mirror of
https://git.rip/DMCA_FUCKER/re3.git
synced 2024-11-05 10:25:54 +00:00
NULL -> nil
This commit is contained in:
parent
e2ded2d6ce
commit
224fd77641
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@ -3958,7 +3958,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
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12.0f, 0.0f, 0.0f, -12.0f,
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128, 128, 128, 128, 1000.0f, false, 1.0f, NULL, false);
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128, 128, 128, 128, 1000.0f, false, 1.0f, nil, false);
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if(CHud::m_Wants_To_Draw_Hud){
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char str[256];
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@ -4103,7 +4103,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
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if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
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CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
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12.0f, 0.0f, 0.0f, -12.0f,
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128, 128, 128, 128, 1000.0f, false, 1.0f, NULL, false);
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128, 128, 128, 128, 1000.0f, false, 1.0f, nil, false);
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if(CHud::m_Wants_To_Draw_Hud){
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char str[256];
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@ -445,7 +445,7 @@ CEntity::PreRender(void)
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gpShadowExplosionTex, &pos,
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8.0f, 0.0f, 0.0f, -8.0f,
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255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker,
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20.0f, false, 1.0f, NULL, false);
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20.0f, false, 1.0f, nil, false);
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CPointLights::AddLight(CPointLights::LIGHT_POINT,
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pos, CVector(0.0f, 0.0f, 0.0f),
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8.0f,
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@ -483,7 +483,7 @@ CEntity::PreRender(void)
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CTimeCycle::GetShadowStrength(),
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CTimeCycle::GetShadowStrength(),
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CTimeCycle::GetShadowStrength(),
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20.0f, false, 1.0f, NULL, false);
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20.0f, false, 1.0f, nil, false);
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}
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// fall through
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case ENTITY_TYPE_DUMMY:
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@ -26,9 +26,9 @@ CCutsceneObject::CCutsceneObject(void)
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m_fMass = 1.0f;
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m_fTurnMass = 1.0f;
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m_pAttachTo = NULL;
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m_pAttachmentObject = NULL;
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m_pShadow = NULL;
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m_pAttachTo = nil;
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m_pAttachmentObject = nil;
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m_pShadow = nil;
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}
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CCutsceneObject::~CCutsceneObject(void)
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@ -36,7 +36,7 @@ CCutsceneObject::~CCutsceneObject(void)
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if ( m_pShadow )
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{
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delete m_pShadow;
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m_pShadow = NULL;
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m_pShadow = nil;
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}
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}
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@ -116,7 +116,7 @@ CCutsceneObject::PreRender(void)
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if(IsPedModel(GetModelIndex()))
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{
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if ( m_pShadow == NULL )
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if ( m_pShadow == nil )
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{
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CShadows::StoreShadowForPedObject(this,
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CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],
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@ -10,9 +10,9 @@
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CCutsceneShadow::CCutsceneShadow()
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{
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m_pAtomic = NULL;
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m_pAtomic = nil;
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m_nRwObjectType = -1;
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m_pLight = NULL;
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m_pLight = nil;
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m_nBlurPasses = 0;
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m_bResample = false;
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m_bGradient = false;
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@ -26,7 +26,7 @@ CCutsceneShadow::~CCutsceneShadow()
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bool
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CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient)
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{
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ASSERT(object != NULL);
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ASSERT(object != nil);
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RwRGBAReal color;
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RwFrame *frame;
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@ -35,7 +35,7 @@ CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32
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return false;
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m_pLight = RpLightCreate(rpLIGHTDIRECTIONAL);
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ASSERT(m_pLight != NULL);
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ASSERT(m_pLight != nil);
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if (!m_pLight)
