectedJoystickName[128]; #endif diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp index 9643c63b..b413a1ce 100644 --- a/src/skel/glfw/glfw.cpp +++ b/src/skel/glfw/glfw.cpp @@ -81,7 +81,7 @@ static psGlobalType PsGlobal; size_t _dwMemAvailPhys; RwUInt32 gGameState; -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU char gSelectedJoystickName[128] = ""; #endif @@ -841,7 +841,7 @@ void joysChangeCB(int jid, int event); bool IsThisJoystickBlacklisted(int i) { -#ifndef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifndef DETECT_JOYSTICK_MENU return false; #else if (glfwJoystickIsGamepad(i)) @@ -906,7 +906,7 @@ void _InputInitialiseJoys() if (PSGLOBAL(joy1id) != -1) { int count; glfwGetJoystickButtons(PSGLOBAL(joy1id), &count); -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU strcpy(gSelectedJoystickName, glfwGetJoystickName(PSGLOBAL(joy1id))); #endif ControlsManager.InitDefaultControlConfigJoyPad(count); @@ -2150,7 +2150,7 @@ void joysChangeCB(int jid, int event) if (event == GLFW_CONNECTED && !IsThisJoystickBlacklisted(jid)) { if (PSGLOBAL(joy1id) == -1) { PSGLOBAL(joy1id) = jid; -#ifdef DONT_TRUST_RECOGNIZED_JOYSTICKS +#ifdef DETECT_JOYSTICK_MENU strcpy(gSelectedJoystickName, glfwGetJoystickName(jid)); #endif // This is behind LOAD_INI_SETTINGS, because otherwise the Init call below will destroy/overwrite your bindings. diff --git a/src/skel/win/win.cpp b/src/skel/win/win.cpp index 3bda4e9d..c00d6075 100644 --- a/src/skel/win/win.cpp +++ b/src/skel/win/win.cpp @@ -121,6 +121,10 @@ DWORD _dwOperatingSystemVersion; RwUInt32 gGameState; CJoySticks AllValidWinJoys; +#ifdef DETECT_JOYSTICK_MENU +char gSelectedJoystickName[128] = ""; +#endif + // What is that for anyway? #ifndef IMPROVED_VIDEOMODE static RwBool defaultFullscreenRes = TRUE; diff --git a/utils/gxt/american.txt b/utils/gxt/american.txt index aebb1273..e04e92a8 100644 --- a/utils/gxt/american.txt +++ b/utils/gxt/american.txt @@ -2221,11 +2221,11 @@ Car bombs are $1000 each [GA_5] Your car is already fitted with a bomb. -[GA_6] -Park it, prime it by pressing the ~h~~k~~PED_FIREWEAPON~ button~w~ and LEG IT! +[GA_6] { re3 change } +Park it, prime it by pressing the ~h~~k~~VEHICLE_FIREWEAPON~ button~w~ and LEG IT! -[GA_7] -Arm with ~h~~k~~PED_FIREWEAPON~ button~w~. Bomb will go off when engine is started. +[GA_7] { re3 change } +Arm with ~h~~k~~VEHICLE_FIREWEAPON~ button~w~. Bomb will go off when engine is started. [GA_8] Use the detonator to activate the bomb. @@ -3565,11 +3565,11 @@ Alright? [JM6_1] Get to the bank on the main drag. -[GA_6B] -Park it, prime it by pressing the ~h~~k~~PED_FIREWEAPON~ button~w~ and LEG IT! +[GA_6B] { re3 change } +Park it, prime it by pressing the ~h~~k~~VEHICLE_FIREWEAPON~ button~w~ and LEG IT! -[GA_7B] -Arm with ~h~~k~~PED_FIREWEAPON~ button~w~. Bomb will go off when engine is started. +[GA_7B] { re3 change } +Arm with ~h~~k~~VEHICLE_FIREWEAPON~ button~w~. Bomb will go off when engine is started. [BAT1] ~g~Pick up the bat! @@ -4000,11 +4000,11 @@ Drive your vehicle into the spray shop to lose your ~h~wanted level~w~, ~h~repai [HM1_1] ~g~Ice 20 Purple Nines in 2 minutes 30 seconds. -[KM1_8A] -Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. +[KM1_8A] { re3 change } +Press the~h~ ~k~~VEHICLE_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. -[KM1_8D] -Press the~h~ ~k~~PED_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. +[KM1_8D] { re3 change } +Press the~h~ ~k~~VEHICLE_FIREWEAPON~ button~w~ to ~h~activate the bomb,~w~ remember to get out of the way. [KM1_12] ~g~Get him to the dojo but get rid of the cops first! @@ -4141,11 +4141,11 @@ I don't need to see any I.D. you look trustworthy. [DETON] DETONATION: -[DRIVE_A] -Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire. +[DRIVE_A] { re3 change } +Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~VEHICLE_FIREWEAPON~ button~w~ to fire. -[DRIVE_B] -Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire. +[DRIVE_B] { re3 change } +Have an Uzi selected when entering a vehicle then look left or right and press the ~h~~k~~VEHICLE_FIREWEAPON~ button~w~ to fire. [RECORD] ~g~NEW RECORD!! @@ -4153,11 +4153,11 @@ Have an Uzi selected when entering a vehicle then look left or right and press t [NRECORD] ~r~NO NEW RECORD! -[RCHELP] -Press ~k~~PED_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. +[RCHELP] { re3 change } +Press ~k~~VEHICLE_FIREWEAPON~, or drive the RC car into a vehicle's wheels to detonate. -[RCHELPA] -Press the ~k~~PED_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate. +[RCHELPA] { re3 change } +Press the ~k~~VEHICLE_FIREWEAPON~ button, or drive the RC car into a vehicle's wheels to detonate. [RC_1] You have 2 minutes to blow up as many Diablo Gang Cars as possible! @@ -4657,11 +4657,11 @@ LOVE'S DISAPPEARANCE [RM5_6] ~g~He's bailed out!! Smash his bodycast with a vehicle or an explosion!! -[PBOAT_1] -Press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire the boat cannons. +[PBOAT_1] { re3 change } +Press the ~h~~k~~VEHICLE_FIREWEAPON~ button~w~ to fire the boat cannons. -[PBOAT_2] -Press the ~h~~k~~PED_FIREWEAPON~ button~w~ to fire the boat cannons. +[PBOAT_2] { re3 change } +Press the ~h~~k~~VEHICLE_FIREWEAPON~ button~w~ to fire the boat cannons. [DIAB1_B] This is El Burro of the Diablos. @@ -4675,11 +4675,11 @@ There's a street race starting by the old school hall near the Callahan Bridge. [DIAB1_F] Get yourself some wheels and first through all the checkpoints wins the prize. -[HM2_1] -Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate. +[HM2_1] { re3 change } +Use the RC buggies to destroy the armored cars. Press the ~h~~k~~VEHICLE_FIREWEAPON~ button ~w~to detonate. -[HM2_1A] -Use the RC buggies to destroy the armored cars. Press the ~h~~k~~PED_FIREWEAPON~ button ~w~to detonate. +[HM2_1A] { re3 change } +Use the RC buggies to destroy the armored cars. Press the ~h~~k~~VEHICLE_FIREWEAPON~ button ~w~to detonate. [HM2_2] ~r~You failed to destroy all the armored cars! @@ -6490,11 +6490,11 @@ This Memory Card (PS2) is already formatted. [FEDSAS4] ;=<> - CHANGE SELECTION -[SPRAY_4] -Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon. +[SPRAY_4] { re3 change } +Use the ~h~~k~~VEHICLE_FIREWEAPON~ button ~w~to fire the water cannon. -[SPRAY_1] -Use the ~h~~k~~PED_FIREWEAPON~ button ~w~to fire the water cannon. +[SPRAY_1] { re3 change } +Use the ~h~~k~~VEHICLE_FIREWEAPON~ button ~w~to fire the water cannon. [LITTLE] LITTLE T diff --git a/utils/gxt/french.txt b/utils/gxt/french.txt index cbc71f91..308a072f 100644 --- a/utils/gxt/french.txt +++ b/utils/gxt/french.txt @@ -2233,11 +2233,11 @@ Une voiture piégée coûte 1000$ pièce! [GA_5] Ta voiture est déjà équipée d'une bombe. -[GA_6] -Gare-la, arme la bombe avec la ~h~touche ~k~~PED_FIREWEAPON~~w~ et CASSE-TOI! +[GA_6] { re3 change } +Gare-la, arme la bombe avec la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ et CASSE-TOI! -[GA_7] -Arme la bombe avec la ~h~touche ~k~~PED_FIREWEAPON~~w~. Elle explose au démarrage. +[GA_7] { re3 change } +Arme la bombe avec la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~. Elle explose au démarrage. [GA_8] Utilise le détonateur pour armer la bombe. @@ -3484,11 +3484,11 @@ D'accord ? [JM6_1] Va à la banque par la rue principale. -[GA_6B] -Tu la gares, tu l'amorces en appuyant sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ et tu te barres! +[GA_6B] { re3 change } +Tu la gares, tu l'amorces en appuyant sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ et tu te barres! -[GA_7B] -Pour armer la bombe, appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~. Elle explosera au démarrage. +[GA_7B] { re3 change } +Pour armer la bombe, appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~. Elle explosera au démarrage. [BAT1] ~g~Ramasse la batte! @@ -3919,11 +3919,11 @@ Amène ton véhicule à l'atelier de peinture pour annuler ton ~h~indice de rech [HM1_1] ~G~Refroidis 20 Nines violets en 2 minutes et 30 secondes. -[KM1_8A] -Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour ~h~activer la bombe~w~, n'oublie pas de t'éloigner. +[KM1_8A] { re3 change } +Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour ~h~activer la bombe~w~, n'oublie pas de t'éloigner. -[KM1_8D] -Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour ~h~activer la bombe~w~, n'oublie pas de t'éloigner. +[KM1_8D] { re3 change } +Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour ~h~activer la bombe~w~, n'oublie pas de t'éloigner. [KM1_12] ~g~Amène-le au dojo mais débarrasse-toi des flics d'abord! @@ -4060,11 +4060,11 @@ J'ai pas besoin de tes papiers d'identité. Je pense qu'on peut te faire confian [DETON] DETONATION : -[DRIVE_A] -Selectionne un Uzi quand tu montes dans la voiture, regarde à gauche ou à droite et appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour tirer. +[DRIVE_A] { re3 change } +Selectionne un Uzi quand tu montes dans la voiture, regarde à gauche ou à droite et appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour tirer. -[DRIVE_B] -Selectionne un Uzi quand tu montes dans la voiture, regarde à gauche ou à droite et appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour tirer. +[DRIVE_B] { re3 change } +Selectionne un Uzi quand tu montes dans la voiture, regarde à gauche ou à droite et appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour tirer. [RECORD] ~g~NOUVEAU RECORD! @@ -4072,11 +4072,11 @@ Selectionne un Uzi quand tu montes dans la voiture, regarde à gauche ou à droi [NRECORD] ~r~PAS DE RECORD! -[RCHELP] -Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ ou heurte une roue de voiture avec le véhicule télécommandé pour le faire exploser. +[RCHELP] { re3 change } +Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ ou heurte une roue de voiture avec le véhicule télécommandé pour le faire exploser. -[RCHELPA] -Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ ou heurte une roue de voiture avec le véhicule télécommandé pour le faire exploser. +[RCHELPA] { re3 change } +Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ ou heurte une roue de voiture avec le véhicule télécommandé pour le faire exploser. [RC_1] Tu as 2 minutes pour faire péter autant de voitures de Diablo que tu peux! @@ -4576,11 +4576,11 @@ LA DISPARITION DE LOVE [RM5_6] ~g~Il s'est enfui! Bousille-lui son plâtre avec une bagnole ou une explosion! -[PBOAT_1] -Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour tirer avec les canons du bateau. +[PBOAT_1] { re3 change } +Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour tirer avec les canons du bateau. -[PBOAT_2] -Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour tirer avec les canons du bateau. +[PBOAT_2] { re3 change } +Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour tirer avec les canons du bateau. [DIAB1_B] C'est El Burro des Diablos. @@ -4594,11 +4594,11 @@ Il y a une course de bagnoles qui va partir de la vieille école près du pont d [DIAB1_F] Trouve-toi une caisse et le premier qui franchit tous les points de passage, gagne le gros lot. -[HM2_1] -Utilise les buggies télécommandés pour détruire les voitures blindées. Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour les faire exploser. +[HM2_1] { re3 change } +Utilise les buggies télécommandés pour détruire les voitures blindées. Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour les faire exploser. -[HM2_1A] -Utilise les buggies télécommandés pour détruire les voitures blindées. Appuie sur la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour les faire exploser. +[HM2_1A] { re3 change } +Utilise les buggies télécommandés pour détruire les voitures blindées. Appuie sur la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour les faire exploser. [HM2_2] ~r~T'as pas réussi à détruire toutes leurs voitures blindées! @@ -6610,11 +6610,11 @@ Cette memory card (PS2) est déjà formatée. [FEDSAS4] ;=<> - CHANGER SELECTION -[SPRAY_4] -Utilise la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour tirer à l'aide du canon à eau. +[SPRAY_4] { re3 change } +Utilise la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour tirer à l'aide du canon à eau. -[SPRAY_1] -Utilise la ~h~touche ~k~~PED_FIREWEAPON~~w~ pour tirer à l'aide du canon à eau. +[SPRAY_1] { re3 change } +Utilise la ~h~touche ~k~~VEHICLE_FIREWEAPON~~w~ pour tirer à l'aide du canon à eau. [AM1_10] ~g~Salvatore Leone partira de chez Luigi vers 0~1~:~1~. diff --git a/utils/gxt/german.txt b/utils/gxt/german.txt index bfcc7157..96cacde5 100644 --- a/utils/gxt/german.txt +++ b/utils/gxt/german.txt @@ -2269,11 +2269,11 @@ Autobomben kosten $1000 pro Stück. [GA_5] In deinem Wagen ist schon eine Autobombe. -[GA_6] -Park die Karre, mach sie durch Drücken der ~h~~k~~PED_FIREWEAPON~-Taste~w~ scharf, und dann nichts wie weg! +[GA_6] { re3 change } +Park die Karre, mach sie durch Drücken der ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~ scharf, und dann nichts wie weg! -[GA_7] -Mach die Bombe mit der ~h~~k~~PED_FIREWEAPON~-Taste~w~ scharf. Dann geht sie hoch, wenn der Wagen angelassen wird. +[GA_7] { re3 change } +Mach die Bombe mit der ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~ scharf. Dann geht sie hoch, wenn der Wagen angelassen wird. [GA_8] Benutze den Zünder, um die Bombe hochgehen zu lassen. @@ -3628,11 +3628,11 @@ Okay? [JM6_1] Fahr zu der Bank auf dem Boulevard. -[GA_6B] -Park die Karre, mach sie durch Drücken der ~h~~k~~PED_FIREWEAPON~-Taste~w~ scharf, und dann HAU AB! +[GA_6B] { re3 change } +Park die Karre, mach sie durch Drücken der ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~ scharf, und dann HAU AB! -[GA_7B] -Mach die Bombe mit der ~h~~k~~PED_FIREWEAPON~-Taste~w~ scharf. Sie geht hoch, wenn der Wagen angelassen wird. +[GA_7B] { re3 change } +Mach die Bombe mit der ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~ scharf. Sie geht hoch, wenn der Wagen angelassen wird. [BAT1] ~g~Nimm dir den Schlãger! @@ -4066,11 +4066,11 @@ Fahre deinen Wagen in die Lackiererei, um deinen ~h~Fahndungslevel~w~ loszuwerde [HM1_1] ~g~Fertige 20 Purple Nines in 2 Min. 30 Sek. ab. -[KM1_8A] -Drücke die~h~ ~k~~PED_FIREWEAPON~-Taste~w~ zum ~h~Zünden der Bombe~w~. Aber geh vorher in Deckung! +[KM1_8A] { re3 change } +Drücke die~h~ ~k~~VEHICLE_FIREWEAPON~-Taste~w~ zum ~h~Zünden der Bombe~w~. Aber geh vorher in Deckung! -[KM1_8D] -Drücke die~h~ ~k~~PED_FIREWEAPON~-Taste~w~ zum ~h~Zünden der Bombe~w~. Aber geh vorher in Deckung! +[KM1_8D] { re3 change } +Drücke die~h~ ~k~~VEHICLE_FIREWEAPON~-Taste~w~ zum ~h~Zünden der Bombe~w~. Aber geh vorher in Deckung! [KM1_12] ~g~Bring ihm zum Dojo, aber hãng vorher die Cops ab! @@ -4207,11 +4207,11 @@ Auf den Ausweis verzichte ich. Du siehst vertrauenswürdig aus. [DETON] DETONATION: -[DRIVE_A] -Halt eine Uzi im Anschlag, wenn du in ein Fahrzeug steigst. Schau dann nach links oder rechts und drücke die ~h~~k~~PED_FIREWEAPON~-Taste~w~, um zu feuern. +[DRIVE_A] { re3 change } +Halt eine Uzi im Anschlag, wenn du in ein Fahrzeug steigst. Schau dann nach links oder rechts und drücke die ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~, um zu feuern. -[DRIVE_B] -Halt eine Uzi im Anschlag, wenn du in ein Fahrzeug steigst. Schau dann nach links oder rechts und drücke die ~h~~k~~PED_FIREWEAPON~-Taste~w~, um zu feuern. +[DRIVE_B] { re3 change } +Halt eine Uzi im Anschlag, wenn du in ein Fahrzeug steigst. Schau dann nach links oder rechts und drücke die ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~, um zu feuern. [RECORD] ~g~NEUER REKORD!! @@ -4219,11 +4219,11 @@ Halt eine Uzi im Anschlag, wenn du in ein Fahrzeug steigst. Schau dann nach link [NRECORD] ~r~KEIN NEUER REKORD! -[RCHELP] -Drücke die ~k~~PED_FIREWEAPON~-Taste oder fahre das ferngesteuerte Auto in die Rãder eines Fahrzeugs, um es zu sprengen. +[RCHELP] { re3 change } +Drücke die ~k~~VEHICLE_FIREWEAPON~-Taste oder fahre das ferngesteuerte Auto in die