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NULL -> nil

This commit is contained in:
Fire-Head 2020-07-31 21:21:58 +03:00
parent e2ded2d6ce
commit 224fd77641
8 changed files with 204 additions and 204 deletions

View file

@ -3958,7 +3958,7 @@ CCam::Process_Debug(const CVector&, float, float, float)
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
12.0f, 0.0f, 0.0f, -12.0f, 12.0f, 0.0f, 0.0f, -12.0f,
128, 128, 128, 128, 1000.0f, false, 1.0f, NULL, false); 128, 128, 128, 128, 1000.0f, false, 1.0f, nil, false);
if(CHud::m_Wants_To_Draw_Hud){ if(CHud::m_Wants_To_Draw_Hud){
char str[256]; char str[256];
@ -4103,7 +4103,7 @@ CCam::Process_Editor(const CVector&, float, float, float)
if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn) if(CPad::GetPad(1)->GetLeftShockJustDown() && gbBigWhiteDebugLightSwitchedOn)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source, CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &Source,
12.0f, 0.0f, 0.0f, -12.0f, 12.0f, 0.0f, 0.0f, -12.0f,
128, 128, 128, 128, 1000.0f, false, 1.0f, NULL, false); 128, 128, 128, 128, 1000.0f, false, 1.0f, nil, false);
if(CHud::m_Wants_To_Draw_Hud){ if(CHud::m_Wants_To_Draw_Hud){
char str[256]; char str[256];

View file

@ -445,7 +445,7 @@ CEntity::PreRender(void)
gpShadowExplosionTex, &pos, gpShadowExplosionTex, &pos,
8.0f, 0.0f, 0.0f, -8.0f, 8.0f, 0.0f, 0.0f, -8.0f,
255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker, 255, 200.0f*flicker, 160.0f*flicker, 120.0f*flicker,
20.0f, false, 1.0f, NULL, false); 20.0f, false, 1.0f, nil, false);
CPointLights::AddLight(CPointLights::LIGHT_POINT, CPointLights::AddLight(CPointLights::LIGHT_POINT,
pos, CVector(0.0f, 0.0f, 0.0f), pos, CVector(0.0f, 0.0f, 0.0f),
8.0f, 8.0f,
@ -483,7 +483,7 @@ CEntity::PreRender(void)
CTimeCycle::GetShadowStrength(), CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(), CTimeCycle::GetShadowStrength(),
CTimeCycle::GetShadowStrength(), CTimeCycle::GetShadowStrength(),
20.0f, false, 1.0f, NULL, false); 20.0f, false, 1.0f, nil, false);
} }
// fall through // fall through
case ENTITY_TYPE_DUMMY: case ENTITY_TYPE_DUMMY:

View file

@ -26,9 +26,9 @@ CCutsceneObject::CCutsceneObject(void)
m_fMass = 1.0f; m_fMass = 1.0f;
m_fTurnMass = 1.0f; m_fTurnMass = 1.0f;
m_pAttachTo = NULL; m_pAttachTo = nil;
m_pAttachmentObject = NULL; m_pAttachmentObject = nil;
m_pShadow = NULL; m_pShadow = nil;
} }
CCutsceneObject::~CCutsceneObject(void) CCutsceneObject::~CCutsceneObject(void)
@ -36,7 +36,7 @@ CCutsceneObject::~CCutsceneObject(void)
if ( m_pShadow ) if ( m_pShadow )
{ {
delete m_pShadow; delete m_pShadow;
m_pShadow = NULL; m_pShadow = nil;
} }
} }
@ -116,7 +116,7 @@ CCutsceneObject::PreRender(void)
if(IsPedModel(GetModelIndex())) if(IsPedModel(GetModelIndex()))
{ {
if ( m_pShadow == NULL ) if ( m_pShadow == nil )
{ {
CShadows::StoreShadowForPedObject(this, CShadows::StoreShadowForPedObject(this,
CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue], CTimeCycle::m_fShadowDisplacementX[CTimeCycle::m_CurrentStoredValue],