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return false;
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@ -46,7 +46,7 @@ CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32
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RpLightSetColor(m_pLight, &color);
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frame = RwFrameCreate();
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ASSERT(frame != NULL);
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ASSERT(frame != nil);
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RpLightSetFrame(m_pLight, frame);
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@ -137,17 +137,17 @@ CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32
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RwFrame *
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CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
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{
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ASSERT(m_pLight != NULL);
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ASSERT(m_pLight != nil);
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RwFrame *frame;
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static RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
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static RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
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frame = RpLightGetFrame(m_pLight);
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ASSERT(frame != NULL);
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ASSERT(frame != nil);
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if ( !frame )
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return NULL;
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return nil;
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RwFrameRotate(frame, &Yaxis, angleY, rwCOMBINEREPLACE);
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RwFrameRotate(frame, &Xaxis, angleX, rwCOMBINEPOSTCONCAT);
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@ -161,7 +161,7 @@ CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
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bool
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CCutsceneShadow::IsInitialized()
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{
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return m_pObject != NULL;
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return m_pObject != nil;
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}
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void
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@ -172,17 +172,17 @@ CCutsceneShadow::Destroy()
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m_BlurCamera.Destroy();
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m_GradientCamera.Destroy();
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m_pAtomic = NULL;
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m_pAtomic = nil;
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m_nRwObjectType = -1;
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if (m_pLight)
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{
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RwFrame *frame = RpLightGetFrame(m_pLight);
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RpLightSetFrame(m_pLight, NULL);
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RpLightSetFrame(m_pLight, nil);
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RwFrameDestroy(frame);
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RpLightDestroy(m_pLight);
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m_pLight = NULL;
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m_pLight = nil;
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}
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}
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@ -192,12 +192,12 @@ CCutsceneShadow::Update()
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switch ( m_nRwObjectType )
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{
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case rpCLUMP:
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ASSERT(m_pClump != NULL);
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ASSERT(m_pClump != nil);
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
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break;
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case rpATOMIC:
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ASSERT(m_pAtomic != NULL);
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ASSERT(m_pAtomic != nil);
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RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
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break;
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}
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@ -216,7 +216,7 @@ CCutsceneShadow::Update()
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}
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RwRaster *raster = m_Camera.GetRwRenderRaster();
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ASSERT(raster != NULL);
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ASSERT(raster != nil);
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if ( m_bResample )
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return m_ResampleCamera.RasterResample(raster);
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@ -16,8 +16,8 @@ RpAtomic *ShadowRenderCallBack(RpAtomic *atomic, void *data)
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CShadowCamera::CShadowCamera()
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{
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m_pCamera = NULL;
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m_pTexture = NULL;
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m_pCamera = nil;
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m_pTexture = nil;
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}
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CShadowCamera::~CShadowCamera()
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@ -37,33 +37,33 @@ CShadowCamera::Destroy()
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if ( frame )
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{
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RwCameraSetFrame(m_pCamera, NULL);
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RwCameraSetFrame(m_pCamera, nil);
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RwFrameDestroy(frame);
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}
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raster = RwCameraGetZRaster(m_pCamera);
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if ( raster )
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{
