Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
This commit is contained in:
@@ -32,13 +32,13 @@ void Chunk::CreateNewThreadStorage()
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void Chunk::ReleaseThreadStorage()
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{
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unsigned char *tileIds = static_cast<unsigned char *>(TlsGetValue(tlsIdx));
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unsigned char *tileIds = (unsigned char *)TlsGetValue(tlsIdx);
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delete tileIds;
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}
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unsigned char *Chunk::GetTileIdsStorage()
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{
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unsigned char *tileIds = static_cast<unsigned char *>(TlsGetValue(tlsIdx));
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unsigned char *tileIds = (unsigned char *)TlsGetValue(tlsIdx);
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return tileIds;
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}
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#else
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@@ -148,7 +148,7 @@ void Chunk::setPos(int x, int y, int z)
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void Chunk::translateToPos()
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{
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glTranslatef(static_cast<float>(xRenderOffs), static_cast<float>(yRenderOffs), static_cast<float>(zRenderOffs));
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glTranslatef((float)xRenderOffs, (float)yRenderOffs, (float)zRenderOffs);
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}
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@@ -173,7 +173,7 @@ void Chunk::makeCopyForRebuild(Chunk *source)
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this->ym = source->ym;
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this->zm = source->zm;
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this->bb = source->bb;
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this->clipChunk = nullptr;
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this->clipChunk = NULL;
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this->id = source->id;
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this->globalRenderableTileEntities = source->globalRenderableTileEntities;
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this->globalRenderableTileEntities_cs = source->globalRenderableTileEntities_cs;
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@@ -399,7 +399,7 @@ void Chunk::rebuild()
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glTranslatef(zs / 2.0f, ys / 2.0f, zs / 2.0f);
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#endif
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t->begin();
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t->offset(static_cast<float>(-this->x), static_cast<float>(-this->y), static_cast<float>(-this->z));
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t->offset((float)(-this->x), (float)(-this->y), (float)(-this->z));
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}
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Tile *tile = Tile::tiles[tileId];
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@@ -521,7 +521,7 @@ void Chunk::rebuild()
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else
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{
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// Easy case - nothing already existing for this chunk. Add them all in.
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for( size_t i = 0; i < renderableTileEntities.size(); i++ )
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for( int i = 0; i < renderableTileEntities.size(); i++ )
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{
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(*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]);
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}
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@@ -680,7 +680,7 @@ void Chunk::rebuild_SPU()
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// render chunk is 16 x 16 x 16. We wouldn't have to actually get all of it if the data was ordered differently, but currently
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// it is ordered by x then z then y so just getting a small range of y out of it would involve getting the whole thing into
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// the cache anyway.
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ChunkRebuildData* pOutData = nullptr;
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ChunkRebuildData* pOutData = NULL;
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g_rebuildDataIn.buildForChunk(®ion, level, x0, y0, z0);
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Tesselator::Bounds bounds;
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@@ -826,7 +826,7 @@ void Chunk::rebuild_SPU()
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}
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// Now go through the current list. If these are already in the list, then unflag the remove flag. If they aren't, then add
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for( size_t i = 0; i < renderableTileEntities.size(); i++ )
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for( int i = 0; i < renderableTileEntities.size(); i++ )
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{
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auto it2 = find( it->second.begin(), it->second.end(), renderableTileEntities[i] );
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if( it2 == it->second.end() )
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@@ -842,7 +842,7 @@ void Chunk::rebuild_SPU()
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else
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{
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// Easy case - nothing already existing for this chunk. Add them all in.
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for( size_t i = 0; i < renderableTileEntities.size(); i++ )
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for( int i = 0; i < renderableTileEntities.size(); i++ )
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{
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(*globalRenderableTileEntities)[key].push_back(renderableTileEntities[i]);
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}
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@@ -936,17 +936,17 @@ void Chunk::rebuild_SPU()
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float Chunk::distanceToSqr(shared_ptr<Entity> player) const
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{
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float xd = static_cast<float>(player->x - xm);
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float yd = static_cast<float>(player->y - ym);
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float zd = static_cast<float>(player->z - zm);
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float xd = (float) (player->x - xm);
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float yd = (float) (player->y - ym);
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float zd = (float) (player->z - zm);
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return xd * xd + yd * yd + zd * zd;
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}
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float Chunk::squishedDistanceToSqr(shared_ptr<Entity> player)
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{
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float xd = static_cast<float>(player->x - xm);
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float yd = static_cast<float>(player->y - ym) * 2;
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float zd = static_cast<float>(player->z - zm);
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float xd = (float) (player->x - xm);
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float yd = (float) (player->y - ym) * 2;
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float zd = (float) (player->z - zm);
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return xd * xd + yd * yd + zd * zd;
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}
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@@ -981,7 +981,7 @@ void Chunk::reset()
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void Chunk::_delete()
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{
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reset();
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level = nullptr;
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level = NULL;
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}
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int Chunk::getList(int layer)
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