View file

@ -10,9 +10,9 @@
CCutsceneShadow::CCutsceneShadow() CCutsceneShadow::CCutsceneShadow()
{ {
m_pAtomic = NULL; m_pAtomic = nil;
m_nRwObjectType = -1; m_nRwObjectType = -1;
m_pLight = NULL; m_pLight = nil;
m_nBlurPasses = 0; m_nBlurPasses = 0;
m_bResample = false; m_bResample = false;
m_bGradient = false; m_bGradient = false;
@ -26,7 +26,7 @@ CCutsceneShadow::~CCutsceneShadow()
bool bool
CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient) CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32 blurPasses, bool gradient)
{ {
ASSERT(object != NULL); ASSERT(object != nil);
RwRGBAReal color; RwRGBAReal color;
RwFrame *frame; RwFrame *frame;
@ -35,7 +35,7 @@ CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32
return false; return false;
m_pLight = RpLightCreate(rpLIGHTDIRECTIONAL); m_pLight = RpLightCreate(rpLIGHTDIRECTIONAL);
ASSERT(m_pLight != NULL); ASSERT(m_pLight != nil);
if (!m_pLight) if (!m_pLight)
return false; return false;
@ -46,7 +46,7 @@ CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32
RpLightSetColor(m_pLight, &color); RpLightSetColor(m_pLight, &color);
frame = RwFrameCreate(); frame = RwFrameCreate();
ASSERT(frame != NULL); ASSERT(frame != nil);
RpLightSetFrame(m_pLight, frame); RpLightSetFrame(m_pLight, frame);
@ -137,17 +137,17 @@ CCutsceneShadow::Create(RwObject *object, int32 rasterSize, bool resample, int32
RwFrame * RwFrame *
CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight) CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
{ {
ASSERT(m_pLight != NULL); ASSERT(m_pLight != nil);
RwFrame *frame; RwFrame *frame;
static RwV3d Xaxis = { 1.0f, 0.0f, 0.0f }; static RwV3d Xaxis = { 1.0f, 0.0f, 0.0f };
static RwV3d Yaxis = { 0.0f, 1.0f, 0.0f }; static RwV3d Yaxis = { 0.0f, 1.0f, 0.0f };
frame = RpLightGetFrame(m_pLight); frame = RpLightGetFrame(m_pLight);
ASSERT(frame != NULL); ASSERT(frame != nil);
if ( !frame ) if ( !frame )
return NULL; return nil;
RwFrameRotate(frame, &Yaxis, angleY, rwCOMBINEREPLACE); RwFrameRotate(frame, &Yaxis, angleY, rwCOMBINEREPLACE);
RwFrameRotate(frame, &Xaxis, angleX, rwCOMBINEPOSTCONCAT); RwFrameRotate(frame, &Xaxis, angleX, rwCOMBINEPOSTCONCAT);
@ -161,7 +161,7 @@ CCutsceneShadow::SetLightProperties(float angleY, float angleX, bool setLight)
bool bool
CCutsceneShadow::IsInitialized() CCutsceneShadow::IsInitialized()
{ {
return m_pObject != NULL; return m_pObject != nil;
} }
void void
@ -172,17 +172,17 @@ CCutsceneShadow::Destroy()
m_BlurCamera.Destroy(); m_BlurCamera.Destroy();
m_GradientCamera.Destroy(); m_GradientCamera.Destroy();
m_pAtomic = NULL; m_pAtomic = nil;
m_nRwObjectType = -1; m_nRwObjectType = -1;
if (m_pLight) if (m_pLight)
{ {
RwFrame *frame = RpLightGetFrame(m_pLight); RwFrame *frame = RpLightGetFrame(m_pLight);
RpLightSetFrame(m_pLight, NULL); RpLightSetFrame(m_pLight, nil);
RwFrameDestroy(frame); RwFrameDestroy(frame);
RpLightDestroy(m_pLight); RpLightDestroy(m_pLight);
m_pLight = NULL; m_pLight = nil;
} }
} }
@ -192,12 +192,12 @@ CCutsceneShadow::Update()
switch ( m_nRwObjectType ) switch ( m_nRwObjectType )
{ {
case rpCLUMP: case rpCLUMP:
ASSERT(m_pClump != NULL); ASSERT(m_pClump != nil);
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump))); RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpClumpGetFrame(m_pClump)));
break; break;
case rpATOMIC: case rpATOMIC:
ASSERT(m_pAtomic != NULL); ASSERT(m_pAtomic != nil);
RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic))); RwV3dTransformPoints(&m_BaseSphere.center, &m_BoundingSphere.center, 1, RwFrameGetMatrix(RpAtomicGetFrame(m_pAtomic)));
break; break;
} }
@ -216,7 +216,7 @@ CCutsceneShadow::Update()
} }
RwRaster *raster = m_Camera.GetRwRenderRaster(); RwRaster *raster = m_Camera.GetRwRenderRaster();
ASSERT(raster != NULL); ASSERT(raster != nil);
if ( m_bResample ) if ( m_bResample )
return m_ResampleCamera.RasterResample(raster); return m_ResampleCamera.RasterResample(raster);

