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

@@ -31,9 +31,9 @@ void FootstepParticle::render(Tesselator *t, float a, float xa, float ya, float
glDisable(GL_LIGHTING);
float r = 2 / 16.0f;
float xx = (float) (x - xOff);
float yy = (float) (y - yOff);
float zz = (float) (z - zOff);
float xx = static_cast<float>(x - xOff);
float yy = static_cast<float>(y - yOff);
float zz = static_cast<float>(z - zOff);
float br = level->getBrightness(Mth::floor(x), Mth::floor(y), Mth::floor(z));
@@ -43,10 +43,10 @@ void FootstepParticle::render(Tesselator *t, float a, float xa, float ya, float
t->begin();
t->color(br, br, br, alpha);
t->vertexUV((float)(xx - r), (float)( yy), (float)( zz + r), (float)( 0), (float)( 1));
t->vertexUV((float)(xx + r), (float)( yy), (float)( zz + r), (float)( 1), (float)( 1));
t->vertexUV((float)(xx + r), (float)( yy), (float)( zz - r), (float)( 1), (float)( 0));
t->vertexUV((float)(xx - r), (float)( yy), (float)( zz - r), (float)( 0), (float)( 0));
t->vertexUV((float)(xx - r), (float)( yy), (float)( zz + r), static_cast<float>(0), static_cast<float>(1));
t->vertexUV((float)(xx + r), (float)( yy), (float)( zz + r), static_cast<float>(1), static_cast<float>(1));
t->vertexUV((float)(xx + r), (float)( yy), (float)( zz - r), static_cast<float>(1), static_cast<float>(0));
t->vertexUV((float)(xx - r), (float)( yy), (float)( zz - r), static_cast<float>(0), static_cast<float>(0));
t->end();
glDisable(GL_BLEND);