Rãder eines Fahrzeugs, um es zu sprengen. -[RCHELPA] -Drücke die ~k~~PED_FIREWEAPON~-Taste oder fahre das ferngesteuerte Auto in die Rãder eines Fahrzeugs, um es zu sprengen. +[RCHELPA] { re3 change } +Drücke die ~k~~VEHICLE_FIREWEAPON~-Taste oder fahre das ferngesteuerte Auto in die Rãder eines Fahrzeugs, um es zu sprengen. [RC_1] Du hast 2 Minuten, um so viele Diablo-Autos wie möglich zu sprengen! @@ -4723,11 +4723,11 @@ LOVES VERSCHWINDEN [RM5_6] ~g~Er ist abgehauen! Zerstöre seine Panzerung mit einem Auto oder einer Explosion!! -[PBOAT_1] -Drücke die ~h~~k~~PED_FIREWEAPON~-Taste~w~, um die Bordkanonen abzufeuern. +[PBOAT_1] { re3 change } +Drücke die ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~, um die Bordkanonen abzufeuern. -[PBOAT_2] -Drücke die ~h~~k~~PED_FIREWEAPON~-Taste~w~, um die Bordkanonen abzufeuern. +[PBOAT_2] { re3 change } +Drücke die ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~, um die Bordkanonen abzufeuern. [DIAB1_B] Hier El Burro, von den Diablos. @@ -4741,11 +4741,11 @@ Bei der alten Schulhalle nahe der Callahan Bridge findet ein Rennen statt. [DIAB1_F] Besorg dir 'nen fahrbaren Untersatz. Wer als erster alle Checkpoints abfãhrt, ist Sieger. -[HM2_1] -Zerstöre die gepanzerten Fahrzeuge mit den Buggies. Zur Zündung drücke die ~h~~k~~PED_FIREWEAPON~-Taste~w~. +[HM2_1] { re3 change } +Zerstöre die gepanzerten Fahrzeuge mit den Buggies. Zur Zündung drücke die ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~. -[HM2_1A] -Zerstöre die gepanzerten Fahrzeuge mit den Buggies. Zur Zündung drücke die ~h~~k~~PED_FIREWEAPON~-Taste~w~. +[HM2_1A] { re3 change } +Zerstöre die gepanzerten Fahrzeuge mit den Buggies. Zur Zündung drücke die ~h~~k~~VEHICLE_FIREWEAPON~-Taste~w~. [HM2_2] ~r~Du hast nicht alle gepanzerten Fahrzeuge zerstört! @@ -6568,11 +6568,11 @@ Diese Memory Card (PS2) ist bereits formatiert. [FEDSAS4] ;=<> - AUSWAHL ÃNDERN -[SPRAY_4] -~h~~k~~PED_FIREWEAPON~-Taste ~w~benutzen, um die Wasserkanone abzufeuern. +[SPRAY_4] { re3 change } +~h~~k~~VEHICLE_FIREWEAPON~-Taste ~w~benutzen, um die Wasserkanone abzufeuern. -[SPRAY_1] -~h~~k~~PED_FIREWEAPON~-Taste ~w~benutzen, um die Wasserkanone abzufeuern. +[SPRAY_1] { re3 change } +~h~~k~~VEHICLE_FIREWEAPON~-Taste ~w~benutzen, um die Wasserkanone abzufeuern. [LITTLE] LITTLE T diff --git a/utils/gxt/italian.txt b/utils/gxt/italian.txt index 18f49872..9bff9468 100644 --- a/utils/gxt/italian.txt +++ b/utils/gxt/italian.txt @@ -2260,11 +2260,11 @@ Le bombe per le macchine costano 1000$ [GA_5] La tua macchina ha già una bomba installata. -[GA_6] -Parcheggiala, attivala premendo il ~h~tasto ~k~~PED_FIREWEAPON~~w~ e DATTELA A GAMBE! +[GA_6] { re3 change } +Parcheggiala, attivala premendo il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ e DATTELA A GAMBE! -[GA_7] -Arma la bomba con il ~h~tasto ~k~~PED_FIREWEAPON~~w~: esploderà non appena qualcuno cercherà di avviarla. +[GA_7] { re3 change } +Arma la bomba con il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~: esploderà non appena qualcuno cercherà di avviarla. [GA_8] Usa il detonatore per attivare la bomba. @@ -3619,11 +3619,11 @@ OK? [JM6_1] Raggiungi la banca sulla strada principale. -[GA_6B] -Parcheggiala, innesca la bomba schiacciando il ~h~tasto ~k~~PED_FIREWEAPON~~w~ e BATTITELA! +[GA_6B] { re3 change } +Parcheggiala, innesca la bomba schiacciando il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ e BATTITELA! -[GA_7B] -Innescala col ~h~tasto ~k~~PED_FIREWEAPON~~w~. La bomba esploderà quando si tenterà di avviare il motore. +[GA_7B] { re3 change } +Innescala col ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~. La bomba esploderà quando si tenterà di avviare il motore. [BAT1] ~g~Prendi la mazza! @@ -4057,11 +4057,11 @@ Porta l'auto dal carrozziere per perdere il ~h~livello di sospetto~w~, ~h~ripara [HM1_1] ~g~Fredda 20 Purple Nine in 2 minuti e 30 secondi. -[KM1_8A] -Premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per ~h~attivare la bomba~w~: ricorda di toglierti di mezzo! +[KM1_8A] { re3 change } +Premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per ~h~attivare la bomba~w~: ricorda di toglierti di mezzo! -[KM1_8D] -Premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per ~h~attivare la bomba~w~: e ricorda di toglierti di mezzo! +[KM1_8D] { re3 change } +Premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per ~h~attivare la bomba~w~: e ricorda di toglierti di mezzo! [KM1_12] ~g~Portalo nel dojo, ma prima sbarazzati degli sbirri! @@ -4198,11 +4198,11 @@ Non mi serve che mi mostri i documenti, hai una faccia fidata. [DETON] DETONAZIONE: -[DRIVE_A] -Seleziona un Uzi quando entri in un veicolo, poi guarda a destra o a sinistra e premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per sparare. +[DRIVE_A] { re3 change } +Seleziona un Uzi quando entri in un veicolo, poi guarda a destra o a sinistra e premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per sparare. -[DRIVE_B] -Seleziona un Uzi quando entri in un veicolo, poi guarda a destra o a sinistra e premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per sparare. +[DRIVE_B] { re3 change } +Seleziona un Uzi quando entri in un veicolo, poi guarda a destra o a sinistra e premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per sparare. [RECORD] ~g~NUOVO