View file

@ -16,8 +16,8 @@ RpAtomic *ShadowRenderCallBack(RpAtomic *atomic, void *data)
CShadowCamera::CShadowCamera() CShadowCamera::CShadowCamera()
{ {
m_pCamera = NULL; m_pCamera = nil;
m_pTexture = NULL; m_pTexture = nil;
} }
CShadowCamera::~CShadowCamera() CShadowCamera::~CShadowCamera()
@ -37,33 +37,33 @@ CShadowCamera::Destroy()
if ( frame ) if ( frame )
{ {
RwCameraSetFrame(m_pCamera, NULL); RwCameraSetFrame(m_pCamera, nil);
RwFrameDestroy(frame); RwFrameDestroy(frame);
} }
raster = RwCameraGetZRaster(m_pCamera); raster = RwCameraGetZRaster(m_pCamera);
if ( raster ) if ( raster )
{ {
RwCameraSetZRaster(m_pCamera, NULL); RwCameraSetZRaster(m_pCamera, nil);
RwRasterDestroy(raster); RwRasterDestroy(raster);
} }
raster = RwCameraGetRaster(m_pCamera); raster = RwCameraGetRaster(m_pCamera);
if ( raster ) if ( raster )
{ {
RwCameraSetRaster(m_pCamera, NULL); RwCameraSetRaster(m_pCamera, nil);
RwRasterDestroy(raster); RwRasterDestroy(raster);
} }
if ( m_pTexture ) if ( m_pTexture )
{ {
RwTextureSetRaster(m_pTexture, NULL); RwTextureSetRaster(m_pTexture, nil);
RwTextureDestroy(m_pTexture); RwTextureDestroy(m_pTexture);
m_pTexture = NULL; m_pTexture = nil;
} }
RwCameraDestroy(m_pCamera); RwCameraDestroy(m_pCamera);
m_pCamera = NULL; m_pCamera = nil;
} }
return; return;
} }
@ -74,7 +74,7 @@ CShadowCamera::Create(int32 rasterSize)
int32 size = 1 << rasterSize; int32 size = 1 << rasterSize;
m_pCamera = RwCameraCreate(); m_pCamera = RwCameraCreate();
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
if ( m_pCamera ) if ( m_pCamera )
{ {
@ -83,20 +83,20 @@ CShadowCamera::Create(int32 rasterSize)
if( RwCameraGetFrame(m_pCamera) ) if( RwCameraGetFrame(m_pCamera) )
{ {
RwRaster *zRaster = RwRasterCreate(size, size, 0, rwRASTERTYPEZBUFFER); RwRaster *zRaster = RwRasterCreate(size, size, 0, rwRASTERTYPEZBUFFER);
ASSERT(zRaster != NULL); ASSERT(zRaster != nil);
if ( zRaster ) if ( zRaster )
{ {
RwCameraSetZRaster(m_pCamera, zRaster); RwCameraSetZRaster(m_pCamera, zRaster);
RwRaster *raster = RwRasterCreate(size, size, 0, rwRASTERTYPECAMERATEXTURE); RwRaster *raster = RwRasterCreate(size, size, 0, rwRASTERTYPECAMERATEXTURE);
ASSERT(raster != NULL); ASSERT(raster != nil);
if ( raster ) if ( raster )
{ {
RwCameraSetRaster(m_pCamera, raster); RwCameraSetRaster(m_pCamera, raster);
m_pTexture = RwTextureCreate(raster); m_pTexture = RwTextureCreate(raster);
ASSERT(m_pTexture != NULL); ASSERT(m_pTexture != nil);
if ( m_pTexture ) if ( m_pTexture )
{ {
@ -112,13 +112,13 @@ CShadowCamera::Create(int32 rasterSize)
Destroy(); Destroy();
return (NULL); return (nil);
} }
RwCamera * RwCamera *
CShadowCamera::SetFrustum(float objectRadius) CShadowCamera::SetFrustum(float objectRadius)
{ {
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwV2d vw; RwV2d vw;
@ -135,8 +135,8 @@ CShadowCamera::SetFrustum(float objectRadius)
RwCamera * RwCamera *
CShadowCamera::SetLight(RpLight *light) CShadowCamera::SetLight(RpLight *light)
{ {
ASSERT(light != NULL); ASSERT(light != nil);
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwFrame *camFrame = RwCameraGetFrame(m_pCamera); RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
RwMatrix *camMatrix = RwFrameGetMatrix(camFrame); RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
@ -156,8 +156,8 @@ CShadowCamera::SetLight(RpLight *light)
RwCamera * RwCamera *
CShadowCamera::SetCenter(RwV3d *center) CShadowCamera::SetCenter(RwV3d *center)
{ {
ASSERT(center != NULL); ASSERT(center != nil);
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwFrame *camFrame = RwCameraGetFrame(m_pCamera); RwFrame *camFrame = RwCameraGetFrame(m_pCamera);
RwMatrix *camMatrix = RwFrameGetMatrix(camFrame); RwMatrix *camMatrix = RwFrameGetMatrix(camFrame);
@ -176,8 +176,8 @@ CShadowCamera::SetCenter(RwV3d *center)
RwCamera * RwCamera *
CShadowCamera::Update(RpClump *clump) CShadowCamera::Update(RpClump *clump)
{ {
ASSERT(clump != NULL); ASSERT(clump != nil);
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwUInt32 flags; RwUInt32 flags;
RpGeometry *geometry; RpGeometry *geometry;
@ -189,14 +189,14 @@ CShadowCamera::Update(RpClump *clump)
if ( RwCameraBeginUpdate(m_pCamera) ) if ( RwCameraBeginUpdate(m_pCamera) )
{ {
geometry = GetFirstAtomic(clump)->geometry; geometry = GetFirstAtomic(clump)->geometry;
ASSERT(geometry != NULL); ASSERT(geometry != nil);
flags = RpGeometryGetFlags(geometry); flags = RpGeometryGetFlags(geometry);
RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
|rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR)); |rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR));
RpClumpForAllAtomics(clump, ShadowRenderCallBack, NULL); RpClumpForAllAtomics(clump, ShadowRenderCallBack, nil);
RpGeometrySetFlags(geometry, flags); RpGeometrySetFlags(geometry, flags);
@ -210,8 +210,8 @@ CShadowCamera::Update(RpClump *clump)
RwCamera * RwCamera *
CShadowCamera::Update(RpAtomic *atomic) CShadowCamera::Update(RpAtomic *atomic)
{ {
ASSERT(atomic != NULL); ASSERT(atomic != nil);
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwUInt32 flags; RwUInt32 flags;
RpGeometry *geometry; RpGeometry *geometry;
@ -223,13 +223,13 @@ CShadowCamera::Update(RpAtomic *atomic)
if ( RwCameraBeginUpdate(m_pCamera) ) if ( RwCameraBeginUpdate(m_pCamera) )
{ {
geometry = RpAtomicGetGeometry(atomic); geometry = RpAtomicGetGeometry(atomic);
ASSERT(geometry != NULL); ASSERT(geometry != nil);
flags = RpGeometryGetFlags(geometry); flags = RpGeometryGetFlags(geometry);
RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT RpGeometrySetFlags(geometry, flags & ~(rpGEOMETRYPRELIT|rpGEOMETRYLIGHT
|rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR|rpGEOMETRYNORMALS)); |rpGEOMETRYTEXTURED|rpGEOMETRYTEXTURED2|rpGEOMETRYMODULATEMATERIALCOLOR|rpGEOMETRYNORMALS));
ShadowRenderCallBack(atomic, NULL); ShadowRenderCallBack(atomic, nil);
RpGeometrySetFlags(geometry, flags); RpGeometrySetFlags(geometry, flags);
@ -243,7 +243,7 @@ CShadowCamera::Update(RpAtomic *atomic)
void void
CShadowCamera::InvertRaster() CShadowCamera::InvertRaster()
{ {
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwIm2DVertex vx[4]; RwIm2DVertex vx[4];
float crw, crh; float crw, crh;
@ -251,7 +251,7 @@ CShadowCamera::InvertRaster()
float recipZ; float recipZ;
raster = RwCameraGetRaster(m_pCamera); raster = RwCameraGetRaster(m_pCamera);
ASSERT(raster != NULL); ASSERT(raster != nil);
crw = (float)RwRasterGetWidth(raster); crw = (float)RwRasterGetWidth(raster);
crh = (float)RwRasterGetHeight(raster); crh = (float)RwRasterGetHeight(raster);
@ -284,7 +284,7 @@ CShadowCamera::InvertRaster()
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)NULL); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)nil);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDINVDESTCOLOR); RwRenderStateSet(rwRENDERSTATESRCBLEND, (void *)rwBLENDINVDESTCOLOR);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO); RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void *)rwBLENDZERO);
@ -299,23 +299,23 @@ CShadowCamera::InvertRaster()
RwRaster * RwRaster *
CShadowCamera::MakeGradientRaster() CShadowCamera::MakeGradientRaster()
{ {
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwIm2DVertex vx[2]; RwIm2DVertex vx[2];
if ( !m_pCamera ) if ( !m_pCamera )
return NULL; return nil;
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera); float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
RwRaster *raster = RwCameraGetRaster(m_pCamera); RwRaster *raster = RwCameraGetRaster(m_pCamera);
ASSERT(raster != NULL); ASSERT(raster != nil);
float width = (float)RwRasterGetWidth(raster); float width = (float)RwRasterGetWidth(raster);
float height = (float)RwRasterGetHeight(raster); float height = (float)RwRasterGetHeight(raster);
if ( height < 1 ) if ( height < 1 )
return NULL; return nil;
if ( RwCameraBeginUpdate(m_pCamera) ) if ( RwCameraBeginUpdate(m_pCamera) )
{ {
@ -362,14 +362,14 @@ CShadowCamera::MakeGradientRaster()
RwRaster * RwRaster *
CShadowCamera::RasterResample(RwRaster *dstRaster) CShadowCamera::RasterResample(RwRaster *dstRaster)
{ {
ASSERT(dstRaster != NULL); ASSERT(dstRaster != nil);
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
if ( !m_pCamera ) if ( !m_pCamera )
return NULL; return nil;
RwRaster *raster = RwCameraGetRaster(m_pCamera); RwRaster *raster = RwCameraGetRaster(m_pCamera);
ASSERT(raster != NULL); ASSERT(raster != nil);
float size = (float) RwRasterGetWidth(raster); float size = (float) RwRasterGetWidth(raster);
float uvOffset = TEXELOFFSET / size; float uvOffset = TEXELOFFSET / size;
@ -398,14 +398,14 @@ CShadowCamera::RasterResample(RwRaster *dstRaster)
RwRaster * RwRaster *
CShadowCamera::RasterBlur(RwRaster *dstRaster, int32 numPasses) CShadowCamera::RasterBlur(RwRaster *dstRaster, int32 numPasses)
{ {
ASSERT(dstRaster != NULL); ASSERT(dstRaster != nil);
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
if ( !m_pCamera ) if ( !m_pCamera )
return NULL; return nil;
RwRaster *raster = RwCameraGetRaster(m_pCamera); RwRaster *raster = RwCameraGetRaster(m_pCamera);
ASSERT(raster != NULL); ASSERT(raster != nil);
float size = (float) RwRasterGetWidth(dstRaster); float size = (float) RwRasterGetWidth(dstRaster);
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera); float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
@ -455,11 +455,11 @@ CShadowCamera::RasterBlur(RwRaster *dstRaster, int32 numPasses)
RwRaster * RwRaster *
CShadowCamera::RasterGradient(RwRaster *dstRaster) CShadowCamera::RasterGradient(RwRaster *dstRaster)
{ {
ASSERT(dstRaster != NULL); ASSERT(dstRaster != nil);
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwRaster *raster = RwCameraGetRaster(m_pCamera); RwRaster *raster = RwCameraGetRaster(m_pCamera);
ASSERT(raster != NULL); ASSERT(raster != nil);
float size = (float)RwRasterGetWidth(dstRaster); float size = (float)RwRasterGetWidth(dstRaster);
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera); float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
@ -490,13 +490,13 @@ CShadowCamera::RasterGradient(RwRaster *dstRaster)
RwRaster *CShadowCamera::DrawOutlineBorder(RwRGBA const& color) RwRaster *CShadowCamera::DrawOutlineBorder(RwRGBA const& color)
{ {
ASSERT(m_pCamera != NULL); ASSERT(m_pCamera != nil);
RwIm2DVertex vx[4]; RwIm2DVertex vx[4];
RwImVertexIndex ix[5]; RwImVertexIndex ix[5];
RwRaster *raster = RwCameraGetRaster(m_pCamera); RwRaster *raster = RwCameraGetRaster(m_pCamera);
ASSERT(raster != NULL); ASSERT(raster != nil);
float size = (float)RwRasterGetWidth(raster) - 1.0f; float size = (float)RwRasterGetWidth(raster) - 1.0f;
float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera); float recipCamZ = 1.0f / RwCameraGetNearClipPlane(m_pCamera);
@ -535,7 +535,7 @@ RwRaster *CShadowCamera::DrawOutlineBorder(RwRGBA const& color)
{ {
RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEZTESTENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE); RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void *)FALSE);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)NULL); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, (void *)nil);
RwIm2DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, vx, 4, ix, 5); RwIm2DRenderIndexedPrimitive(rwPRIMTYPEPOLYLINE, vx, 4, ix, 5);

