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Add new world special property (vehicle sun glare effect) #2495
Add new world special property (vehicle sun glare effect) #2495
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Thanks you for the PR! |
@TheNormalnij allright, should cool now |
Client/game_sa/CGameSA.cpp
Outdated
@@ -33,17 +33,43 @@ float* CGameSA::VAR_TimeStep; | |||
unsigned long* CGameSA::VAR_Framelimiter; | |||
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unsigned int OBJECTDYNAMICINFO_MAX = *(uint32_t*)0x59FB4C != 0x90909090 ? *(uint32_t*)0x59FB4C : 160; // default: 160 | |||
static int m_iVehicleSunGlare; |
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Can bool be used?
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Can bool be used?
I've tried that before, but it seems will resulting crashing on the client.
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BOOL
is bool type with int size. Can be used here
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BOOL
is bool type with int size. Can be used here
yeah, done! it's works
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m_iVehicleSunGlare -> m_bVehicleSunGlare also
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m_iVehicleSunGlare -> m_bVehicleSunGlare also
Roger that
Marge time |
Introduction
This PR adds the vehicle sun glare effect to the
setWorldSpecialPropertyEnabled
,isWorldSpecialPropertyEnabled
. The effect is already presented in the SA engine and it's a leftover feature from VC, so it will add some classic aesthetic to the game.Summary:
disabled
by default, keeping consistent to the original SA graphical favor.vehiclesunglare
is added into the world function, you can set it on or off like other world properties. this includessetWorldSpecialPropertyEnabled
,isWorldSpecialPropertyEnabled
planes
, maybe due to they are not present in VC and it is no need for R* to update them, but most vehicles should work fine (maybe we need more investigation to find out).Code Example:
setWorldSpecialPropertyEnabled("vehiclesunglare",true)
setWorldSpecialPropertyEnabled("vehiclesunglare",false)
Test Resource
glare.zip
command
/glare
on
oroff
to switch this effect.