#pragma once void TickScript() { /***********************************************************************************/ // Scriptcode /* while( iCurTick >= g_ScriptState.iTargetTick ) { if( QUIT == g_Script[ g_ScriptState.iScriptPointer ] ) { #ifdef DISABLEAUTOQUIT break;//g_ScriptParamFloat #else ExitProcess( 0 ); #endif } ScriptCmd cmd= (ScriptCmd)g_Script[ g_ScriptState.iScriptPointer++ ]; switch( cmd ) { case CSPEED: g_ScriptState.m_fCamSpeed= g_ScriptParamFloat[ g_ScriptState.iScriptParam++ ]; break; case OSPEED: g_ScriptState.m_fObjectSpeed= g_ScriptParamFloat[ g_ScriptState.iScriptParam++ ]; break; case CTIME: g_ScriptState.m_fCamTime= g_ScriptParamFloat[ g_ScriptState.iScriptParam++ ]; break; case OTIME: g_ScriptState.m_fObjectTime= g_ScriptParamFloat[ g_ScriptState.iScriptParam++ ]; break; case CAM: g_ScriptState.m_iCam= g_Script[ g_ScriptState.iScriptPointer++ ]; break; case OBJ: g_ScriptState.m_iObject= g_Script[ g_ScriptState.iScriptPointer++ ]; g_ScriptState.m_iObjectCount= g_Script[ g_ScriptState.iScriptPointer++ ]; break; case TICK: g_ScriptState.iTargetTick+= g_Script[ g_ScriptState.iScriptPointer++ ]; break; } } float fTimeStep= (float)dwNewSamples * 4.0f / (float)g_iTempo; g_ScriptState.m_fCamTime+= g_ScriptState.m_fCamSpeed * fTimeStep; g_ScriptState.m_fObjectTime+= g_ScriptState.m_fObjectSpeed * fTimeStep;*/ int iCamera= g_ScriptState.m_iCam; int iCurObj= g_ScriptState.m_iObject; int iObjCount= g_ScriptState.m_iObjectCount; #ifdef SINGLEEDITMODE iCamera= g_iCurrentCamera; iCurObj= g_iCurrentObject; iObjCount= g_iCurrentObjectCount; #endif } void RenderStuff() { #ifndef SINGLEEDITMODE int iPercent= 46 + ( iCurTick / 4 ) * 2; if( iPercent < 100 ) { RenderLoadingLine( iPercent ); } #endif # ifdef SINGLEEDITMODE iPortrait= g_iCurrentPortrait; # endif /*if( g_PortraitData[ iPortrait ].m_iTextureID >= 0 ) { const int iScrollTicks= 22050; int iTicksHere= g_dwSamples - g_ScriptState.m_iPorStartTick * g_iTempo / 32; int iTicksNext= iPorEnd * g_iTempo / 32 - g_dwSamples; float fPosOffset= 0.0f; if( iTicksHere < iScrollTicks && iPortrait > 0 && g_PortraitData[ iPortrait ].m_iTextureID != g_PortraitData[ iPortrait - 1 ].m_iTextureID ) { fPosOffset= (float)( iScrollTicks - iTicksHere ) / (float)iScrollTicks; } else if( iTicksNext < iScrollTicks && g_PortraitData[ iPortrait ].m_iTextureID != g_PortraitData[ iPortrait + 1 ].m_iTextureID ) { fPosOffset= (float)( iScrollTicks - iTicksNext ) / (float)iScrollTicks; } fPosOffset= fPosOffset * fPosOffset * 512.0f; if( g_PortraitData[ iPortrait ].m_iPosX < 0.0f ) { fPosOffset= -fPosOffset; } RenderPic( g_PortraitData[ iPortrait ].m_iTextureID, (float)g_PortraitData[ iPortrait ].m_iPosX + fPosOffset, (float)g_PortraitData[ iPortrait ].m_iPosY, (float)g_PortraitData[ iPortrait ].m_iScale ); RenderText( g_PortraitData[ iPortrait ].m_pcText, iTicksHere * 8 / g_iTempo - 4, (float)g_PortraitData[ iPortrait ].m_iTextPosX, (float)g_PortraitData[ iPortrait ].m_iTextPosY ); }*/ } void viewStraight() { D3DXMatrixLookAtLH( &g_matView, (D3DXVECTOR3*)&D3DXVECTOR3( 0.0f, 4.0f, 250.0f ), (D3DXVECTOR3*)&D3DXVECTOR3( 0.0f, 0.0f, -100.0f ), (D3DXVECTOR3*)&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) ); g_d3d_device->SetTransform( D3DTS_VIEW, &g_matView ); g_d3d_device->Clear( 0, NULL, D3DCLEAR_ZBUFFER ,0x000000ff, 1.0f, 0 ); }