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-rw-r--r--src/core/config.h26
1 files changed, 18 insertions, 8 deletions
diff --git a/src/core/config.h b/src/core/config.h
index 99c5f6ef..5d528d50 100644
--- a/src/core/config.h
+++ b/src/core/config.h
@@ -135,10 +135,6 @@ enum Config {
NUM_EXPLOSIONS = 48,
};
-// We'll use this once we're ready to become independent of the game
-// Use it to mark bugs in the code that will prevent the game from working then
-//#define STANDALONE
-
// We don't expect to compile for PS2 or Xbox
// but it might be interesting for documentation purposes
#define GTA_PC
@@ -165,6 +161,16 @@ enum Config {
#define FINAL
#endif
+// Version defines
+#define GTA3_PS2_140 300
+#define GTA3_PS2_160 301
+#define GTA3_PC_10 310
+#define GTA3_PC_11 311
+#define GTA3_PC_STEAM 312
+// TODO? maybe something for xbox or android?
+
+#define GTA_VERSION GTA3_PC_11
+
// quality of life fixes that should also be in FINAL
#define NASTY_GAME // nasty game for all languages
#define NO_CDCHECK
@@ -173,14 +179,18 @@ enum Config {
#define DRAW_GAME_VERSION_TEXT
#define DRAW_MENU_VERSION_TEXT
+// Memory allocation and compression
+// #define USE_CUSTOM_ALLOCATOR // use CMemoryHeap for allocation. use with care, not finished yet
+//#define COMPRESSED_COL_VECTORS // use compressed vectors for collision vertices
+//#define ANIM_COMPRESSION // only keep most recently used anims uncompressed
+
#if defined GTA_PS2
# define GTA_PS2_STUFF
# define RANDOMSPLASH
+# define USE_CUSTOM_ALLOCATOR
# define VU_COLLISION
# define ANIM_COMPRESSION
#elif defined GTA_PC
-# define GTA3_1_1_PATCH
-//# define GTA3_STEAM_PATCH
# ifdef GTA_PS2_STUFF
# define USE_PS2_RAND
# define RANDOMSPLASH // use random splash as on PS2
@@ -190,7 +200,7 @@ enum Config {
#endif
#ifdef VU_COLLISION
-#define COMPRESSED_COL_VECTORS // current need compressed vectors in this code
+#define COMPRESSED_COL_VECTORS // currently need compressed vectors in this code
#endif
#ifdef MASTER
@@ -242,7 +252,7 @@ enum Config {
#endif
#ifndef EXTENDED_COLOURFILTER
-#undef SCREEN_DROPLETS // we need the frontbuffer for this effect
+#undef SCREEN_DROPLETS // we need the backbuffer for this effect
#endif
#ifndef EXTENDED_PIPELINES
#undef SCREEN_DROPLETS // we need neo.txd