Fix compilation for windows

This commit is contained in:
Shinovon 2026-05-12 07:00:35 +05:00
parent 20c7bf7818
commit 7f9b635431
12 changed files with 70 additions and 7 deletions

View file

@ -6,7 +6,7 @@
* Arrays grouping together all the EAX presets in a scenario *
* *
************************************************************************************************/
#if 0
#include "eax-util.h"
#include <math.h>
@ -704,3 +704,4 @@ EAXLISTENERPROPERTIES EAX30_MISC_PRESETS[] =
EAX30_PRESET_SMALLWATERROOM
};
#endif

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@ -8,7 +8,7 @@
* *
\*******************************************************************/
#ifndef EAXUTIL_INCLUDED
#if !defined EAXUTIL_INCLUDED && 0
#define EAXUTIL_INCLUDED
#include <eax.h>

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@ -5,7 +5,7 @@
* *
********************************************************************/
#ifndef EAX_H_INCLUDED
#if !defined EAX_H_INCLUDED && 0
#define EAX_H_INCLUDED
#ifdef __cplusplus

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@ -1,5 +1,9 @@
#pragma once
#ifdef AUDIO_OAL
#undef AUDIO_OAL
#endif
#ifdef AUDIO_OAL
#include "eax.h"
#include "AL/efx.h"

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@ -1,6 +1,6 @@
//#define JUICY_OAL
#ifdef AUDIO_OAL
#if defined AUDIO_OAL && 0
#include <time.h>
#include "eax.h"

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@ -1,7 +1,13 @@
#pragma once
#define LOGS
#ifdef __SYMBIAN32__
#define LOGS_RDEBUG
#endif
#ifdef AUDIO_OAL
#undef AUDIO_OAL
#endif
// disables (most) stuff that wasn't in original gta3.exe
#ifdef __MWERKS__
@ -438,8 +444,8 @@ enum Config {
//#define AUDIO_CACHE
#define PS2_AUDIO_CHANNELS // increases the maximum number of audio channels to PS2 value of 44 (PC has 28 originally)
#define PS2_AUDIO_PATHS // changes audio paths for cutscenes and radio to PS2 paths (needs vbdec on MSS builds)
#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
//#define AUDIO_OAL_USE_SNDFILE // use libsndfile to decode WAVs instead of our internal decoder
//#define AUDIO_OAL_USE_MPG123 // use mpg123 to support mp3 files
#define PAUSE_RADIO_IN_FRONTEND // pause radio when game is paused
#define ATTACH_RELEASING_SOUNDS_TO_ENTITIES // sounds would follow ped and vehicles coordinates if not being queued otherwise
#define USE_TIME_SCALE_FOR_AUDIO // slow down/speed up sounds according to the speed of the game

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@ -91,7 +91,9 @@ float Diag_GetFPS()
return 39000.0f / (msCollected[(curMS - 1) % MAX_MS_COLLECTED] - msCollected[curMS % MAX_MS_COLLECTED]);
}
#ifdef LOGS_RDEBUG
extern "C" void RDebug_Printf(const char*, ...);
#endif
void tbDisplay()
{
@ -114,6 +116,7 @@ void tbDisplay()
CFont::SetFontStyle(FONT_BANK);
sprintf(temp, "FPS: %.2f", Diag_GetFPS());
if (frames >= 15) {
//#ifdef LOGS_RDEBUG
// RDebug_Printf("FPS: %.2f", Diag_GetFPS());
// RDebug_Printf("vbo: %d, draw: %d, render: %d, matfx: %d, skin: %d, im2d: %d, im3d: %d", vboUploads, draw, render, matfx, skin, im2d, im3d);
// for (uint32 i = 0; i < TimerBar.count; i++) {
@ -124,6 +127,7 @@ void tbDisplay()
// RDebug_Printf("EndOfFrame: %.2f", endOfFrameTime);
// RDebug_Printf("Frame Time: %.2f", MaxFrameTime);
// RDebug_Printf(" ");
//#endif
frames = 0;
} else frames++;

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@ -207,12 +207,15 @@ RwTextureGtaStreamRead(RwStream *stream)
if (gGameState == GS_INIT_PLAYING_GAME) {
texLoadTime = (texNumLoaded * texLoadTime + (float)CTimer::GetCurrentTimeInCycles() / (float)CTimer::GetCyclesPerMillisecond() - preloadTime) / (float)(texNumLoaded+1);
texNumLoaded++;
} else if (gGameState != GS_PLAYING_GAME || FrontEndMenuManager.m_bMenuActive) {
}
#ifdef __SYMBIAN32__
else if (gGameState != GS_PLAYING_GAME || FrontEndMenuManager.m_bMenuActive) {
if (tex != nil && tex->raster != nil && (RwRasterGetWidth(tex->raster) > 128 || RwRasterGetHeight(tex->raster) > 128)) {
// debug("downscaling %s", tex->name);
halveTexture(tex);
}
}
#endif
#ifdef ANISOTROPIC_FILTERING
if(tex && RpAnisotGetMaxSupportedMaxAnisotropy() > 1) // BUG? this was RpAnisotTextureGetMaxAnisotropy, but that doesn't make much sense