View file

@ -66,39 +66,39 @@ CShadows::Init(void)
int32 slut = CTxdStore::FindTxdSlot("particle"); int32 slut = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slut); CTxdStore::SetCurrentTxd(slut);
gpShadowCarTex = RwTextureRead("shad_car", NULL); gpShadowCarTex = RwTextureRead("shad_car", nil);
gpShadowPedTex = RwTextureRead("shad_ped", NULL); gpShadowPedTex = RwTextureRead("shad_ped", nil);
gpShadowHeliTex = RwTextureRead("shad_heli", NULL); gpShadowHeliTex = RwTextureRead("shad_heli", nil);
gpShadowBikeTex = RwTextureRead("shad_bike", NULL); gpShadowBikeTex = RwTextureRead("shad_bike", nil);
gpShadowBaronTex = RwTextureRead("shad_rcbaron", NULL); gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
gpShadowExplosionTex = RwTextureRead("shad_exp", NULL); gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
gpShadowHeadLightsTex = RwTextureRead("headlight", NULL); gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
gpOutline1Tex = RwTextureRead("outline_64", NULL); gpOutline1Tex = RwTextureRead("outline_64", nil);
gpOutline2Tex = RwTextureRead("outline2_64", NULL); gpOutline2Tex = RwTextureRead("outline2_64", nil);
gpOutline3Tex = RwTextureRead("outline3_64", NULL); gpOutline3Tex = RwTextureRead("outline3_64", nil);
gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL); gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
gpReflectionTex = RwTextureRead("reflection01", NULL); gpReflectionTex = RwTextureRead("reflection01", nil);
gpWalkDontTex = RwTextureRead("walk_dont", NULL); gpWalkDontTex = RwTextureRead("walk_dont", nil);
gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL); gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL); gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
CTxdStore::PopCurrentTxd(); CTxdStore::PopCurrentTxd();
ASSERT(gpShadowCarTex != NULL); ASSERT(gpShadowCarTex != nil);
ASSERT(gpShadowPedTex != NULL); ASSERT(gpShadowPedTex != nil);
ASSERT(gpShadowHeliTex != NULL); ASSERT(gpShadowHeliTex != nil);
ASSERT(gpShadowBikeTex != NULL); ASSERT(gpShadowBikeTex != nil);
ASSERT(gpShadowBaronTex != NULL); ASSERT(gpShadowBaronTex != nil);
ASSERT(gpShadowExplosionTex != NULL); ASSERT(gpShadowExplosionTex != nil);
ASSERT(gpShadowHeadLightsTex != NULL); ASSERT(gpShadowHeadLightsTex != nil);
ASSERT(gpOutline1Tex != NULL); ASSERT(gpOutline1Tex != nil);
ASSERT(gpOutline2Tex != NULL); ASSERT(gpOutline2Tex != nil);
ASSERT(gpOutline3Tex != NULL); ASSERT(gpOutline3Tex != nil);
ASSERT(gpBloodPoolTex != NULL); ASSERT(gpBloodPoolTex != nil);
ASSERT(gpReflectionTex != NULL); ASSERT(gpReflectionTex != nil);
ASSERT(gpWalkDontTex != NULL); ASSERT(gpWalkDontTex != nil);
ASSERT(gpCrackedGlassTex != NULL); ASSERT(gpCrackedGlassTex != nil);
ASSERT(gpPostShadowTex != NULL); ASSERT(gpPostShadowTex != nil);
ShadowIndexList[0] = 0; ShadowIndexList[0] = 0;
@ -137,7 +137,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{ {
aStaticShadows[i].m_nId = 0; aStaticShadows[i].m_nId = 0;
aStaticShadows[i].m_pPolyBunch = NULL; aStaticShadows[i].m_pPolyBunch = nil;
} }
pEmptyBunchList = &aPolyBunches[0]; pEmptyBunchList = &aPolyBunches[0];
@ -145,7 +145,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ ) for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
{ {
if ( i == MAX_POLYBUNCHES - 1 ) if ( i == MAX_POLYBUNCHES - 1 )
aPolyBunches[i].m_pNext = NULL; aPolyBunches[i].m_pNext = nil;
else else
aPolyBunches[i].m_pNext = &aPolyBunches[i + 1]; aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
} }
@ -159,21 +159,21 @@ CShadows::Init(void)
void void
CShadows::Shutdown(void) CShadows::Shutdown(void)
{ {
ASSERT(gpShadowCarTex != NULL); ASSERT(gpShadowCarTex != nil);
ASSERT(gpShadowPedTex != NULL); ASSERT(gpShadowPedTex != nil);
ASSERT(gpShadowHeliTex != NULL); ASSERT(gpShadowHeliTex != nil);
ASSERT(gpShadowBikeTex != NULL); ASSERT(gpShadowBikeTex != nil);
ASSERT(gpShadowBaronTex != NULL); ASSERT(gpShadowBaronTex != nil);
ASSERT(gpShadowExplosionTex != NULL); ASSERT(gpShadowExplosionTex != nil);
ASSERT(gpShadowHeadLightsTex != NULL); ASSERT(gpShadowHeadLightsTex != nil);
ASSERT(gpOutline1Tex != NULL); ASSERT(gpOutline1Tex != nil);
ASSERT(gpOutline2Tex != NULL); ASSERT(gpOutline2Tex != nil);
ASSERT(gpOutline3Tex != NULL); ASSERT(gpOutline3Tex != nil);
ASSERT(gpBloodPoolTex != NULL); ASSERT(gpBloodPoolTex != nil);
ASSERT(gpReflectionTex != NULL); ASSERT(gpReflectionTex != nil);
ASSERT(gpWalkDontTex != NULL); ASSERT(gpWalkDontTex != nil);
ASSERT(gpCrackedGlassTex != NULL); ASSERT(gpCrackedGlassTex != nil);
ASSERT(gpPostShadowTex != NULL); ASSERT(gpPostShadowTex != nil);
RwTextureDestroy(gpShadowCarTex); RwTextureDestroy(gpShadowCarTex);
RwTextureDestroy(gpShadowPedTex); RwTextureDestroy(gpShadowPedTex);
@ -198,8 +198,8 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, uint32 nTime, float fScale) float fZDistance, uint32 nTime, float fScale)
{ {
ASSERT(pTexture != NULL); ASSERT(pTexture != nil);
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
// find free slot // find free slot
@ -232,7 +232,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance) float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
{ {
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D(); float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
@ -258,7 +258,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
int32 nSlot; int32 nSlot;
nSlot = 0; 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++; nSlot++;
if ( nSlot < MAX_STATICSHADOWS ) if ( nSlot < MAX_STATICSHADOWS )
@ -325,13 +325,13 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
GeneratePolysForStaticShadow(nSlot); GeneratePolysForStaticShadow(nSlot);
return aStaticShadows[nSlot].m_pPolyBunch != NULL; return aStaticShadows[nSlot].m_pPolyBunch != nil;
} }
} }
else else
{ {
nSlot = 0; nSlot = 0;
while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL ) while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
nSlot++; nSlot++;
if ( nSlot != MAX_STATICSHADOWS ) if ( nSlot != MAX_STATICSHADOWS )
@ -356,7 +356,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
