Fix workflows build
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+16
-15
@@ -201,6 +201,22 @@ enum Config {
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#define NO_CDCHECK // skip audio CD check
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#define DEFAULT_NATIVE_RESOLUTION // Set default video mode to your native resolution (fixes Windows 10 launch)
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// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts).
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// Enabled by default on Switch; the RE3_RT CMake option passes NO_RT to turn it off.
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// Every other platform builds vanilla. Platform necessities (audio/loading tweaks)
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// are gated on __SWITCH__ separately, so a vanilla NX build still keeps those.
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// Kept above VANILLA_DEFINES so the tunables below exist in every configuration.
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#if defined(__SWITCH__) && !defined(NO_RT)
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#define RT
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#endif
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// RT tunables, centralized so shared code stays readable. RT off = upstream values.
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#ifdef RT
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#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30%
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#else
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#define RT_RADAR_SCALE 1.0f
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#endif
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#ifdef VANILLA_DEFINES
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#if !defined(_WIN32) || defined(__LP64__) || defined(_WIN64)
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#error Vanilla can only be built for win-x86
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@@ -272,21 +288,6 @@ enum Config {
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#define FIX_INCOMPATIBLE_SAVES // try to fix incompatible saves, requires COMPATIBLE_SAVES
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#define LOAD_INI_SETTINGS // as the name suggests. fundamental for CUSTOM_FRONTEND_OPTIONS
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// Revisited Trilogy modifications (HUD/menu/controller cosmetics, custom fonts).
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// Enabled by default on Switch; comment out to build a clean "vanilla NX".
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// Platform necessities (audio/loading tweaks) are gated on __SWITCH__ separately,
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// so a vanilla NX build (RT off) still keeps those.
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#if defined(__SWITCH__) && !defined(NO_RT)
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#define RT
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#endif
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// RT tunables, centralized so shared code stays readable. RT off = upstream values.
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#ifdef RT
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#define RT_RADAR_SCALE 1.3f // enlarge the minimap by 30%
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#else
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#define RT_RADAR_SCALE 1.0f
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#endif
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//#define NO_MOVIES // compile-time: when defined, intro videos are skipped entirely
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#define EXTENDED_OFFSCREEN_DESPAWN_RANGE // Use onscreen despawn range for offscreen peds and vehicles to avoid them despawning in the distance when you look
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@@ -1,6 +1,12 @@
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// Nintendo Switch / GLFW movie player. Ported from the SDL2 build; only the
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// windowing-system glue differs (GLFW proc address / buffer swap / timer).
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#if defined RW_GL3 && !defined LIBRW_SDL2
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//
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// Switch-only on purpose: Windows D3D9 builds play the intro through the win.cpp
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// skeleton (DirectShow), and the other GLFW targets never played it at all - the
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// MPEG states there have always just fallen through. Everyone else gets the stub
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// at the bottom of this file, which keeps glfw.cpp's intro state machine linkable
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// without dragging pl_mpeg and OpenAL into those builds.
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#if defined __SWITCH__ && defined RW_GL3 && !defined LIBRW_SDL2 && defined AUDIO_OAL
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#include "common.h"
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+11
-10
@@ -1835,6 +1835,17 @@ windowIconifyCB(GLFWwindow* window, int iconified) {
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/*
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*****************************************************************************
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*/
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// True if the player pressed a button to skip an intro movie. Uses the menu
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// confirm button so it follows the selected controller type (Nintendo layout:
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// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard.
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// Defined for every platform - the intro state machine below is not #ifdef'd.
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static bool SkipMovieButtonJustDown()
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{
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return CPad::GetPad(0)->GetMenuConfirmJustDown()
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|| CPad::GetPad(0)->GetStartJustDown()
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|| CPad::GetPad(0)->GetEnterJustDown();
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}
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#ifdef _WIN32
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int PASCAL
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WinMain(HINSTANCE instance,
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@@ -1858,16 +1869,6 @@ WinMain(HINSTANCE instance,
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#endif
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#else
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// True if the player pressed a button to skip an intro movie. Uses the menu
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// confirm button so it follows the selected controller type (Nintendo layout:
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// A/east; PlayStation/Xbox: Cross/south), plus Start or Enter on a keyboard.
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static bool SkipMovieButtonJustDown()
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{
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return CPad::GetPad(0)->GetMenuConfirmJustDown()
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|| CPad::GetPad(0)->GetStartJustDown()
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|| CPad::GetPad(0)->GetEnterJustDown();
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}
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int
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main(int argc, char *argv[])
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{
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