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
This commit is contained in:
ModMaker101
2026-03-07 21:56:03 -05:00
committed by GitHub
parent 1be5faaea7
commit a9be52c41a
1373 changed files with 19903 additions and 19449 deletions

View File

@@ -5,9 +5,9 @@
ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, xa, ya, za)
{
xd = xa+(float)(Math::random()*2-1)*0.05f;
yd = ya+(float)(Math::random()*2-1)*0.05f;
zd = za+(float)(Math::random()*2-1)*0.05f;
xd = xa+static_cast<float>(Math::random() * 2 - 1)*0.05f;
yd = ya+static_cast<float>(Math::random() * 2 - 1)*0.05f;
zd = za+static_cast<float>(Math::random() * 2 - 1)*0.05f;
//rCol = gCol = bCol = random->nextFloat()*.3f+.7;
@@ -21,16 +21,16 @@ ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, dou
size = random->nextFloat()*random->nextFloat()*6+1;
lifetime = (int)(16/(random->nextFloat()*0.8+0.2))+2;
lifetime = static_cast<int>(16 / (random->nextFloat() * 0.8 + 0.2))+2;
// noPhysics = true;
}
void ExplodeParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
{
// 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
float x = (float) (xo + (this->x - xo) * a - xOff);
float y = (float) (yo + (this->y - yo) * a - yOff);
float z = (float) (zo + (this->z - zo) * a - zOff);
float x = static_cast<float>(xo + (this->x - xo) * a - xOff);
float y = static_cast<float>(yo + (this->y - yo) * a - yOff);
float z = static_cast<float>(zo + (this->z - zo) * a - zOff);
float distSq = (x*x + y*y + z*z);
if( distSq < (3.0f * 3.0f) ) return;