RECORD!!! @@ -4210,11 +4210,11 @@ Seleziona un Uzi quando entri in un veicolo, poi guarda a destra o a sinistra e [NRECORD] ~r~NESSUN NUOVO RECORD! -[RCHELP] -Premi il tasto ~k~~PED_FIREWEAPON~ o dirigi l'auto radiocomandata contro i pneumatici di un veicolo per provocarne la detonazione. +[RCHELP] { re3 change } +Premi il tasto ~k~~VEHICLE_FIREWEAPON~ o dirigi l'auto radiocomandata contro i pneumatici di un veicolo per provocarne la detonazione. -[RCHELPA] -Premi il tasto ~k~~PED_FIREWEAPON~ o dirigi l'auto radiocomandata contro i pneumatici di un veicolo per provocarne la detonazione. +[RCHELPA] { re3 change } +Premi il tasto ~k~~VEHICLE_FIREWEAPON~ o dirigi l'auto radiocomandata contro i pneumatici di un veicolo per provocarne la detonazione. [RC_1] Hai 2 minuti per far esplodere quante più auto dei Diablo possibile! @@ -4717,11 +4717,11 @@ LA SCOMPARSA DI LOVE [RM5_6] ~g~Ci è scappato! Spaccagli la corazza con un veicolo o con una bella esplosione! -[PBOAT_1] -Premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per sparare con i cannoni della barca. +[PBOAT_1] { re3 change } +Premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per sparare con i cannoni della barca. -[PBOAT_2] -Premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per sparare con i cannoni della barca. +[PBOAT_2] { re3 change } +Premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per sparare con i cannoni della barca. [DIAB1_B] Sono El Burro dei Diablo. @@ -4735,11 +4735,11 @@ C'e una corsa d'auto con inizio alla vecchia scuola vicino al ponte Callahan. [DIAB1_F] Procurati un mezzo, il primo che attraversa tutti i posti di blocco vince il premio. -[HM2_1] -Usa i maggiolini radiocomandati per distruggere le auto blindate. Premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per farli esplodere. +[HM2_1] { re3 change } +Usa i maggiolini radiocomandati per distruggere le auto blindate. Premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per farli esplodere. -[HM2_1A] -Usa i maggiolini radiocomandati per distruggere le auto blindate. Premi il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per farli esplodere. +[HM2_1A] { re3 change } +Usa i maggiolini radiocomandati per distruggere le auto blindate. Premi il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per farli esplodere. [HM2_2] ~r~Non sei riuscito a distruggere tutte le auto blindate! @@ -6565,11 +6565,11 @@ Questa memory card (PS2) è già formattata. [FEDSAS4] ;=<> - CAMBIA SELEZIONE -[SPRAY_4] -Usa il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per sparare col cannone ad acqua. +[SPRAY_4] { re3 change } +Usa il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per sparare col cannone ad acqua. -[SPRAY_1] -Usa il ~h~tasto ~k~~PED_FIREWEAPON~~w~ per sparare col cannone ad acqua. +[SPRAY_1] { re3 change } +Usa il ~h~tasto ~k~~VEHICLE_FIREWEAPON~~w~ per sparare col cannone ad acqua. [LITTLE] LITTLE T diff --git a/utils/gxt/polish.txt b/utils/gxt/polish.txt index 4b9118eb..7bd3d28f 100755 --- a/utils/gxt/polish.txt +++ b/utils/gxt/polish.txt @@ -2221,11 +2221,11 @@ Bomby samochodowe kosztują 1000 dolarów za sztukę. [GA_5]
W twoim samochodzie bomba już została zainstalowana.
-[GA_6]
-Zaparkuj wóz, włącz mechanizm klawiszem ~h~~k~~PED_FIREWEAPON~~w~ i W NOGI!
+[GA_6] { re3 change }
+Zaparkuj wóz, włącz mechanizm klawiszem ~h~~k~~VEHICLE_FIREWEAPON~~w~ i W NOGI!
-[GA_7]
-Uaktywnij bombę za pomocą klawisza ~h~~k~~PED_FIREWEAPON~~w~. Bomba wybuchnie w momencie włączenia silnika.
+[GA_7] { re3 change }
+Uaktywnij bombę za pomocą klawisza ~h~~k~~VEHICLE_FIREWEAPON~~w~. Bomba wybuchnie w momencie włączenia silnika.
[GA_8]
Użyj detonatora, aby aktywować bombę.
@@ -3592,11 +3592,11 @@ W porządku? [JM6_1]
Jedź do banku na głównej ulicy.
-[GA_6B]
-Zaparkuj wóz, włącz mechanizm klawiszem ~h~~k~~PED_FIREWEAPON~~w~ i W NOGI!
+[GA_6B] { re3 change }
+Zaparkuj wóz, włącz mechanizm klawiszem ~h~~k~~VEHICLE_FIREWEAPON~~w~ i W NOGI!
-[GA_7B]
-Uaktywnij bombę za pomocą klawisza ~h~~k~~PED_FIREWEAPON~~w~. Bomba wybuchnie w momencie włączenia silnika.
+[GA_7B] { re3 change }
+Uaktywnij bombę za pomocą klawisza ~h~~k~~VEHICLE_FIREWEAPON~~w~. Bomba wybuchnie w momencie włączenia silnika.
[BAT1]
~g~Podnieś kij bejsbolowy!
@@ -4027,11 +4027,11 @@ Wprowadź samochód do warsztatu lakierniczego, aby obniżyć swój ~h~poziom z [HM1_1]
~g~Załatw 20 Purpurowych Dziewiątek w 2 minuty 30 sekund.
-[KM1_8A]
-Naciśnij klawisz ~h~ ~k~~PED_FIREWEAPON~ ~w~, aby ~h~aktywować bombę.~w~ Nie zapomnij oddalić się od miejsca eksplozji.
+[KM1_8A] { re3 change }
+Naciśnij klawisz ~h~ ~k~~VEHICLE_FIREWEAPON~ ~w~, aby ~h~aktywować bombę.~w~ Nie zapomnij oddalić się od miejsca eksplozji.
-[KM1_8D]
-Naciśnij klawisz ~h~ ~k~~PED_FIREWEAPON~ ~w~, aby ~h~aktywować bombę.~w~ Nie zapomnij oddalić się od miejsca eksplozji.
+[KM1_8D] { re3 change }
+Naciśnij klawisz ~h~ ~k~~VEHICLE_FIREWEAPON~ ~w~, aby ~h~aktywować bombę.~w~ Nie zapomnij oddalić się od miejsca eksplozji.
[KM1_12]
~g~Odwieź go do dojo, ale najpierw pozbądź się gliniarzy!
@@ -4168,11 +4168,11 @@ Nie musisz pokazywać dowodu, wyglądasz na wiarygodnego gościa. [DETON]
DETONACJA:
-[DRIVE_A]
-Wybierz jako broń uzi i wsiądź do pojazdu. Następnie spójrz w lewo lub w prawo - aby otworzyć ogień, naciśnij klawisz ~h~~k~~PED_FIREWEAPON~~w~.
