Project modernization (#630)
* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides
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@@ -23,7 +23,7 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double
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if( ( xRot - xRotO ) > 180.0f ) xRot -= 360.0f;
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else if( ( xRot - xRotO ) < -180.0f ) xRot += 360.0f;
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glTranslatef((float)x, (float)y, (float)z);
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glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
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glRotatef(yRotO + (yRot - yRotO) * a - 90, 0, 1, 0);
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glRotatef(xRotO + (xRot - xRotO) * a, 0, 0, 1);
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@@ -55,19 +55,19 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double
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// glNormal3f(ss, 0, 0); // 4J - changed to use tesselator
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t->begin();
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t->normal(1,0,0);
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t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v02));
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t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v02));
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t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v12));
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t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v12));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(-2), (float)( u02), (float)( v02));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(+2), (float)( u12), (float)( v02));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(+2), (float)( u12), (float)( v12));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(-2), (float)( u02), (float)( v12));
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t->end();
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// glNormal3f(-ss, 0, 0); // 4J - changed to use tesselator
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t->begin();
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t->normal(-1,0,0);
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t->vertexUV((float)(-7), (float)( +2), (float)( -2), (float)( u02), (float)( v02));
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t->vertexUV((float)(-7), (float)( +2), (float)( +2), (float)( u12), (float)( v02));
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t->vertexUV((float)(-7), (float)( -2), (float)( +2), (float)( u12), (float)( v12));
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t->vertexUV((float)(-7), (float)( -2), (float)( -2), (float)( u02), (float)( v12));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(-2), (float)( u02), (float)( v02));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(+2), static_cast<float>(+2), (float)( u12), (float)( v02));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(+2), (float)( u12), (float)( v12));
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t->vertexUV(static_cast<float>(-7), static_cast<float>(-2), static_cast<float>(-2), (float)( u02), (float)( v12));
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t->end();
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for (int i = 0; i < 4; i++)
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@@ -77,10 +77,10 @@ void ArrowRenderer::render(shared_ptr<Entity> _arrow, double x, double y, double
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// glNormal3f(0, 0, ss); // 4J - changed to use tesselator
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t->begin();
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t->normal(0,0,1);
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t->vertexUV((float)(-8), (float)( -2), (float)( 0), (float)( u0), (float)( v0));
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t->vertexUV((float)(+8), (float)( -2), (float)( 0), (float)( u1), (float)( v0));
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t->vertexUV((float)(+8), (float)( +2), (float)( 0), (float)( u1), (float)( v1));
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t->vertexUV((float)(-8), (float)( +2), (float)( 0), (float)( u0), (float)( v1));
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t->vertexUV(static_cast<float>(-8), static_cast<float>(-2), static_cast<float>(0), (float)( u0), (float)( v0));
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t->vertexUV(static_cast<float>(+8), static_cast<float>(-2), static_cast<float>(0), (float)( u1), (float)( v0));
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t->vertexUV(static_cast<float>(+8), static_cast<float>(+2), static_cast<float>(0), (float)( u1), (float)( v1));
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t->vertexUV(static_cast<float>(-8), static_cast<float>(+2), static_cast<float>(0), (float)( u0), (float)( v1));
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t->end();
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}
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glDisable(GL_RESCALE_NORMAL);
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