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RwCameraSetZRaster(m_pCamera, NULL);
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RwCameraSetZRaster(m_pCamera, nil);
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RwRasterDestroy(raster);
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}
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raster = RwCameraGetRaster(m_pCamera);
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if ( raster )
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{
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RwCameraSetRaster(m_pCamera, NULL);
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RwCameraSetRaster(m_pCamera, nil);
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RwRasterDestroy(raster);
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}
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if ( m_pTexture )
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{
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RwTextureSetRaster(m_pTexture, NULL);
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RwTextureSetRaster(m_pTexture, nil);
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RwTextureDestroy(m_pTexture);
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m_pTexture = NULL;
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m_pTexture = nil;
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}
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RwCameraDestroy(m_pCamera);
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m_pCamera = NULL;
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m_pCamera = nil;
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}
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return;
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}
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@ -74,7 +74,7 @@ CShadowCamera::Create(int32 rasterSize)
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int32 size = 1 << rasterSize;
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m_pCamera = RwCameraCreate();
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ASSERT(m_pCamera != NULL);
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ASSERT(m_pCamera != nil);
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if ( m_pCamera )
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{
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@ -83,20 +83,20 @@ CShadowCamera::Create(int32 rasterSize)
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if( RwCameraGetFrame(m_pCamera) )
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{
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RwRaster *zRaster = RwRasterCreate(size, size, 0, rwRASTERTYPEZBUFFER);
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ASSERT(zRaster != NULL);
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ASSERT(zRaster != nil);
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if ( zRaster )
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{
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RwCameraSetZRaster(m_pCamera, zRaster);
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RwRaster *raster = RwRasterCreate(size, size, 0, rwRASTERTYPECAMERATEXTURE);
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ASSERT(raster != NULL);
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ASSERT(raster != nil);
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if ( raster )
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{
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RwCameraSetRaster(m_pCamera, raster);
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m_pTexture = RwTextureCreate(raster);
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ASSERT(m_pTexture != NULL);
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ASSERT(m_pTexture != nil);
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if ( m_pTexture )
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{
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@ -112,13 +112,13 @@ CShadowCamera::Create(int32 rasterSize)
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Destroy();
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return (NULL);
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return (nil);
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}
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RwCamera *
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CShadowCamera::SetFrustum(float objectRadius)
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{
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ASSERT(m_pCamera != NULL);
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ASSERT(m_pCamera != nil);
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RwV2d vw;
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@ -135,8 +135,8 @@ CShadowCamera::SetFrustum(float objectRadius)
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RwCamera *
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CShadowCamera::SetLight(RpLight *light)
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{
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ASSERT(light != NULL);
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ASSERT(m_pCamera != NULL);
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ASSERT(light != nil);
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ASSERT(m_pCamera != nil);
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RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
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RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
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@ -156,8 +156,8 @@ CShadowCamera::SetLight(RpLight *light)
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RwCamera *
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CShadowCamera::SetCenter(RwV3d *center)
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{
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ASSERT(center != NULL);
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ASSERT(m_pCamera != NULL);
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ASSERT(center != nil);
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ASSERT(m_pCamera != nil);
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RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
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RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
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@ -176,8 +176,8 @@ CShadowCamera::SetCenter(RwV3d *center)
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RwCamera *
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CShadowCamera::Update(RpClump *clump)
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{
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ASSERT(clump != NULL);
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ASSERT(m_pCamera != NULL);
