Extract SA interfaces to separate files #1 (C3DMarkerSAInterface)#4063
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FileEX wants to merge 4 commits intomultitheftauto:masterfrom
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Extract SA interfaces to separate files #1 (C3DMarkerSAInterface)#4063FileEX wants to merge 4 commits intomultitheftauto:masterfrom
FileEX wants to merge 4 commits intomultitheftauto:masterfrom
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G-Moris
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Mar 3, 2025
TheNormalnij
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Mar 6, 2025
TheNormalnij
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TheNormalnij
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TheNormalnij
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TheNormalnij
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TheNormalnij
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| CVector m_lastPosition; // 144 | ||
| DWORD m_OnScreenTestTime; // time last screen check was done // 156 | ||
| }; | ||
| #include "interfaces/C3DMarkerSAInterface.h" |
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The idea is interesting, but i think there were some sort of design choices involved. So we store SA interfaces and wrappers in the same file.
What do the other contributors think about that?
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I think that generally the separation of MTA wrappers and SA internal structures is reasonable. I don't think that this can harm the existed code in any way.
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The SA layer interfaces are currently in the header files of classes, e.g.,
C3DMarkerSAInterfaceinC3DMarkerSA.h. However, in many cases, multiple interfaces are in the same file, and often they shouldn't be there. I think a good solution to this mess is to extract the interfaces into separate files in theinterfacesdirectory within the Game SA project.During this extraction, we can also refine the interfaces and fill in missing fields, as many interface classes have incorrect structures. These PRs are not intended to refactor the actual code (e.g.,
C3DMarkerSA), only as much as necessary for the new interface structure.Merging all interfaces in a single PR would obviously be unacceptable, impossible to review, and difficult to test. Therefore, I want to split this into multiple PRs, ideally handling three interfaces per PR. This PR is the first in the series.
- Improved and completed theCMatrix_PaddedclassC3DMarkerSAInterfaceand corrected its structureXYZ,XYZStore,CMatrixExfromCEntitySA.hI tested the code after the changes and did not observe any issues with markers or their colors.