GeneratePolysForStaticShadow(nSlot); 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, float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue) int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
{ {
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
switch ( ShadowTexture ) switch ( ShadowTexture )
{ {
@ -383,7 +383,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn, StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY, fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue, nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f, NULL, false); 15.0f, false, 1.0f, nil, false);
break; break;
} }
@ -393,7 +393,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn, StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY, fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue, nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f, NULL, false); 15.0f, false, 1.0f, nil, false);
break; break;
} }
@ -403,7 +403,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn, StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY, fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue, nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f, NULL, false); 15.0f, false, 1.0f, nil, false);
break; break;
} }
@ -413,7 +413,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn, StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY, fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue, nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f, NULL, false); 15.0f, false, 1.0f, nil, false);
break; break;
} }
@ -423,7 +423,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn, StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY, fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue, nIntensity, nRed, nGreen, nBlue,
15.0f, false, 1.0f, NULL, false); 15.0f, false, 1.0f, nil, false);
break; break;
} }
@ -433,7 +433,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn, StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY, fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, 150, 0, nIntensity, nRed, 150, 0,
15.0f, false, 1.0f, NULL, false); 15.0f, false, 1.0f, nil, false);
break; break;
} }
@ -448,8 +448,8 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings) float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
{ {
ASSERT(pTexture != NULL); ASSERT(pTexture != nil);
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS ) if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
{ {
@ -478,7 +478,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
void void
CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type) CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
{ {
ASSERT(pCar != NULL); ASSERT(pCar != nil);
if ( CTimeCycle::GetShadowStrength() != 0 ) if ( CTimeCycle::GetShadowStrength() != 0 )
{ {
@ -672,7 +672,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
sidex * (fVehicleWidth / 2), sidex * (fVehicleWidth / 2),
sidey * (fVehicleWidth / 2), sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength,
4.5f, false, 1.0f, NULL, bDrawOnBuildings); 4.5f, false, 1.0f, nil, bDrawOnBuildings);
} }
else else
{ {
@ -682,7 +682,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
-sidex * (fVehicleWidth / 2), -sidex * (fVehicleWidth / 2),
-sidey * (fVehicleWidth / 2), -sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength, nColorStrength,
4.5f, false, 1.0f, NULL, bDrawOnBuildings); 4.5f, false, 1.0f, nil, bDrawOnBuildings);
} }
} }
else 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 fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fMaxViewAngle) float fMaxViewAngle)
{ {
ASSERT(pCar != NULL); ASSERT(pCar != nil);
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D(); float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
@ -753,7 +753,7 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
fSideX, fSideY, fSideX, fSideY,
128, nRed, nGreen, nBlue, 128, nRed, nGreen, nBlue,
6.0f, false, 1.0f, 6.0f, false, 1.0f,
NULL, pCar == FindPlayerVehicle()); nil, pCar == FindPlayerVehicle());
} }
else else
{ {
@ -774,11 +774,11 @@ void
StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY, StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY) float fFrontX, float fFrontY, float fSideX, float fSideY)
{ {
ASSERT(pObject != NULL); ASSERT(pObject != nil);
CCutsceneShadow *shadow = pObject->m_pRTShadow; CCutsceneShadow *shadow = pObject->m_pRTShadow;
if ( shadow == NULL ) if ( shadow == nil )
return; return;
if ( !shadow->IsInitialized() ) if ( !shadow->IsInitialized() )
@ -845,7 +845,7 @@ void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY, CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY) float fFrontX, float fFrontY, float fSideX, float fSideY)
{ {
ASSERT(pPed != NULL); ASSERT(pPed != nil);
if ( pPed->bIsVisible ) if ( pPed->bIsVisible )
{ {
@ -879,7 +879,7 @@ void
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY, CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY) float fFrontX, float fFrontY, float fSideX, float fSideY)
{ {
ASSERT(pPedObject != NULL); ASSERT(pPedObject != nil);
CVector PedPos = pPedObject->GetPosition(); CVector PedPos = pPedObject->GetPosition();
@ -910,7 +910,7 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
fFrontX, fFrontY, fFrontX, fFrontY,
fSideX, fSideY, fSideX, fSideY,
nColorStrength, nColorStrength, nColorStrength, nColorStrength, 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, CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY) float fFrontX, float fFrontY, float fSideX, float fSideY)
{ {
ASSERT(pObject != NULL); ASSERT(pObject != nil);
CCutsceneShadow *shadow = pObject->m_pShadow; CCutsceneShadow *shadow = pObject->m_pShadow;
if ( shadow == NULL ) if ( shadow == nil )
return; return;
if ( !shadow->IsInitialized() ) if ( !shadow->IsInitialized() )
@ -988,7 +988,7 @@ CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDispl
void void
CShadows::StoreShadowForTree(CEntity *pTree) 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, CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