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ASSERT(clump != nil);
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ASSERT(m_pCamera != nil);
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RwUInt32 flags;
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RpGeometry *geometry;
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@ -189,14 +189,14 @@ CShadowCamera::Update(RpClump *clump)
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if ( RwCameraBeginUpdate(m_pCamera) )
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{
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geometry = GetFirstAtomic(clump)->geometry;
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ASSERT(geometry != NULL);
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ASSERT(geometry != nil);
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flags = RpGeometryGetFlags(geometry);
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RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
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|rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR));
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RpClumpForAllAtomics(clump, ShadowRenderCallBack, NULL);
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RpClumpForAllAtomics(clump, ShadowRenderCallBack, nil);
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RpGeometrySetFlags(geometry, flags);
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@ -210,8 +210,8 @@ CShadowCamera::Update(RpClump *clump)
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RwCamera *
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CShadowCamera::Update(RpAtomic *atomic)
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{
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ASSERT(atomic != NULL);
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ASSERT(m_pCamera != NULL);
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ASSERT(atomic != nil);
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ASSERT(m_pCamera != nil);
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RwUInt32 flags;
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RpGeometry *geometry;
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@ -223,13 +223,13 @@ CShadowCamera::Update(RpAtomic *atomic)
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if ( RwCameraBeginUpdate(m_pCamera) )
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{
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geometry = RpAtomicGetGeometry(atomic);
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ASSERT(geometry != NULL);
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ASSERT(geometry != nil);
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flags = RpGeometryGetFlags(geometry);
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RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
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|rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR|rpGEOMETRYNORMALS));
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ShadowRenderCallBack(atomic, NULL);
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ShadowRenderCallBack(atomic, nil);
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RpGeometrySetFlags(geometry, flags);
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@ -243,7 +243,7 @@ CShadowCamera::Update(RpAtomic *atomic)
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void
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CShadowCamera::InvertRaster()
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{
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ASSERT(m_pCamera != NULL);
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ASSERT(m_pCamera != nil);
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RwIm2DVertex vx[4];
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float crw, crh;
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@ -251,7 +251,7 @@ CShadowCamera::InvertRaster()
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float recipZ;
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raster = RwCameraGetRaster(m_pCamera);
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ASSERT(raster != NULL);
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ASSERT(raster != nil);
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crw = (float)RwRasterGetWidth(raster);
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crh = (float)RwRasterGetHeight(raster);
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@ -284,7 +284,7 @@ CShadowCamera::InvertRaster()
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RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)NULL);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)nil);
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RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
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RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDINVDESTCOLOR);
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RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
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@ -299,23 +299,23 @@ CShadowCamera::InvertRaster()
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RwRaster *
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CShadowCamera::MakeGradientRaster()
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{
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ASSERT(m_pCamera != NULL);
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ASSERT(m_pCamera != nil);
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RwIm2DVertex vx[2];
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if ( !m_pCamera )
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return NULL;
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return nil;
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float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
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RwRaster *raster = RwCameraGetRaster(m_pCamera);
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ASSERT(raster != NULL);
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ASSERT(raster != nil);
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float width = (float)RwRasterGetWidth(raster);
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float height = (float)RwRasterGetHeight(raster);
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if ( height < 1 )
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return NULL;
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return nil;
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if ( RwCameraBeginUpdate(m_pCamera) )
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{
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@ -362,14 +362,14 @@ CShadowCamera::MakeGradientRaster()
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RwRaster *
