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

@@ -22,14 +22,14 @@ void ItemSpriteRenderer::render(shared_ptr<Entity> e, double x, double y, double
{
// the icon is already cached in the item object, so there should not be any performance impact by not caching it here
Icon *icon = sourceItem->getIcon(sourceItemAuxValue);
if (icon == NULL)
if (icon == nullptr)
{
return;
}
glPushMatrix();
glTranslatef((float) x, (float) y, (float) z);
glTranslatef(static_cast<float>(x), static_cast<float>(y), static_cast<float>(z));
glEnable(GL_RESCALE_NORMAL);
glScalef(1 / 2.0f, 1 / 2.0f, 1 / 2.0f);
bindTexture(e);
@@ -72,10 +72,10 @@ void ItemSpriteRenderer::renderIcon(Tesselator *t, Icon *icon)
glRotatef(-entityRenderDispatcher->playerRotX, 1, 0, 0);
t->begin();
t->normal(0, 1, 0);
t->vertexUV((float)(0 - xo), (float)( 0 - yo), (float)( 0), (float)( u0), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 0 - yo), (float)( 0), (float)( u1), (float)( v1));
t->vertexUV((float)(r - xo), (float)( r - yo), (float)( 0), (float)( u1), (float)( v0));
t->vertexUV((float)(0 - xo), (float)( r - yo), (float)( 0), (float)( u0), (float)( v0));
t->vertexUV((float)(0 - xo), (float)( 0 - yo), static_cast<float>(0), (float)( u0), (float)( v1));
t->vertexUV((float)(r - xo), (float)( 0 - yo), static_cast<float>(0), (float)( u1), (float)( v1));
t->vertexUV((float)(r - xo), (float)( r - yo), static_cast<float>(0), (float)( u1), (float)( v0));
t->vertexUV((float)(0 - xo), (float)( r - yo), static_cast<float>(0), (float)( u0), (float)( v0));
t->end();
}