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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@@ -5,9 +5,9 @@
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ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, xa, ya, za)
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{
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xd = xa+(float)(Math::random()*2-1)*0.05f;
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yd = ya+(float)(Math::random()*2-1)*0.05f;
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zd = za+(float)(Math::random()*2-1)*0.05f;
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xd = xa+static_cast<float>(Math::random() * 2 - 1)*0.05f;
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yd = ya+static_cast<float>(Math::random() * 2 - 1)*0.05f;
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zd = za+static_cast<float>(Math::random() * 2 - 1)*0.05f;
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//rCol = gCol = bCol = random->nextFloat()*.3f+.7;
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@@ -21,16 +21,16 @@ ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, dou
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size = random->nextFloat()*random->nextFloat()*6+1;
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lifetime = (int)(16/(random->nextFloat()*0.8+0.2))+2;
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lifetime = static_cast<int>(16 / (random->nextFloat() * 0.8 + 0.2))+2;
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// noPhysics = true;
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}
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void ExplodeParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
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{
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// 4J - don't render explosion particles that are less than 3 metres away, to try and avoid large particles that are causing us problems with photosensitivity testing
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float x = (float) (xo + (this->x - xo) * a - xOff);
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float y = (float) (yo + (this->y - yo) * a - yOff);
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float z = (float) (zo + (this->z - zo) * a - zOff);
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float x = static_cast<float>(xo + (this->x - xo) * a - xOff);
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float y = static_cast<float>(yo + (this->y - yo) * a - yOff);
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float z = static_cast<float>(zo + (this->z - zo) * a - zOff);
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float distSq = (x*x + y*y + z*z);
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if( distSq < (3.0f * 3.0f) ) return;
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