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CShadowCamera::RasterResample(RwRaster *dstRaster)
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{
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ASSERT(dstRaster != NULL);
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ASSERT(m_pCamera != NULL);
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ASSERT(dstRaster != nil);
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ASSERT(m_pCamera != nil);
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if ( !m_pCamera )
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return NULL;
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return nil;
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RwRaster *raster = RwCameraGetRaster(m_pCamera);
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ASSERT(raster != NULL);
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ASSERT(raster != nil);
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float size = (float) RwRasterGetWidth(raster);
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float uvOffset = TEXELOFFSET / size;
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|
@ -398,14 +398,14 @@ CShadowCamera::RasterResample(RwRaster *dstRaster)
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RwRaster *
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CShadowCamera::RasterBlur(RwRaster *dstRaster, int32 numPasses)
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{
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ASSERT(dstRaster != NULL);
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ASSERT(m_pCamera != NULL);
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ASSERT(dstRaster != nil);
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ASSERT(m_pCamera != nil);
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if ( !m_pCamera )
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return NULL;
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return nil;
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RwRaster *raster = RwCameraGetRaster(m_pCamera);
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ASSERT(raster != NULL);
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ASSERT(raster != nil);
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|
||||
float size = (float) RwRasterGetWidth(dstRaster);
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
@ -455,11 +455,11 @@ CShadowCamera::RasterBlur(RwRaster *dstRaster, int32 numPasses)
|
|||
RwRaster *
|
||||
CShadowCamera::RasterGradient(RwRaster *dstRaster)
|
||||
{
|
||||
ASSERT(dstRaster != NULL);
|
||||
ASSERT(m_pCamera != NULL);
|
||||
ASSERT(dstRaster != nil);
|
||||
ASSERT(m_pCamera != nil);
|
||||
|
||||
RwRaster *raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
ASSERT(raster != nil);
|
||||
|
||||
float size = (float)RwRasterGetWidth(dstRaster);
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
@ -490,13 +490,13 @@ CShadowCamera::RasterGradient(RwRaster *dstRaster)
|
|||
|
||||
RwRaster *CShadowCamera::DrawOutlineBorder(RwRGBA const& color)
|
||||
{
|
||||
ASSERT(m_pCamera != NULL);
|
||||
ASSERT(m_pCamera != nil);
|
||||
|
||||
RwIm2DVertex vx[4];
|
||||
RwImVertexIndex ix[5];
|
||||
|
||||
RwRaster *raster = RwCameraGetRaster(m_pCamera);
|
||||
ASSERT(raster != NULL);
|
||||
ASSERT(raster != nil);
|
||||
|
||||
float size = (float)RwRasterGetWidth(raster) - 1.0f;
|
||||
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
|
||||
|
@ -535,7 +535,7 @@ RwRaster *CShadowCamera::DrawOutlineBorder(RwRGBA const& color)
|
|||
{
|
||||
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)NULL);
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)nil);
|
||||
|
||||
RwIm2DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, vx, 4, ix, 5);
|
||||
|
||||
|
|
|
@ -66,39 +66,39 @@ CShadows::Init(void)
|
|||
int32 slut = CTxdStore::FindTxdSlot("particle");
|
||||
CTxdStore::SetCurrentTxd(slut);
|
||||
|
||||
gpShadowCarTex = RwTextureRead("shad_car", NULL);
|
||||
gpShadowPedTex = RwTextureRead("shad_ped", NULL);
|
||||
gpShadowHeliTex = RwTextureRead("shad_heli", NULL);
|
||||
gpShadowBikeTex = RwTextureRead("shad_bike", NULL);
|
||||
gpShadowBaronTex = RwTextureRead("shad_rcbaron", NULL);
|
||||
gpShadowExplosionTex = RwTextureRead("shad_exp", NULL);
|
||||
gpShadowHeadLightsTex = RwTextureRead("headlight", NULL);
|
||||
gpOutline1Tex = RwTextureRead("outline_64", NULL);
|
||||
gpOutline2Tex = RwTextureRead("outline2_64", NULL);
|
||||
gpOutline3Tex = RwTextureRead("outline3_64", NULL);
|
||||
gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL);
|
||||
gpReflectionTex = RwTextureRead("reflection01", NULL);
|
||||
gpWalkDontTex = RwTextureRead("walk_dont", NULL);
|
||||
gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL);
|
||||
gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL);
|
||||
gpShadowCarTex = RwTextureRead("shad_car", nil);
|
||||
gpShadowPedTex = RwTextureRead("shad_ped", nil);
|
||||
gpShadowHeliTex = RwTextureRead("shad_heli", nil);
|
||||
gpShadowBikeTex = RwTextureRead("shad_bike", nil);
|
||||
gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
|
||||
gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
|
||||
gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
|
||||
gpOutline1Tex = RwTextureRead("outline_64", nil);
|
||||
gpOutline2Tex = RwTextureRead("outline2_64", nil);
|
||||
gpOutline3Tex = RwTextureRead("outline3_64", nil);
|
||||
gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
|
||||
gpReflectionTex = RwTextureRead("reflection01", nil);
|
||||
gpWalkDontTex = RwTextureRead("walk_dont", nil);
|
||||
gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
|
||||
gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
|
||||
|
||||
CTxdStore::PopCurrentTxd();
|
||||
|
||||
ASSERT(gpShadowCarTex != NULL);
|
||||
ASSERT(gpShadowPedTex != NULL);
|
||||
ASSERT(gpShadowHeliTex != NULL);
|
||||
ASSERT(gpShadowBikeTex != NULL);
|
||||
ASSERT(gpShadowBaronTex != NULL);
|
||||
ASSERT(gpShadowExplosionTex != NULL);
|
||||
ASSERT(gpShadowHeadLightsTex != NULL);
|
||||
ASSERT(gpOutline1Tex != NULL);
|
||||
ASSERT(gpOutline2Tex != NULL);
|
||||
ASSERT(gpOutline3Tex != NULL);
|
||||
ASSERT(gpBloodPoolTex != NULL);
|
||||
ASSERT(gpReflectionTex != NULL);
|
||||
ASSERT(gpWalkDontTex != NULL);
|
||||
ASSERT(gpCrackedGlassTex != NULL);
|
||||
ASSERT(gpPostShadowTex != NULL);
|
||||
ASSERT(gpShadowCarTex != nil);
|
||||
ASSERT(gpShadowPedTex != nil);
|
||||
ASSERT(gpShadowHeliTex != nil);
|
||||
ASSERT(gpShadowBikeTex != nil);
|
||||
ASSERT(gpShadowBaronTex != nil);
|
||||
ASSERT(gpShadowExplosionTex != nil);
|
||||
ASSERT(gpShadowHeadLightsTex != nil);
|
||||
ASSERT(gpOutline1Tex != nil);
|
||||
ASSERT(gpOutline2Tex != nil);
|
||||
ASSERT(gpOutline3Tex != nil);
|
||||
ASSERT(gpBloodPoolTex != nil);
|
||||
ASSERT(gpReflectionTex != nil);
|
||||
ASSERT(gpWalkDontTex != nil);
|
||||
ASSERT(gpCrackedGlassTex != nil);
|
||||
ASSERT(gpPostShadowTex != nil);
|