+[DRIVE_A] { re3 change }
+Wybierz jako broń uzi i wsiądź do pojazdu. Następnie spójrz w lewo lub w prawo - aby otworzyć ogień, naciśnij klawisz ~h~~k~~VEHICLE_FIREWEAPON~~w~.
-[DRIVE_B]
-Wybierz jako broń uzi i wsiądź do pojazdu. Następnie spójrz w lewo lub w prawo - aby otworzyć ogień, naciśnij klawisz ~h~~k~~PED_FIREWEAPON~~w~.
+[DRIVE_B] { re3 change }
+Wybierz jako broń uzi i wsiądź do pojazdu. Następnie spójrz w lewo lub w prawo - aby otworzyć ogień, naciśnij klawisz ~h~~k~~VEHICLE_FIREWEAPON~~w~.
[RECORD]
~g~NOWY REKORD!
@@ -4180,11 +4180,11 @@ Wybierz jako broń uzi i wsiądź do pojazdu. Następnie spójrz w lewo lub w pr [NRECORD]
~r~NIE MA NOWEGO REKORDU!
-[RCHELP]
-Naciśnij klawisz ~k~~PED_FIREWEAPON~ lub uderz zdalnie sterowanym samochodzikiem w koła pojazdu, aby spowodować eksplozję.
+[RCHELP] { re3 change }
+Naciśnij klawisz ~k~~VEHICLE_FIREWEAPON~ lub uderz zdalnie sterowanym samochodzikiem w koła pojazdu, aby spowodować eksplozję.
-[RCHELPA]
-Naciśnij klawisz ~k~~PED_FIREWEAPON~ lub uderz zdalnie sterowanym samochodzikiem w koła pojazdu, aby spowodować eksplozję.
+[RCHELPA] { re3 change }
+Naciśnij klawisz ~k~~VEHICLE_FIREWEAPON~ lub uderz zdalnie sterowanym samochodzikiem w koła pojazdu, aby spowodować eksplozję.
[RC_1]
Masz 2 minuty, aby wysadzić tyle samochodów gangu Diablo, ile tylko się da!
@@ -4684,11 +4684,11 @@ ZNIKNIĘCIE LOVE'A [RM5_6]
~g~Prawie go masz! Staranuj jego wóz swoim pojazdem albo rozwal materiałami wybuchowymi!
-[PBOAT_1]
-Naciśnij klawisz ~h~~k~~PED_FIREWEAPON~~w~, aby otworzyć ogień z działek na łodzi.
+[PBOAT_1] { re3 change }
+Naciśnij klawisz ~h~~k~~VEHICLE_FIREWEAPON~~w~, aby otworzyć ogień z działek na łodzi.
-[PBOAT_2]
-Naciśnij klawisz ~h~~k~~PED_FIREWEAPON~~w~, aby otworzyć ogień z działek na łodzi.
+[PBOAT_2] { re3 change }
+Naciśnij klawisz ~h~~k~~VEHICLE_FIREWEAPON~~w~, aby otworzyć ogień z działek na łodzi.
[DIAB1_B]
Mówi El Burro z gangu Diablo.
@@ -4702,11 +4702,11 @@ Organizuję dla rozrywki mały wyścig. Punkt startu znajduje się przy starej s [DIAB1_F]
Skołuj sobie gablotę. Wygrywa ten, kto pierwszy zaliczy wszystkie punkty na trasie.
-[HM2_1]
-Użyj zdalnie sterowanych samochodzików, aby zniszczyć samochody opancerzone. Naciśnij klawisz ~h~~k~~PED_FIREWEAPON~~w~, aby zdetonować ładunek.
+[HM2_1] { re3 change }
+Użyj zdalnie sterowanych samochodzików, aby zniszczyć samochody opancerzone. Naciśnij klawisz ~h~~k~~VEHICLE_FIREWEAPON~~w~, aby zdetonować ładunek.
-[HM2_1A]
-Użyj zdalnie sterowanych samochodzików, aby zniszczyć samochody opancerzone. Naciśnij klawisz ~h~~k~~PED_FIREWEAPON~~w~, aby zdetonować ładunek.
+[HM2_1A] { re3 change }
+Użyj zdalnie sterowanych samochodzików, aby zniszczyć samochody opancerzone. Naciśnij klawisz ~h~~k~~VEHICLE_FIREWEAPON~~w~, aby zdetonować ładunek.
[HM2_2]
~r~Nie udało ci się zniszczyć wszystkich samochodów opancerzonych!
@@ -6517,11 +6517,11 @@ Ta karta pamięci (PS2) jest już sformatowana. [FEDSAS4]
;=<> - ZMIANA WYBORU
-[SPRAY_4]
-Użyj klawisza ~h~~k~~PED_FIREWEAPON~~w~, aby strzelać z armatki wodnej.
+[SPRAY_4] { re3 change }
+Użyj klawisza ~h~~k~~VEHICLE_FIREWEAPON~~w~, aby strzelać z armatki wodnej.
-[SPRAY_1]
-Użyj klawisza ~h~~k~~PED_FIREWEAPON~~w~, aby strzelać z armatki wodnej.
+[SPRAY_1] { re3 change }
+Użyj klawisza ~h~~k~~VEHICLE_FIREWEAPON~~w~, aby strzelać z armatki wodnej.
