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:
Loki Rautio
2026-03-07 21:12:22 -06:00
parent a9be52c41a
commit 087b7e7abf
1373 changed files with 19449 additions and 19903 deletions

View File

@@ -133,10 +133,10 @@ void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<M
#ifdef __PSVITA__
Offset = -0.03f;
#endif
t->vertexUV((float)(x + 0 + vo), (float)( y + h - vo), (float)( Offset), static_cast<float>(0), static_cast<float>(1));
t->vertexUV((float)(x + w - vo), (float)( y + h - vo), (float)( Offset), static_cast<float>(1), static_cast<float>(1));
t->vertexUV((float)(x + w - vo), (float)( y + 0 + vo), (float)( Offset), static_cast<float>(1), static_cast<float>(0));
t->vertexUV((float)(x + 0 + vo), (float)( y + 0 + vo), (float)( Offset), static_cast<float>(0), static_cast<float>(0));
t->vertexUV((float)(x + 0 + vo), (float)( y + h - vo), (float)( Offset), (float)( 0), (float)( 1));
t->vertexUV((float)(x + w - vo), (float)( y + h - vo), (float)( Offset), (float)( 1), (float)( 1));
t->vertexUV((float)(x + w - vo), (float)( y + 0 + vo), (float)( Offset), (float)( 1), (float)( 0));
t->vertexUV((float)(x + 0 + vo), (float)( y + 0 + vo), (float)( Offset), (float)( 0), (float)( 0));
t->end();
glEnable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
@@ -165,9 +165,9 @@ void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<M
}
#endif
// 4J Stu - For item frame renders, the player is nullptr. We do not want to show player icons on the frames.
if(player == nullptr && (imgIndex != 12)) continue;
else if (player != nullptr && imgIndex == 12) continue;
// 4J Stu - For item frame renders, the player is NULL. We do not want to show player icons on the frames.
if(player == NULL && (imgIndex != 12)) continue;
else if (player != NULL && imgIndex == 12) continue;
else if( imgIndex == 12 && dec->entityId != entityId) continue;
glPushMatrix();
@@ -182,10 +182,10 @@ void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<M
float v1 = (imgIndex / 4 + 1) / 4.0f;
t->begin();
t->vertexUV(static_cast<float>(-1), static_cast<float>(+1), static_cast<float>(0), (float)( u0), (float)( v0));
t->vertexUV(static_cast<float>(+1), static_cast<float>(+1), static_cast<float>(0), (float)( u1), (float)( v0));
t->vertexUV(static_cast<float>(+1), static_cast<float>(-1), static_cast<float>(0), (float)( u1), (float)( v1));
t->vertexUV(static_cast<float>(-1), static_cast<float>(-1), static_cast<float>(0), (float)( u0), (float)( v1));
t->vertexUV((float)(-1), (float)( +1), (float)( 0), (float)( u0), (float)( v0));
t->vertexUV((float)(+1), (float)( +1), (float)( 0), (float)( u1), (float)( v0));
t->vertexUV((float)(+1), (float)( -1), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(-1), (float)( -1), (float)( 0), (float)( u0), (float)( v1));
t->end();
glPopMatrix();
fIconZ-=0.01f;
@@ -201,9 +201,9 @@ void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<M
char imgIndex = dec->img;
imgIndex -= 16;
// 4J Stu - For item frame renders, the player is nullptr. We do not want to show player icons on the frames.
if(player == nullptr && (imgIndex != 12)) continue;
else if (player != nullptr && imgIndex == 12) continue;
// 4J Stu - For item frame renders, the player is NULL. We do not want to show player icons on the frames.
if(player == NULL && (imgIndex != 12)) continue;
else if (player != NULL && imgIndex == 12) continue;
else if( imgIndex == 12 && dec->entityId != entityId) continue;
glPushMatrix();
@@ -218,10 +218,10 @@ void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<M
float v1 = (imgIndex / 4 + 1) / 4.0f;
t->begin();
t->vertexUV(static_cast<float>(-1), static_cast<float>(+1), static_cast<float>(0), (float)( u0), (float)( v0));
t->vertexUV(static_cast<float>(+1), static_cast<float>(+1), static_cast<float>(0), (float)( u1), (float)( v0));
t->vertexUV(static_cast<float>(+1), static_cast<float>(-1), static_cast<float>(0), (float)( u1), (float)( v1));
t->vertexUV(static_cast<float>(-1), static_cast<float>(-1), static_cast<float>(0), (float)( u0), (float)( v1));
t->vertexUV((float)(-1), (float)( +1), (float)( 0), (float)( u0), (float)( v0));
t->vertexUV((float)(+1), (float)( +1), (float)( 0), (float)( u1), (float)( v0));
t->vertexUV((float)(+1), (float)( -1), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(-1), (float)( -1), (float)( 0), (float)( u0), (float)( v1));
t->end();
glPopMatrix();
fIconZ-=0.01f;
@@ -239,7 +239,7 @@ void Minimap::render(shared_ptr<Player> player, Textures *textures, shared_ptr<M
//#else
// 4J Stu - TU-1 hotfix
// DCR: Render the players current position here instead
if(player != nullptr)
if(player != NULL)
{
wchar_t playerPosText[32];
ZeroMemory(&playerPosText, sizeof(wchar_t) * 32);