||||
|
||||
|
||||
ShadowIndexList[0] = 0;
|
||||
|
@ -137,7 +137,7 @@ CShadows::Init(void)
|
|||
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
|
||||
{
|
||||
aStaticShadows[i].m_nId = 0;
|
||||
aStaticShadows[i].m_pPolyBunch = NULL;
|
||||
aStaticShadows[i].m_pPolyBunch = nil;
|
||||
}
|
||||
|
||||
pEmptyBunchList = &aPolyBunches[0];
|
||||
|
@ -145,7 +145,7 @@ CShadows::Init(void)
|
|||
for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
|
||||
{
|
||||
if ( i == MAX_POLYBUNCHES - 1 )
|
||||
aPolyBunches[i].m_pNext = NULL;
|
||||
aPolyBunches[i].m_pNext = nil;
|
||||
else
|
||||
aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
|
||||
}
|
||||
|
@ -159,21 +159,21 @@ CShadows::Init(void)
|
|||
void
|
||||
CShadows::Shutdown(void)
|
||||
{
|
||||
ASSERT(gpShadowCarTex != NULL);
|
||||
ASSERT(gpShadowPedTex != NULL);
|
||||
ASSERT(gpShadowHeliTex != NULL);
|
||||
ASSERT(gpShadowBikeTex != NULL);
|
||||
ASSERT(gpShadowBaronTex != NULL);
|
||||
ASSERT(gpShadowExplosionTex != NULL);
|
||||
ASSERT(gpShadowHeadLightsTex != NULL);
|
||||
ASSERT(gpOutline1Tex != NULL);
|
||||
ASSERT(gpOutline2Tex != NULL);
|
||||
ASSERT(gpOutline3Tex != NULL);
|
||||
ASSERT(gpBloodPoolTex != NULL);
|
||||
ASSERT(gpReflectionTex != NULL);
|
||||
ASSERT(gpWalkDontTex != NULL);
|
||||
ASSERT(gpCrackedGlassTex != NULL);
|
||||
ASSERT(gpPostShadowTex != NULL);
|
||||
ASSERT(gpShadowCarTex != nil);
|
||||
ASSERT(gpShadowPedTex != nil);
|
||||
ASSERT(gpShadowHeliTex != nil);
|
||||
ASSERT(gpShadowBikeTex != nil);
|
||||
ASSERT(gpShadowBaronTex != nil);
|
||||
ASSERT(gpShadowExplosionTex != nil);
|
||||
ASSERT(gpShadowHeadLightsTex != nil);
|
||||
ASSERT(gpOutline1Tex != nil);
|
||||
ASSERT(gpOutline2Tex != nil);
|
||||
ASSERT(gpOutline3Tex != nil);
|
||||
ASSERT(gpBloodPoolTex != nil);
|
||||
ASSERT(gpReflectionTex != nil);
|
||||
ASSERT(gpWalkDontTex != nil);
|
||||
ASSERT(gpCrackedGlassTex != nil);
|
||||
ASSERT(gpPostShadowTex != nil);
|
||||
|
||||
RwTextureDestroy(gpShadowCarTex);
|
||||
RwTextureDestroy(gpShadowPedTex);
|
||||
|
@ -198,8 +198,8 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, uint32 nTime, float fScale)
|
||||
{
|
||||
ASSERT(pTexture != NULL);
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pTexture != nil);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
|
||||
// find free slot
|
||||
|
@ -232,7 +232,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
|
||||
|
||||
|
@ -258,7 +258,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
|
|||
int32 nSlot;
|
||||
|
||||
nSlot = 0;
|
||||
while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) )
|
||||
while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != nil) )
|
||||
nSlot++;
|
||||
|
||||
if ( nSlot < MAX_STATICSHADOWS )
|
||||
|
@ -325,13 +325,13 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
|
|||
|
||||
GeneratePolysForStaticShadow(nSlot);
|
||||
|
||||
return aStaticShadows[nSlot].m_pPolyBunch != NULL;
|
||||
return aStaticShadows[nSlot].m_pPolyBunch != nil;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
nSlot = 0;
|
||||
while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
|
||||
while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
|
||||
nSlot++;
|
||||
|
||||
if ( nSlot != MAX_STATICSHADOWS )
|
||||
|
@ -356,7 +356,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
|
|||
|
||||
GeneratePolysForStaticShadow(nSlot);
|
||||
|
||||
return aStaticShadows[nSlot].m_pPolyBunch != NULL;
|
||||
return aStaticShadows[nSlot].m_pPolyBunch != nil;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -369,7 +369,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
|
|||
float fFrontX, float fFrontY, float fSideX, float fSideY,
|
||||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
switch ( ShadowTexture )
|
||||
{
|
||||
|
@ -383,7 +383,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
|
|||
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
|
||||
fFrontX, fFrontY, fSideX, fSideY,
|
||||
nIntensity, nRed, nGreen, nBlue,
|
||||
15.0f, false, 1.0f, NULL, false);
|
||||
15.0f, false, 1.0f, nil, false);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -393,7 +393,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
|
|||
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
|
||||
fFrontX, fFrontY, fSideX, fSideY,
|
||||
nIntensity, nRed, nGreen, nBlue,
|
||||
15.0f, false, 1.0f, NULL, false);
|
||||
15.0f, false, 1.0f, nil, false);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -403,7 +403,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
|
|||
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
|
||||
fFrontX, fFrontY, fSideX, fSideY,
|
||||
nIntensity, nRed, nGreen, nBlue,
|
||||
15.0f, false, 1.0f, NULL, false);
|
||||
15.0f, false, 1.0f, nil, false);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -413,7 +413,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
|
|||
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
|
||||
fFrontX, fFrontY, fSideX, fSideY,
|
||||
nIntensity, nRed, nGreen, nBlue,
|
||||
15.0f, false, 1.0f, NULL, false);
|
||||
15.0f, false, 1.0f, nil, false);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -423,7 +423,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
|
|||
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
|
||||
fFrontX, fFrontY, fSideX, fSideY,
|
||||
nIntensity, nRed, nGreen, nBlue,
|
||||
15.0f, false, 1.0f, NULL, false);
|
||||
15.0f, false, 1.0f, nil, false);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -433,7 +433,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
|
|||
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
|
||||
fFrontX, fFrontY, fSideX, fSideY,
|
||||
nIntensity, nRed, 150, 0,
|
||||
15.0f, false, 1.0f, NULL, false);
|
||||
15.0f, false, 1.0f, nil, false);
|
||||
|
||||
break;
|
||||
}
|
||||
|
@ -448,8 +448,8 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
|
||||
{
|
||||
ASSERT(pTexture != NULL);
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pTexture != nil);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
|
||||
{
|
||||
|
@ -478,7 +478,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
|
|||
void
|
||||
CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
|
||||
{
|
||||
ASSERT(pCar != NULL);
|
||||
ASSERT(pCar != nil);
|
||||
|
||||
if ( CTimeCycle::GetShadowStrength() != 0 )
|
||||
{
|
||||
|
@ -672,7 +672,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
|
|||
sidex * (fVehicleWidth / 2),
|
||||
sidey * (fVehicleWidth / 2),
|
||||
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
|
||||
4.5f, false, 1.0f, NULL, bDrawOnBuildings);
|
||||
4.5f, false, 1.0f, nil, bDrawOnBuildings);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -682,7 +682,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
|
|||
-sidex * (fVehicleWidth / 2),
|
||||
-sidey * (fVehicleWidth / 2),
|
||||
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
|
||||
4.5f, false, 1.0f, NULL, bDrawOnBuildings);
|
||||
