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:
@@ -20,7 +20,7 @@ void FireballRenderer::render(shared_ptr<Entity> _fireball, double x, double y,
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glPushMatrix();
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glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
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glTranslatef((float) x, (float) y, (float) z);
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glEnable(GL_RESCALE_NORMAL);
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float s = scale;
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glScalef(s / 1.0f, s / 1.0f, s / 1.0f);
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@@ -43,10 +43,10 @@ void FireballRenderer::render(shared_ptr<Entity> _fireball, double x, double y,
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glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
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t->begin();
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t->normal(0, 1, 0);
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t->vertexUV((float)(0 - xo), (float)( 0 - yo), static_cast<float>(0), (float)( u0), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 0 - yo), static_cast<float>(0), (float)( u1), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 1 - yo), static_cast<float>(0), (float)( u1), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 1 - yo), static_cast<float>(0), (float)( u0), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 1 - yo), (float)( 0), (float)( u1), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 1 - yo), (float)( 0), (float)( u0), (float)( v0));
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t->end();
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glDisable(GL_RESCALE_NORMAL);
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@@ -61,7 +61,7 @@ void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, dou
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Icon *tex = Tile::fire->getTextureLayer(0);
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glPushMatrix();
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glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
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glTranslatef((float) x, (float) y, (float) z);
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float s = e->bbWidth * 1.4f;
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glScalef(s, s, s);
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@@ -75,7 +75,7 @@ void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, dou
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// float yo = 0.0f;
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float h = e->bbHeight / s;
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float yo = static_cast<float>(e->y - e->bb->y0);
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float yo = (float) (e->y - e->bb->y0);
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//glRotatef(-entityRenderDispatcher->playerRotY, 0, 1, 0);
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@@ -99,10 +99,10 @@ void FireballRenderer::renderFlame(shared_ptr<Entity> e, double x, double y, dou
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u1 = u0;
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u0 = tmp;
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t->vertexUV((float)(0 - xo), (float)( 0 - yo), static_cast<float>(0), (float)( u1), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 0 - yo), static_cast<float>(0), (float)( u0), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 1.4f - yo), static_cast<float>(0), (float)( u0), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 1.4f - yo), static_cast<float>(0), (float)( u1), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
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t->vertexUV((float)(r - xo), (float)( 1.4f - yo), (float)( 0), (float)( u0), (float)( v0));
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t->vertexUV((float)(0 - xo), (float)( 1.4f - yo), (float)( 0), (float)( u1), (float)( v0));
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t->end();
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glPopMatrix();
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