Does anyone know others?
DeusEx/Inc/DeusExClasses.h:
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class AInventory* ClientinHandPending;
class AInventory* LastinHand; // MISSING
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class AInventory* ClientinHandPending;
class AInventory* LastinHand; // MISSING
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// ----------------------------------------------------------------------
// File Name : ConCamera.h
// Programmer : Albert Yarusso (ay)
// Description : Header for Conversation Camera class
//
// ----------------------------------------------------------------------
// Copyright ©1998 ION Storm Austin. This software is a trade secret.
// ----------------------------------------------------------------------
#ifndef _CONCAMERA_H_
#define _CONCAMERA_H_
// ----------------------------------------------------------------------
// DConCamera Class
//
// This class is used to pass camera information to
// DeusExPlayer::PlayerCalcView() during conversations to position the
// camera in different locations.
// ----------------------------------------------------------------------
class CONSYS_API DConCamera : public DConObject
{
DECLARE_CLASS(DConCamera, DConObject, 0)
public:
class AActor* cameraActor; // Actor who owns this event
BYTE cameraPosition; // Predefined camera position
BYTE cameraType; // Camera Type for current event
BYTE cameraMode; // Current camera display mode
class DConLight* conLightSpeaker; // Used to light actor's faces (WAS MISSING)
class DConLight* conLightSpeakingTo; // Used to light actor's faces (WAS MISSING)
FVector cameraOffset; // Camera offset, for CT_Actor mode
FRotator rotation; // Camera Rotation
FLOAT cosAngle; // (WAS MISSING)
INT firstActorRotation; // (WAS MISSING)
INT setActorCount; // (WAS MISSING)
BITFIELD bCameraLocationSaved:1; // (WAS MISSING)
// Camera Fallback Positions (for when camera view obstructed)
BYTE cameraFallbackPositions[9]; //ECameraPositions (WAS MISSING)
BYTE cameraHeightPositions[9]; //ECameraPositions (WAS MISSING)
INT currentFallback; // (WAS MISSING)
UBOOL bUsingFallback; // (WAS MISSING)
// Used for CT_Speakers mode
FLOAT heightModifer; // Height Modifier
FLOAT centerModifier; // Center Point modifier
FLOAT distanceMultiplier; // Distance Multiplier
FLOAT heightFallbackTrigger; // (WAS MISSING)
// Actors associated with camera placement
class AActor* firstActor;
class AActor* secondActor;
// These variable are used to prevent camera angle changes when the
// actors change.
class AActor* lastFirstActor;
class AActor* lastSecondActor;
BITFIELD ignoreSetActors:1;
// Used for Camera debugging
BITFIELD bDebug:1;
FVector LastLocation;
FRotator LastRotation;
BITFIELD bInteractiveCamera:1;
// Constructor
DConCamera();
};
#endif // _CONCAMERA_H_
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ULevel* UMyGameEngine::LoadMap( const FURL& URL, UPendingLevel* Pending, const TMap<FString,FString>* TravelInfo, FString& Error )
{
ULevel* Level = Super::LoadMap( URL, Pending, TravelInfo, Error );
guard( VerifyClasses );
VERIFY_CLASS_OFFSET( A, Actor, Owner );
VERIFY_CLASS_OFFSET( A, Actor, TimerCounter );
VERIFY_CLASS_OFFSET( A, PlayerPawn, Player );
VERIFY_CLASS_OFFSET( A, PlayerPawn, MaxStepHeight );
unguard;
return Level;
}
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// Wrong:
//TCHAR HostName[256];
//TCHAR Error[256];
// Right:
TCHAR HostName[512];
TCHAR Error[512];
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else if( !appStrcmp(GameName, TEXT("deusex")) )
{
*key = 'A';
key++;
*key = 'v';
key++;
*key = '3';
key++;
*key = 'M';
key++;
*key = '9';
key++;
*key = '9';
key++;
}
Nice!bjorn98009_91 wrote:Took the liberty to set up a Google Code SVN for this to collect all changes in one place.
What do you need? Email/googleaccount?Contact me and I'll add you as a collaborator.
No.Fritz wrote:Is this useful to fix some stuff ingame?
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// ----------------------------------------------------------------------
// CreateConCamera()
// ----------------------------------------------------------------------
function ConCamera CreateConCamera( Conversation con )
{
local HXConCamera TmpCam;
TmpCam = new( con,'',RF_Public ) class'HXConCamera';
TmpCam.player = HXHuman(player);
return TmpCam;
}