4.5f, false, 1.0f, nil, bDrawOnBuildings);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
@ -717,8 +717,8 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
|
|||
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fMaxViewAngle)
|
||||
{
|
||||
ASSERT(pCar != NULL);
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pCar != nil);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
|
||||
|
||||
|
@ -753,7 +753,7 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
|
|||
fSideX, fSideY,
|
||||
128, nRed, nGreen, nBlue,
|
||||
6.0f, false, 1.0f,
|
||||
NULL, pCar == FindPlayerVehicle());
|
||||
nil, pCar == FindPlayerVehicle());
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -774,11 +774,11 @@ void
|
|||
StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
|
||||
float fFrontX, float fFrontY, float fSideX, float fSideY)
|
||||
{
|
||||
ASSERT(pObject != NULL);
|
||||
ASSERT(pObject != nil);
|
||||
|
||||
CCutsceneShadow *shadow = pObject->m_pRTShadow;
|
||||
|
||||
if ( shadow == NULL )
|
||||
if ( shadow == nil )
|
||||
return;
|
||||
|
||||
if ( !shadow->IsInitialized() )
|
||||
|
@ -845,7 +845,7 @@ void
|
|||
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
|
||||
float fFrontX, float fFrontY, float fSideX, float fSideY)
|
||||
{
|
||||
ASSERT(pPed != NULL);
|
||||
ASSERT(pPed != nil);
|
||||
|
||||
if ( pPed->bIsVisible )
|
||||
{
|
||||
|
@ -879,7 +879,7 @@ void
|
|||
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
|
||||
float fFrontX, float fFrontY, float fSideX, float fSideY)
|
||||
{
|
||||
ASSERT(pPedObject != NULL);
|
||||
ASSERT(pPedObject != nil);
|
||||
|
||||
CVector PedPos = pPedObject->GetPosition();
|
||||
|
||||
|
@ -910,7 +910,7 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
|
|||
fFrontX, fFrontY,
|
||||
fSideX, fSideY,
|
||||
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
|
||||
4.0f, false, 1.0f, NULL, pPedObject == FindPlayerPed());
|
||||
4.0f, false, 1.0f, nil, pPedObject == FindPlayerPed());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -920,11 +920,11 @@ void
|
|||
CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
|
||||
float fFrontX, float fFrontY, float fSideX, float fSideY)
|
||||
{
|
||||
ASSERT(pObject != NULL);
|
||||
ASSERT(pObject != nil);
|
||||
|
||||
CCutsceneShadow *shadow = pObject->m_pShadow;
|
||||
|
||||
if ( shadow == NULL )
|
||||
if ( shadow == nil )
|
||||
return;
|
||||
|
||||
if ( !shadow->IsInitialized() )
|
||||
|
@ -988,7 +988,7 @@ CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDispl
|
|||
void
|
||||
CShadows::StoreShadowForTree(CEntity *pTree)
|
||||
{
|
||||
ASSERT(pTree != NULL);
|
||||
ASSERT(pTree != nil);
|
||||
}
|
||||
|
||||
|
||||
|
@ -996,7 +996,7 @@ void
|
|||
CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
|
||||
float fPoleHeight, float fPoleWidth, uint32 nID)
|
||||
{
|
||||
ASSERT(pPole != NULL);
|
||||
ASSERT(pPole != nil);
|
||||
|
||||
if ( CTimeCycle::GetShadowStrength() != 0 )
|
||||
{
|
||||
|
@ -1073,7 +1073,7 @@ CShadows::RenderStoredShadows(void)
|
|||
{
|
||||
SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);
|
||||
|
||||
ASSERT(asShadowsStored[i].m_pTexture != NULL);
|
||||
ASSERT(asShadowsStored[i].m_pTexture != nil);
|
||||
|
||||
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
|
||||
|
||||
|
@ -1105,7 +1105,7 @@ CShadows::RenderStoredShadows(void)
|
|||
{
|
||||
CSector *pCurSector = CWorld::GetSector(x, y);
|
||||
|
||||
ASSERT(pCurSector != NULL);
|
||||
ASSERT(pCurSector != nil);
|
||||
|
||||
if ( asShadowsStored[j].m_pCutsceneShadow )
|
||||
{
|
||||
|
@ -1123,7 +1123,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL,
|
||||
nil,
|
||||
asShadowsStored[j].m_pCutsceneShadow);
|
||||
|
||||
CastCutsceneShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
|
||||
|
@ -1140,7 +1140,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL,
|
||||
nil,
|
||||
asShadowsStored[j].m_pCutsceneShadow);
|
||||
}
|
||||
else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
|
||||
|
@ -1159,7 +1159,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
|
||||
CastPlayerShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
|
||||
fStartX, fStartY,
|
||||
|
@ -1175,7 +1175,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1193,7 +1193,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
|
||||
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
|
||||
fStartX, fStartY,
|
||||
|
@ -1209,7 +1209,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1254,19 +1254,19 @@ CShadows::RenderStaticShadows(void)
|
|||
// optimization trick, render all shadows with same renderstate and texture
|
||||
for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
|
||||
{
|
||||
if ( aStaticShadows[j].m_pPolyBunch != NULL
|
||||
if ( aStaticShadows[j].m_pPolyBunch != nil
|
||||
&& aStaticShadows[i].m_nType == aStaticShadows[j].m_nType
|
||||
&& aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
|
||||
{
|
||||
for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext )
|
||||
for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != nil; bunch = bunch->m_pNext )
|
||||
{
|
||||
RwImVertexIndex *pIndexes;
|
||||
RwIm3DVertex *pVerts;
|
||||
|
||||
RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
|
||||
|
||||
ASSERT(pIndexes != NULL);
|
||||
ASSERT(pVerts != NULL);
|
||||
ASSERT(pIndexes != nil);
|
||||
ASSERT(pVerts != nil);
|
||||
|
||||
for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
|
||||
{
|
||||
|
@ -1326,7 +1326,7 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
|
|||
{
|
||||
CSector *pCurSector = CWorld::GetSector(x, y);
|
||||
|
||||
ASSERT(pCurSector != NULL);
|
||||
ASSERT(pCurSector != nil);
|
||||
|
||||
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
|
||||
fStartX, fStartY,
|
||||
|
@ -1364,19 +1364,19 @@ CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY,
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
CPtrNode *pNode = PtrList.first;
|
||||
|
||||
CRect Bound;
|
||||
|
||||
while ( pNode != NULL )
|
||||
while ( pNode != nil )
|
||||
{
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
uint16 nScanCode = pEntity->m_scanCode;
|
||||
pNode = pNode->next;
|
||||
|
||||
ASSERT( pEntity != NULL );
|
||||
ASSERT( pEntity != nil );
|
||||
|
||||
if ( nScanCode != CWorld::GetCurrentScanCode() )
|
||||
{
|
||||
|
@ -1419,19 +1419,19 @@ CShadows::CastPlayerShadowSectorList(CPtrList &PtrList, float fStartX, float fSt
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
CPtrNode *pNode = PtrList.first;
|
||||
|
||||
CRect Bound;
|
||||
|
||||
while ( pNode != NULL )
|
||||
while ( pNode != nil )
|
||||
{
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
uint16 nScanCode = pEntity->m_scanCode;
|
||||
pNode = pNode->next;
|
||||
|
||||
ASSERT( pEntity != NULL );
|
||||
ASSERT( pEntity != nil );
|
||||
|
||||
if ( nScanCode != CWorld::GetCurrentScanCode() )
|
||||
{
|
||||
|
@ -1474,20 +1474,20 @@ CShadows::CastCutsceneShadowSectorList(CPtrList &PtrList, float fStartX, float f
