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author | Sergeanur <s.anureev@yandex.ua> | 2021-07-31 19:07:29 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-31 19:07:29 +0200 |
commit | 232b5a04bad3ff2fc3a054b790918042082c7beb (patch) | |
tree | f7105f1270ef1c86b9f0160d604ca23745f734de /src | |
parent | Merge pull request #1248 from davicr/radar-cutscene-bugfix (diff) | |
parent | Make cars and peds to not despawn when you look away (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/control/CarCtrl.cpp | 5 | ||||
-rw-r--r-- | src/core/config.h | 4 | ||||
-rw-r--r-- | src/peds/Population.cpp | 5 |
3 files changed, 12 insertions, 2 deletions
diff --git a/src/control/CarCtrl.cpp b/src/control/CarCtrl.cpp index 35580053..37312b89 100644 --- a/src/control/CarCtrl.cpp +++ b/src/control/CarCtrl.cpp @@ -731,6 +731,7 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) } float distanceToPlayer = (pVehicle->GetPosition() - vecPlayerPos).Magnitude2D(); float threshold = 50.0f; +#ifndef EXTENDED_OFFSCREEN_DESPAWN_RANGE if (pVehicle->GetIsOnScreen() || TheCamera.Cams[TheCamera.ActiveCam].LookingLeft || TheCamera.Cams[TheCamera.ActiveCam].LookingRight || @@ -741,7 +742,9 @@ CCarCtrl::PossiblyRemoveVehicle(CVehicle* pVehicle) pVehicle->GetModelIndex() == MI_FIRETRUCK || pVehicle->bIsLawEnforcer || pVehicle->bIsCarParkVehicle - ){ + ) +#endif + { threshold = 130.0f * TheCamera.GenerationDistMultiplier; } if (pVehicle->bExtendedRange) diff --git a/src/core/config.h b/src/core/config.h index 2abaec13..21a8b738 100644 --- a/src/core/config.h +++ b/src/core/config.h @@ -265,6 +265,9 @@ enum Config { #define NO_MOVIES // add option to disable intro videos +#define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look + // away + #if defined(__LP64__) || defined(_WIN64) #define FIX_BUGS_64 // Must have fixes to be able to run 64 bit build #endif @@ -450,6 +453,7 @@ enum Config { #undef PS2_ALPHA_TEST #undef NO_ISLAND_LOADING #undef PS2_AUDIO_CHANNELS + #undef EXTENDED_OFFSCREEN_DESPAWN_RANGE #define PC_PARTICLE #define VC_PED_PORTS // To not process collisions always. But should be tested if that's really beneficial #define VC_RAIN_NERF // Reduces number of rain particles diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp index 1d2a5798..fcabff91 100644 --- a/src/peds/Population.cpp +++ b/src/peds/Population.cpp @@ -1126,13 +1126,16 @@ CPopulation::ManagePopulation(void) bool pedIsFarAway = false; if (PedCreationDistMultiplier() * (PED_REMOVE_DIST_SPECIAL * TheCamera.GenerationDistMultiplier) < dist || (!ped->bCullExtraFarAway && PedCreationDistMultiplier() * PED_REMOVE_DIST * TheCamera.GenerationDistMultiplier < dist) +#ifndef EXTENDED_OFFSCREEN_DESPAWN_RANGE || (PedCreationDistMultiplier() * (MIN_CREATION_DIST + CREATION_RANGE) * OFFSCREEN_CREATION_MULT < dist && !ped->GetIsOnScreen() && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER && TheCamera.Cams[TheCamera.ActiveCam].Mode != CCam::MODE_SNIPER_RUNABOUT && !TheCamera.Cams[TheCamera.ActiveCam].LookingLeft && !TheCamera.Cams[TheCamera.ActiveCam].LookingRight - && !TheCamera.Cams[TheCamera.ActiveCam].LookingBehind)) + && !TheCamera.Cams[TheCamera.ActiveCam].LookingBehind) +#endif + ) pedIsFarAway = true; if (!pedIsFarAway) |