float fPoleHeight, float fPoleWidth, uint32 nID) float fPoleHeight, float fPoleWidth, uint32 nID)
{ {
ASSERT(pPole != NULL); ASSERT(pPole != nil);
if ( CTimeCycle::GetShadowStrength() != 0 ) if ( CTimeCycle::GetShadowStrength() != 0 )
{ {
@ -1073,7 +1073,7 @@ CShadows::RenderStoredShadows(void)
{ {
SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType); SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);
ASSERT(asShadowsStored[i].m_pTexture != NULL); ASSERT(asShadowsStored[i].m_pTexture != nil);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture)); RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
@ -1105,7 +1105,7 @@ CShadows::RenderStoredShadows(void)
{ {
CSector *pCurSector = CWorld::GetSector(x, y); CSector *pCurSector = CWorld::GetSector(x, y);
ASSERT(pCurSector != NULL); ASSERT(pCurSector != nil);
if ( asShadowsStored[j].m_pCutsceneShadow ) if ( asShadowsStored[j].m_pCutsceneShadow )
{ {
@ -1123,7 +1123,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue, asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance, asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale, asShadowsStored[j].m_fScale,
NULL, nil,
asShadowsStored[j].m_pCutsceneShadow); asShadowsStored[j].m_pCutsceneShadow);
CastCutsceneShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], CastCutsceneShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
@ -1140,7 +1140,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue, asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance, asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale, asShadowsStored[j].m_fScale,
NULL, nil,
asShadowsStored[j].m_pCutsceneShadow); asShadowsStored[j].m_pCutsceneShadow);
} }
else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings ) else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
@ -1159,7 +1159,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue, asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance, asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale, asShadowsStored[j].m_fScale,
NULL); nil);
CastPlayerShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], CastPlayerShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY, fStartX, fStartY,
@ -1175,7 +1175,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue, asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance, asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale, asShadowsStored[j].m_fScale,
NULL); nil);
} }
else else
{ {
@ -1193,7 +1193,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue, asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance, asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale, asShadowsStored[j].m_fScale,
NULL); nil);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP], CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY, fStartX, fStartY,
@ -1209,7 +1209,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue, asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance, asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale, asShadowsStored[j].m_fScale,
NULL); nil);
} }
} }
} }
@ -1254,19 +1254,19 @@ CShadows::RenderStaticShadows(void)
// optimization trick, render all shadows with same renderstate and texture // optimization trick, render all shadows with same renderstate and texture
for ( int32 j = i; j < MAX_STATICSHADOWS; j++ ) 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_nType == aStaticShadows[j].m_nType
&& aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture ) && 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; RwImVertexIndex *pIndexes;
RwIm3DVertex *pVerts; RwIm3DVertex *pVerts;
RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts); RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
ASSERT(pIndexes != NULL); ASSERT(pIndexes != nil);
ASSERT(pVerts != NULL); ASSERT(pVerts != nil);
for ( int32 k = 0; k < bunch->m_nNumVerts; k++ ) for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
{ {
@ -1326,7 +1326,7 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{ {
CSector *pCurSector = CWorld::GetSector(x, y); CSector *pCurSector = CWorld::GetSector(x, y);
ASSERT(pCurSector != NULL); ASSERT(pCurSector != nil);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS], CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY, fStartX, fStartY,
@ -1364,19 +1364,19 @@ CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch) float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{ {
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
CPtrNode *pNode = PtrList.first; CPtrNode *pNode = PtrList.first;
CRect Bound; CRect Bound;
while ( pNode != NULL ) while ( pNode != nil )
{ {
CEntity *pEntity = (CEntity *)pNode->item; CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode; uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next; pNode = pNode->next;
ASSERT( pEntity != NULL ); ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() ) if ( nScanCode != CWorld::GetCurrentScanCode() )
{ {
@ -1419,19 +1419,19 @@ CShadows::CastPlayerShadowSectorList(CPtrList &PtrList, float fStartX, float fSt
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch) float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{ {
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
CPtrNode *pNode = PtrList.first; CPtrNode *pNode = PtrList.first;
CRect Bound; CRect Bound;
while ( pNode != NULL ) while ( pNode != nil )
{ {
CEntity *pEntity = (CEntity *)pNode->item; CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode; uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next; pNode = pNode->next;
ASSERT( pEntity != NULL ); ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() ) if ( nScanCode != CWorld::GetCurrentScanCode() )
{ {
@ -1474,20 +1474,20 @@ CShadows::CastCutsceneShadowSectorList(CPtrList &PtrList, float fStartX, float f
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow) float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
{ {
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
ASSERT(pShadow != NULL); ASSERT(pShadow != nil);