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pShadow != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
ASSERT(pShadow != nil);
|
||||
|
||||
CPtrNode *pNode = PtrList.first;
|
||||
|
||||
CRect Bound;
|
||||
|
||||
while ( pNode != NULL )
|
||||
while ( pNode != nil )
|
||||
{
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
uint16 nScanCode = pEntity->m_scanCode;
|
||||
pNode = pNode->next;
|
||||
|
||||
ASSERT( pEntity != NULL );
|
||||
ASSERT( pEntity != nil );
|
||||
|
||||
if ( nScanCode != CWorld::GetCurrentScanCode() )
|
||||
{
|
||||
|
@ -1526,15 +1526,15 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
|
||||
{
|
||||
ASSERT(pEntity != NULL);
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pEntity != nil);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
static CVector List [20];
|
||||
static CVector Texture[20];
|
||||
static CVector Points [4];
|
||||
|
||||
CColModel *pCol = pEntity->GetColModel();
|
||||
ASSERT(pCol != NULL);
|
||||
ASSERT(pCol != nil);
|
||||
|
||||
#ifndef MASTER
|
||||
if ( gbPrintShite )
|
||||
|
@ -1580,12 +1580,12 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
for ( int32 i = 0; i < pCol->numTriangles; i++ )
|
||||
{
|
||||
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
|
||||
ASSERT(pColTriPlanes != NULL);
|
||||
ASSERT(pColTriPlanes != nil);
|
||||
|
||||
if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
|
||||
{
|
||||
CColTriangle *pColTri = pCol->triangles;
|
||||
ASSERT(pColTri != NULL);
|
||||
ASSERT(pColTri != nil);
|
||||
|
||||
CVector PointA, PointB, PointC;
|
||||
|
||||
|
@ -1985,12 +1985,12 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
}
|
||||
|
||||
|
||||
if ( ppPolyBunch != NULL )
|
||||
if ( ppPolyBunch != nil )
|
||||
{
|
||||
if ( pEmptyBunchList != NULL )
|
||||
if ( pEmptyBunchList != nil )
|
||||
{
|
||||
CPolyBunch *pBunch = pEmptyBunchList;
|
||||
ASSERT(pBunch != NULL);
|
||||
ASSERT(pBunch != nil);
|
||||
pEmptyBunchList = pEmptyBunchList->m_pNext;
|
||||
pBunch->m_pNext = *ppPolyBunch;
|
||||
*ppPolyBunch = pBunch;
|
||||
|
@ -2015,8 +2015,8 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
|
||||
RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
|
||||
|
||||
ASSERT(pIndexes != NULL);
|
||||
ASSERT(pVerts != NULL);
|
||||
ASSERT(pIndexes != nil);
|
||||
ASSERT(pVerts != nil);
|
||||
|
||||
|
||||
for ( int32 j = 0; j < numVerts3; j++ )
|
||||
|
@ -2094,8 +2094,8 @@ RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *par
|
|||
return points;
|
||||
}
|
||||
|
||||
RwIm3DVertex *imv = NULL;
|
||||
RwImVertexIndex *imi = NULL;
|
||||
RwIm3DVertex *imv = nil;
|
||||
RwImVertexIndex *imi = nil;
|
||||
|
||||
RenderBuffer::StartStoring(3, 3, &imi, &imv);
|
||||
|
||||
|
@ -2168,8 +2168,8 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
|
||||
{
|
||||
ASSERT(pEntity != NULL);
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pEntity != nil);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
if ( pShadow )
|
||||
{
|
||||
|
@ -2255,7 +2255,7 @@ CShadows::UpdateStaticShadows(void)
|
|||
{
|
||||
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
|
||||
{
|
||||
if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
|
||||
if ( aStaticShadows[i].m_pPolyBunch != nil && !aStaticShadows[i].m_bJustCreated
|
||||
&& (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
|
||||
{
|
||||
aStaticShadows[i].Free();
|
||||
|
@ -2328,19 +2328,19 @@ CShadows::UpdatePermanentShadows(void)
|
|||
void
|
||||
CStaticShadow::Free(void)
|
||||
{
|
||||
if ( m_pPolyBunch != NULL )
|
||||
if ( m_pPolyBunch != nil )
|
||||
{
|
||||
CPolyBunch *pFree = CShadows::pEmptyBunchList;
|
||||
CShadows::pEmptyBunchList = m_pPolyBunch;
|
||||
|
||||
CPolyBunch *pUsed = m_pPolyBunch;
|
||||
while (pUsed->m_pNext != NULL)
|
||||
while (pUsed->m_pNext != nil)
|
||||
pUsed = pUsed->m_pNext;
|
||||
|
||||
pUsed->m_pNext = pFree;
|
||||
}
|
||||
|
||||
m_pPolyBunch = NULL;
|
||||
m_pPolyBunch = nil;
|
||||
|
||||
m_nId = 0;
|
||||
}
|
||||
|
@ -2351,12 +2351,12 @@ CShadows::CalcPedShadowValues(CVector vecLightDir,
|
|||
float *pfSideX, float *pfSideY,
|
||||
float *pfDisplacementX, float *pfDisplacementY)
|
||||
{
|
||||
ASSERT(pfFrontX != NULL);
|
||||
ASSERT(pfFrontY != NULL);
|
||||
ASSERT(pfSideX != NULL);
|
||||
ASSERT(pfSideY != NULL);
|
||||
ASSERT(pfDisplacementX != NULL);
|
||||
ASSERT(pfDisplacementY != NULL);
|
||||
ASSERT(pfFrontX != nil);
|
||||
ASSERT(pfFrontY != nil);
|
||||
ASSERT(pfSideX != nil);
|
||||
ASSERT(pfSideY != nil);
|
||||
ASSERT(pfDisplacementX != nil);
|
||||
ASSERT(pfDisplacementY != nil);
|
||||
|
||||
*pfFrontX = -vecLightDir.x;
|
||||
*pfFrontY = -vecLightDir.y;
|
||||
|
@ -2395,7 +2395,7 @@ CShadows::RenderExtraPlayerShadows(void)
|
|||
if ( CTimeCycle::GetLightShadowStrength() != 0 )
|
||||
{
|
||||
CVehicle *pCar = FindPlayerVehicle();
|
||||
if ( pCar == NULL )
|
||||
if ( pCar == nil )
|
||||
; // R* cut it out for playerped
|
||||
else
|
||||
{
|
||||
|
@ -2454,7 +2454,7 @@ CShadows::RenderExtraPlayerShadows(void)
|
|||
pCar->GetRight().x * (fVehicleWidth/3),
|
||||
pCar->GetRight().y * (fVehicleWidth/3),
|
||||
nColorStrength, 0, 0, 0,
|
||||
4.5f, false, 1.0f, NULL, false);
|
||||
4.5f, false, 1.0f, nil, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2464,7 +2464,7 @@ CShadows::RenderExtraPlayerShadows(void)
|
|||
-pCar->GetRight().x * (fVehicleWidth/2),
|
||||
-pCar->GetRight().y * (fVehicleWidth/2),
|
||||
nColorStrength, 0, 0, 0,
|
||||
4.5f, false, 1.0f, NULL, false);
|
||||
4.5f, false, 1.0f, nil, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2486,7 +2486,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
|
|||
float fFrontX, float fFrontY, float fSideX, float fSideY,
|
||||
int16 nIntensity)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
|
||||
SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,
|
||||
|
|
|
@ -484,8 +484,8 @@ RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM)
|
|||
|
||||
b_cbsUseLTM = useLTM;
|
||||
|
||||
if ( clump == NULL || sphere == NULL )
|
||||
return NULL;
|
||||
if ( clump == nil || sphere == nil )
|
||||
return nil;
|
||||
|
||||
sphere->radius = 0.0f;
|
||||
sphere->center.x = 0.0f;
|
||||
|
@ -494,7 +494,7 @@ RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM)
|
|||
|
||||
RwInt32 numAtomics = RpClumpGetNumAtomics(clump);
|
||||
if ( numAtomics < 1.0f )
|
||||
return NULL;
|
||||
return nil;
|
||||
|
||||
RpClumpForAllAtomics(clump, cbsCalcMeanBSphereCenterCB, &result);
|
||||
|
||||
|
|
|
@ -593,7 +593,7 @@ CHeli::PreRenderAlways(void)
|
|||
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &shadowPos,
|
||||
6.0f, 0.0f, 0.0f, -6.0f,
|
||||
80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity,
|
||||
50.0f, true, 1.0f, NULL, false);
|
||||
50.0f, true, 1.0f, nil, false);
|
||||
|
||||
CVector front = GetMatrix() * CVector(0.0f, 7.0f, 0.0f);
|
||||
CVector toPlayer = FindPlayerCoors() - front;
|
||||
|
|
Loading…
Reference in a new issue