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author | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-03-29 15:32:11 +0200 |
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committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-03-29 15:32:11 +0200 |
commit | d53c151ffcdfdc526069f261afd42d863f87af67 (patch) | |
tree | 2d9a925854036427a37dc8b8f317df3753022521 | |
parent | CWeaponEffects(autoaim crosshair) done, CGame done. restored some original R* names (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/Game.cpp | 28 | ||||
-rw-r--r-- | src/render/WeaponEffects.cpp | 36 |
2 files changed, 32 insertions, 32 deletions
diff --git a/src/core/Game.cpp b/src/core/Game.cpp index 57683893..8dd90d94 100644 --- a/src/core/Game.cpp +++ b/src/core/Game.cpp @@ -121,29 +121,29 @@ CGame::InitialiseRenderWare(void) /* Create camera */ Scene.camera = CameraCreate(RsGlobal.width, RsGlobal.height, TRUE); - ASSERT(Scene.camera != NULL); + ASSERT(Scene.camera != nil); if (!Scene.camera) { return (false); } - RwCameraSetFarClipPlane(Scene.camera, (RwReal) (2000.0)); - RwCameraSetNearClipPlane(Scene.camera, (RwReal) (0.9)); + RwCameraSetFarClipPlane(Scene.camera, 2000.0f); + RwCameraSetNearClipPlane(Scene.camera, 0.9f); - CameraSize(Scene.camera, NULL, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); + CameraSize(Scene.camera, nil, DEFAULT_VIEWWINDOW, DEFAULT_ASPECT_RATIO); /* Create a world */ RwBBox bbox; - bbox.sup.x = bbox.sup.y = bbox.sup.z = (RwReal)(10000.0); - bbox.inf.x = bbox.inf.y = bbox.inf.z = (RwReal)(-10000.0); + bbox.sup.x = bbox.sup.y = bbox.sup.z = 10000.0f; + bbox.inf.x = bbox.inf.y = bbox.inf.z = -10000.0f; Scene.world = RpWorldCreate(&bbox); - ASSERT(Scene.world != NULL); + ASSERT(Scene.world != nil); if (!Scene.world) { CameraDestroy(Scene.camera); - Scene.camera = NULL; + Scene.camera = nil; return (false); } @@ -182,8 +182,8 @@ void CGame::ShutdownRenderWare(void) /* destroy camera */ CameraDestroy(Scene.camera); - Scene.world = NULL; - Scene.camera = NULL; + Scene.world = nil; + Scene.camera = nil; CVisibilityPlugins::Shutdown(); @@ -233,7 +233,7 @@ bool CGame::InitialiseOnceAfterRW(void) DMAudio.SetEffectsFadeVol(127); DMAudio.SetMusicFadeVol(127); CWorld::Players[0].SetPlayerSkin(CMenuManager::m_PrefsSkinFile); - + return true; } @@ -411,7 +411,7 @@ bool CGame::ShutDown(void) { CWorld::Remove(CWorld::Players[i].m_pPed); delete CWorld::Players[i].m_pPed; - CWorld::Players[i].m_pPed = NULL; + CWorld::Players[i].m_pPed = nil; } CWorld::Players[i].Clear(); @@ -490,7 +490,7 @@ void CGame::ReInitGameObjectVariables(void) CWaterCannons::Init(); CParticle::ReloadConfig(); CCullZones::ResolveVisibilities(); - + if ( !FrontEndMenuManager.m_bLoadingSavedGame ) { CCranes::InitCranes(); @@ -535,7 +535,7 @@ void CGame::ShutDownForRestart(void) for (int i = 0; i < NUMPLAYERS; i++) CWorld::Players[i].Clear(); - + CGarages::SetAllDoorsBackToOriginalHeight(); CTheScripts::UndoBuildingSwaps(); CTheScripts::UndoEntityInvisibilitySettings(); diff --git a/src/render/WeaponEffects.cpp b/src/render/WeaponEffects.cpp index 1c29caf8..cbab25a5 100644 --- a/src/render/WeaponEffects.cpp +++ b/src/render/WeaponEffects.cpp @@ -22,24 +22,24 @@ CWeaponEffects::~CWeaponEffects() void CWeaponEffects::Init(void) { - gCrossHair.m_bActive = false; - gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f); - gCrossHair.m_nRed = 0; - gCrossHair.m_nGreen = 0; - gCrossHair.m_nBlue = 0; - gCrossHair.m_nAlpha = 255; - gCrossHair.m_fSize = 1.0f; - gCrossHair.m_fRotation = 0.0f; + gCrossHair.m_bActive = false; + gCrossHair.m_vecPos = CVector(0.0f, 0.0f, 0.0f); + gCrossHair.m_nRed = 0; + gCrossHair.m_nGreen = 0; + gCrossHair.m_nBlue = 0; + gCrossHair.m_nAlpha = 255; + gCrossHair.m_fSize = 1.0f; + gCrossHair.m_fRotation = 0.0f; CTxdStore::PushCurrentTxd(); - int32 slut = CTxdStore::FindTxdSlot("particle"); - CTxdStore::SetCurrentTxd(slut); + int32 slot = CTxdStore::FindTxdSlot("particle"); + CTxdStore::SetCurrentTxd(slot); gpCrossHairTex = RwTextureRead("crosshair", NULL); gpCrossHairRaster = RwTextureGetRaster(gpCrossHairTex); - CTxdStore::PopCurrentTxd(); + CTxdStore::PopCurrentTxd(); } void @@ -51,13 +51,13 @@ CWeaponEffects::Shutdown(void) void CWeaponEffects::MarkTarget(CVector pos, uint8 red, uint8 green, uint8 blue, uint8 alpha, float size) { - gCrossHair.m_bActive = true; - gCrossHair.m_vecPos = pos; - gCrossHair.m_nRed = red; - gCrossHair.m_nGreen = green; - gCrossHair.m_nBlue = blue; - gCrossHair.m_nAlpha = alpha; - gCrossHair.m_fSize = size; + gCrossHair.m_bActive = true; + gCrossHair.m_vecPos = pos; + gCrossHair.m_nRed = red; + gCrossHair.m_nGreen = green; + gCrossHair.m_nBlue = blue; + gCrossHair.m_nAlpha = alpha; + gCrossHair.m_fSize = size; } void |