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Merge branch 'miami' into lcs
# Conflicts: # src/control/Script.cpp # src/control/Script4.cpp # src/render/Weather.cpp # src/render/Weather.h # src/vehicles/Automobile.cpp
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@@ -4056,9 +4056,17 @@ CCamera::CalculateDerivedValues(void)
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bool
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CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat)
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{
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RwV3d c;
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c = center;
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RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
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#ifdef GTA_PS2
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CVuVector c;
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TransformPoint(c, *mat, center);
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#else
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CVector c = center;
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#ifdef FIX_BUGS
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c = *mat * center;
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#else
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RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat);
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#endif
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#endif
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if(c.y < CDraw::GetNearClipZ()) return false;
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if(c.y > CDraw::GetFarClipZ()) return false;
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if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > 0.0f) return false;
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@@ -4071,9 +4079,17 @@ CCamera::IsPointVisible(const CVector ¢er, const CMatrix *mat)
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bool
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CCamera::IsSphereVisible(const CVector ¢er, float radius, const CMatrix *mat)
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{
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RwV3d c;
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c = center;
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RwV3dTransformPoints(&c, &c, 1, &mat->m_matrix);
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#ifdef GTA_PS2
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CVuVector c;
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TransformPoint(c, *mat, center);
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#else
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CVector c = center;
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#ifdef FIX_BUGS
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c = *mat * center;
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#else
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RwV3dTransformPoints(&c, &c, 1, (RwMatrix*)mat);
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#endif
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#endif
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if(c.y + radius < CDraw::GetNearClipZ()) return false;
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if(c.y - radius > CDraw::GetFarClipZ()) return false;
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if(c.x*m_vecFrustumNormals[0].x + c.y*m_vecFrustumNormals[0].y > radius) return false;
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@@ -4091,11 +4107,24 @@ CCamera::IsSphereVisible(const CVector ¢er, float radius)
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}
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bool
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CCamera::IsBoxVisible(RwV3d *box, const CMatrix *mat)
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#ifdef GTA_PS2
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CCamera::IsBoxVisible(CVuVector *box, const CMatrix *mat)
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#else
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CCamera::IsBoxVisible(CVector *box, const CMatrix *mat)
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#endif
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{
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int i;
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int frustumTests[6] = { 0 };
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RwV3dTransformPoints(box, box, 8, &mat->m_matrix);
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#ifdef GTA_PS2
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TransformPoints(box, 8, *mat, box);
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#else
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#ifdef FIX_BUGS
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for (i = 0; i < 8; i++)
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box[i] = *mat * box[i];
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#else
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RwV3dTransformPoints(box, box, 8, (RwMatrix*)mat);
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#endif
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#endif
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for(i = 0; i < 8; i++){
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if(box[i].y < CDraw::GetNearClipZ()) frustumTests[0]++;
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