[LITTLE]
MAŁY T
diff --git a/utils/gxt/russian.txt b/utils/gxt/russian.txt index 4598dad5..2a61c7c1 100644 --- a/utils/gxt/russian.txt +++ b/utils/gxt/russian.txt @@ -2029,11 +2029,11 @@ Double Clef FM [DODO_FT] Вы были в воздухе ~1~ секунд! -[DRIVE_A] -Садясь в машину, возьми в руки Узи. Посмотри вправо или влево и нажми ~h~~k~~PED_FIREWEAPON~~w~ для выстрела. +[DRIVE_A] { re3 change } +Садясь в машину, возьми в руки Узи. Посмотри вправо или влево и нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~ для выстрела. -[DRIVE_B] -Садясь в машину, возьми в руки Узи. Посмотри вправо или влево и нажми ~h~~k~~PED_FIREWEAPON~~w~ для выстрела. +[DRIVE_B] { re3 change } +Садясь в машину, возьми в руки Узи. Посмотри вправо или влево и нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~ для выстрела. [DSPLAY] Экран @@ -4309,17 +4309,17 @@ FormatMemCard 1 (teststuff) [GA_5] Я уже поставил в бомбу в эту тачку. -[GA_6] -Припаркуй тачку на место, нажми ~h~~k~~PED_FIREWEAPON~~w~ и ДЕЛАЙ НОГИ! +[GA_6] { re3 change } +Припаркуй тачку на место, нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~ и ДЕЛАЙ НОГИ! -[GA_6B] -Припаркуй тачку на место, нажми ~h~~k~~PED_FIREWEAPON~~w~ и ДЕЛАЙ НОГИ! +[GA_6B] { re3 change } +Припаркуй тачку на место, нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~ и ДЕЛАЙ НОГИ! -[GA_7] -Включи бомбу, нажав на ~h~~k~~PED_FIREWEAPON~~w~. Бомба взорвется как только заведется мотор. +[GA_7] { re3 change } +Включи бомбу, нажав на ~h~~k~~VEHICLE_FIREWEAPON~~w~. Бомба взорвется как только заведется мотор. -[GA_7B] -Включи бомбу, нажав на ~h~~k~~PED_FIREWEAPON~~w~. Бомба взорвется как только заведется мотор. +[GA_7B] { re3 change } +Включи бомбу, нажав на ~h~~k~~VEHICLE_FIREWEAPON~~w~. Бомба взорвется как только заведется мотор. [GA_8] Взорви бомбу с помощью детонатора. @@ -4666,11 +4666,11 @@ Pull the ~h~right analog stick~w~ back to ~h~brake~w~, or to ~h~reverse~w~ if th [HM1_H] Сделай так, чтобы этих Девяток здесь не было! -[HM2_1] -Используй радоуправляемые машинки, чтобы подорвать броневики. Взрыв бомбы - ~h~~k~~PED_FIREWEAPON~~w~. +[HM2_1] { re3 change } +Используй радоуправляемые машинки, чтобы подорвать броневики. Взрыв бомбы - ~h~~k~~VEHICLE_FIREWEAPON~~w~. -[HM2_1A] -Используй радоуправляемые машинки, чтобы подорвать броневики. Взрыв бомбы - ~h~~k~~PED_FIREWEAPON~~w~. +[HM2_1A] { re3 change } +Используй радоуправляемые машинки, чтобы подорвать броневики. Взрыв бомбы - ~h~~k~~VEHICLE_FIREWEAPON~~w~. [HM2_2] ~r~Ты так и не смог подорвать все броневики! @@ -5272,11 +5272,11 @@ Italian [KM1_7] ~g~Проезд только для полицейских! -[KM1_8A] -Чтобы ~h~подорвать бомбу~w~, нажми ~h~~k~~PED_FIREWEAPON~~w~, но не забудь отойти подальше от машины. +[KM1_8A] { re3 change } +Чтобы ~h~подорвать бомбу~w~, нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~, но не забудь отойти подальше от машины. -[KM1_8D] -Чтобы ~h~подорвать бомбу~w~, нажми ~h~~k~~PED_FIREWEAPON~~w~, но не забудь отойти подальше от машины. +[KM1_8D] { re3 change } +Чтобы ~h~подорвать бомбу~w~, нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~, но не забудь отойти подальше от машины. [KM1_9] ~r~Установленной в машине бомбой ты должен был взорвать стену! @@ -6520,11 +6520,11 @@ Parse Heap [PAUSED] ИГРА ОСТАНОВЛЕНА -[PBOAT_1] -Чтобы выстрелить из орудия катера нажми ~h~~k~~PED_FIREWEAPON~~w~. +[PBOAT_1] { re3 change } +Чтобы выстрелить из орудия катера нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~. -[PBOAT_2] -Чтобы выстрелить из орудия катера нажми ~h~~k~~PED_FIREWEAPON~~w~. +[PBOAT_2] { re3 change } +Чтобы выстрелить из орудия катера нажми ~h~~k~~VEHICLE_FIREWEAPON~~w~. [PCLOAD] Loading File Data @@ -6700,11 +6700,11 @@ Quit Options [RCBANDT] Багги Бандит -[RCHELP] -Чтобы подорвать машинку, нажми ~k~~PED_FIREWEAPON~, или врежься в колесо жертвы. +[RCHELP] { re3 change } +Чтобы подорвать машинку, нажми ~k~~VEHICLE_FIREWEAPON~, или врежься в колесо жертвы. -[RCHELPA] -Чтобы подорвать машинку, нажми ~k~~PED_FIREWEAPON~, или врежься в колесо жертвы. +[RCHELPA] { re3 change } +Чтобы подорвать машинку, нажми ~k~~VEHICLE_FIREWEAPON~, или врежься в колесо жертвы. [RC_1] У тебя 2 минуты, чтобы подорвать как можно больше машин Дьяволов! @@ -7144,11 +7144,11 @@ Speeder [SPRAY1] В мастерской твою тачку ~h~отремонтируют~w~ и ~h~перекрасят~w~. Копы тебя больше ~h~не узнают~w~. Стоимость - ~h~$1000~w~. Первый раз это бесплатно. -[SPRAY_1] -Чтобы включить брандспойт, нажми на ~h~~k~~PED_FIREWEAPON~~w~. +[SPRAY_1] { re3 change } +Чтобы включить брандспойт, нажми на ~h~~k~~VEHICLE_FIREWEAPON~~w~. -[SPRAY_4] -Чтобы включить брандспойт, нажми на ~h~~k~~PED_FIREWEAPON~~w~. +[SPRAY_4] { re3 change } +Чтобы включить брандспойт, нажми на ~h~~k~~VEHICLE_FIREWEAPON~~w~. [STADIUM] Аспатрия diff --git a/utils/gxt/spanish.txt b/utils/gxt/spanish.txt index 921b7b9c..b5af1759 100644 --- a/utils/gxt/spanish.txt +++ b/utils/gxt/spanish.txt @@ -2246,11 +2246,11 @@ Una bomba de coche vale 1.000 dólares. [GA_5] Tu coche ya tiene una bomba instalada. -[GA_6] -¡Apárcalo, actívala pulsando ~h~~k~~PED_FIREWEAPON~~w~ y SAL PITANDO! +[GA_6] { re3 change } +¡Apárcalo, actívala pulsando ~h~~k~~VEHICLE_FIREWEAPON~~w~ y SAL PITANDO! -[GA_7] -Activa la bomba pulsando ~h~~k~~PED_FIREWEAPON~~w~. Estallará cuando se arranque el motor. +[GA_7] { re3 change } +Activa la bomba pulsando ~h~~k~~VEHICLE_FIREWEAPON~~w~. Estallará cuando se arranque el motor. [GA_8] Utiliza el detonador para activar la bomba. @@ -3606,11 +3606,11 @@ que tendré trabajo para ti. [JM6_1] Llévanos al banco de la avenida principal. -[GA_6B] -¡Apárcalo, actívala pulsando ~h~~k~~PED_FIREWEAPON~~w~ y SAL PITANDO! +[GA_6B] { re3 change } +¡Apárcalo, actívala pulsando ~h~~k~~VEHICLE_FIREWEAPON~~w~ y SAL PITANDO! -[GA_7B] -Activa la bomba pulsando ~h~~k~~PED_FIREWEAPON~~w~. Estallará cuando se arranque el motor. +[GA_7B] { re3 change } +Activa la bomba pulsando ~h~~k~~VEHICLE_FIREWEAPON~~w~. Estallará cuando se arranque el motor. [BAT1] ~g~¡Coge el bate! @@ -4032,11 +4032,11 @@ Mete tu vehículo en el taller de pintura para perder tu ~h~nivel de búsqueda~w [HM1_1] ~g~Cepíllate a 20 Purple Nines en 2 minutos y 30 segundos. -[KM1_8A] -Pulsa ~h~~k~~PED_FIREWEAPON~~w~ para ~h~activar la bomba~w~. Acuérdate de alejarte de ella. +[KM1_8A] { re3 change } +Pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para ~h~activar la bomba~w~. Acuérdate de alejarte de ella. -[KM1_8D] -Pulsa ~h~~k~~PED_FIREWEAPON~~w~ para ~h~activar la bomba~w~. Acuérdate de alejarte de ella. +[KM1_8D] { re3 change } +Pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para ~h~activar la bomba~w~. Acuérdate de alejarte de ella. [KM1_12] ~g~¡Llévalo al dojo, pero deshazte primero de la policía! @@ -4173,11 +4173,11 @@ No necesito tu documentación, pareces de fiar. [DETON] DETONACIÓN: -[DRIVE_A] -Ten una Uzi seleccionada cuando entres en un vehículo, luego mira a la izquierda o a la derecha y pulsa ~h~~k~~PED_FIREWEAPON~~w~ para disparar. +[DRIVE_A] { re3 change } +Ten una Uzi seleccionada cuando entres en un vehículo, luego mira a la izquierda o a la derecha y pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para disparar. -[DRIVE_B] -Ten una Uzi seleccionada cuando entres en un vehículo, luego mira a la izquierda o a la derecha y pulsa ~h~~k~~PED_FIREWEAPON~~w~ para disparar. +[DRIVE_B] { re3 change } +Ten una Uzi seleccionada cuando entres en un vehículo, luego mira a la izquierda o a la derecha y pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para disparar. [RECORD] ~g~¡NUEVO RÉCORD! @@ -4185,11 +4185,11 @@ Ten una Uzi seleccionada cuando entres en un vehículo, luego mira a la izquierd [NRECORD] ~r~¡NO HAY UN NUEVO RÉCORD! -[RCHELP] -Pulsa ~k~~PED_FIREWEAPON~ o lleva el coche teledirigido hasta las ruedas de otro coche para detonarlo. +[RCHELP] { re3 change } +Pulsa ~k~~VEHICLE_FIREWEAPON~ o lleva el coche teledirigido hasta las ruedas de otro coche para detonarlo. -[RCHELPA] -Pulsa ~k~~PED_FIREWEAPON~ o lleva el coche teledirigido hasta las ruedas de otro coche para detonarlo. +[RCHELPA] { re3 change } +Pulsa ~k~~VEHICLE_FIREWEAPON~ o lleva el coche teledirigido hasta las ruedas de otro coche para detonarlo. [RC_1] ¡Tienes 2 minutos para destruir todos los coches de los Diablos que puedas! @@ -4689,11 +4689,11 @@ Luigi dijo que eras de fiar, así que vuelve más tarde, [RM5_6] ~g~¡Ha salido de la ambulancia! ¡Cárgate su escayola con un vehículo o una explosión! -[PBOAT_1] -Pulsa ~h~~k~~PED_FIREWEAPON~~w~ para disparar los cañones de la lancha. +[PBOAT_1] { re3 change } +Pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para disparar los cañones de la lancha. -[PBOAT_2] -Pulsa ~h~~k~~PED_FIREWEAPON~~w~ para disparar los cañones de la lancha. +[PBOAT_2] { re3 change } +Pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para disparar los cañones de la lancha. [DIAB1_B] Al habla El Burro, de los Diablos. @@ -4707,11 +4707,11 @@ Hay una carrera que empezará junto a la sala Clásica, cerca del puente Callaha [DIAB1_F] Consíguete un buen carro y el primero que pase por todos los puntos de control se llevará el premio. -[HM2_1] -Usa los coches teledirigidos para destruir los furgones blindados. Pulsa ~h~~k~~PED_FIREWEAPON~ ~w~para detonarlos. +[HM2_1] { re3 change } +Usa los coches teledirigidos para destruir los furgones blindados. Pulsa ~h~~k~~VEHICLE_FIREWEAPON~ ~w~para detonarlos. -[HM2_1A] -Usa los coches teledirigidos para destruir los furgones blindados. Pulsa ~h~~k~~PED_FIREWEAPON~ ~w~para detonarlos. +[HM2_1A] { re3 change } +Usa los coches teledirigidos para destruir los furgones blindados. Pulsa ~h~~k~~VEHICLE_FIREWEAPON~ ~w~para detonarlos. [HM2_2] ~r~¡No has destruido todos los furgones blindados! @@ -6518,11 +6518,11 @@ Esta Memory Card (PS2) ya está formateada. [FEDSAS4] ;=<> - CAMBIAR SELECCIÓN -[SPRAY_4] -Pulsa ~h~~k~~PED_FIREWEAPON~~w~ para disparar el cañón de agua. +[SPRAY_4] { re3 change } +Pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para disparar el cañón de agua. -[SPRAY_1] -Pulsa ~h~~k~~PED_FIREWEAPON~~w~ para disparar el cañón de agua. +[SPRAY_1] { re3 change } +Pulsa ~h~~k~~VEHICLE_FIREWEAPON~~w~ para disparar el cañón de agua. [LITTLE] LITTLE T diff --git a/vendor/librw b/vendor/librw -Subproject 60a5ace16309ccd3d174a3ec14a106254093406 +Subproject 5c95300890559c85a2764bc200361f904cd4f9f |