CPtrNode *pNode = PtrList.first; CPtrNode *pNode = PtrList.first;
CRect Bound; CRect Bound;
while ( pNode != NULL ) while ( pNode != nil )
{ {
CEntity *pEntity = (CEntity *)pNode->item; CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode; uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next; pNode = pNode->next;
ASSERT( pEntity != NULL ); ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() ) 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, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch) float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{ {
ASSERT(pEntity != NULL); ASSERT(pEntity != nil);
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
static CVector List [20]; static CVector List [20];
static CVector Texture[20]; static CVector Texture[20];
static CVector Points [4]; static CVector Points [4];
CColModel *pCol = pEntity->GetColModel(); CColModel *pCol = pEntity->GetColModel();
ASSERT(pCol != NULL); ASSERT(pCol != nil);
#ifndef MASTER #ifndef MASTER
if ( gbPrintShite ) if ( gbPrintShite )
@ -1580,12 +1580,12 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
for ( int32 i = 0; i < pCol->numTriangles; i++ ) for ( int32 i = 0; i < pCol->numTriangles; i++ )
{ {
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes; CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
ASSERT(pColTriPlanes != NULL); ASSERT(pColTriPlanes != nil);
if ( Abs(pColTriPlanes[i].normal.z) > 0.1f ) if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
{ {
CColTriangle *pColTri = pCol->triangles; CColTriangle *pColTri = pCol->triangles;
ASSERT(pColTri != NULL); ASSERT(pColTri != nil);
CVector PointA, PointB, PointC; 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; CPolyBunch *pBunch = pEmptyBunchList;
ASSERT(pBunch != NULL); ASSERT(pBunch != nil);
pEmptyBunchList = pEmptyBunchList->m_pNext; pEmptyBunchList = pEmptyBunchList->m_pNext;
pBunch->m_pNext = *ppPolyBunch; pBunch->m_pNext = *ppPolyBunch;
*ppPolyBunch = pBunch; *ppPolyBunch = pBunch;
@ -2015,8 +2015,8 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts); RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
ASSERT(pIndexes != NULL); ASSERT(pIndexes != nil);
ASSERT(pVerts != NULL); ASSERT(pVerts != nil);
for ( int32 j = 0; j < numVerts3; j++ ) for ( int32 j = 0; j < numVerts3; j++ )
@ -2094,8 +2094,8 @@ RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *par
return points; return points;
} }
RwIm3DVertex *imv = NULL; RwIm3DVertex *imv = nil;
RwImVertexIndex *imi = NULL; RwImVertexIndex *imi = nil;
RenderBuffer::StartStoring(3, 3, &imi, &imv); RenderBuffer::StartStoring(3, 3, &imi, &imv);
@ -2168,8 +2168,8 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue, int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow) float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
{ {
ASSERT(pEntity != NULL); ASSERT(pEntity != nil);
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
if ( pShadow ) if ( pShadow )
{ {
@ -2255,7 +2255,7 @@ CShadows::UpdateStaticShadows(void)
{ {
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ ) 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].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
{ {
aStaticShadows[i].Free(); aStaticShadows[i].Free();
@ -2328,19 +2328,19 @@ CShadows::UpdatePermanentShadows(void)
void void
CStaticShadow::Free(void) CStaticShadow::Free(void)
{ {
if ( m_pPolyBunch != NULL ) if ( m_pPolyBunch != nil )
{ {
CPolyBunch *pFree = CShadows::pEmptyBunchList; CPolyBunch *pFree = CShadows::pEmptyBunchList;
CShadows::pEmptyBunchList = m_pPolyBunch; CShadows::pEmptyBunchList = m_pPolyBunch;
CPolyBunch *pUsed = m_pPolyBunch; CPolyBunch *pUsed = m_pPolyBunch;
while (pUsed->m_pNext != NULL) while (pUsed->m_pNext != nil)
pUsed = pUsed->m_pNext; pUsed = pUsed->m_pNext;
pUsed->m_pNext = pFree; pUsed->m_pNext = pFree;
} }
m_pPolyBunch = NULL; m_pPolyBunch = nil;
m_nId = 0; m_nId = 0;
} }
@ -2351,12 +2351,12 @@ CShadows::CalcPedShadowValues(CVector vecLightDir,
float *pfSideX, float *pfSideY, float *pfSideX, float *pfSideY,
float *pfDisplacementX, float *pfDisplacementY) float *pfDisplacementX, float *pfDisplacementY)
{ {
ASSERT(pfFrontX != NULL); ASSERT(pfFrontX != nil);
ASSERT(pfFrontY != NULL); ASSERT(pfFrontY != nil);
ASSERT(pfSideX != NULL); ASSERT(pfSideX != nil);
ASSERT(pfSideY != NULL); ASSERT(pfSideY != nil);
ASSERT(pfDisplacementX != NULL); ASSERT(pfDisplacementX != nil);
ASSERT(pfDisplacementY != NULL); ASSERT(pfDisplacementY != nil);
*pfFrontX = -vecLightDir.x; *pfFrontX = -vecLightDir.x;
*pfFrontY = -vecLightDir.y; *pfFrontY = -vecLightDir.y;
@ -2395,7 +2395,7 @@ CShadows::RenderExtraPlayerShadows(void)
if ( CTimeCycle::GetLightShadowStrength() != 0 ) if ( CTimeCycle::GetLightShadowStrength() != 0 )
{ {
CVehicle *pCar = FindPlayerVehicle(); CVehicle *pCar = FindPlayerVehicle();
if ( pCar == NULL ) if ( pCar == nil )
; // R* cut it out for playerped ; // R* cut it out for playerped
else else
{ {
@ -2454,7 +2454,7 @@ CShadows::RenderExtraPlayerShadows(void)
pCar->GetRight().x * (fVehicleWidth/3), pCar->GetRight().x * (fVehicleWidth/3),
pCar->GetRight().y * (fVehicleWidth/3), pCar->GetRight().y * (fVehicleWidth/3),
nColorStrength, 0, 0, 0, nColorStrength, 0, 0, 0,
4.5f, false, 1.0f, NULL, false); 4.5f, false, 1.0f, nil, false);
} }
else else
{ {
@ -2464,7 +2464,7 @@ CShadows::RenderExtraPlayerShadows(void)
-pCar->GetRight().x * (fVehicleWidth/2), -pCar->GetRight().x * (fVehicleWidth/2),
-pCar->GetRight().y * (fVehicleWidth/2), -pCar->GetRight().y * (fVehicleWidth/2),
nColorStrength, 0, 0, 0, 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, float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity) int16 nIntensity)
{ {
ASSERT(pPosn != NULL); ASSERT(pPosn != nil);
C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY), C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B, SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,

View file

@ -484,8 +484,8 @@ RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM)
b_cbsUseLTM = useLTM; b_cbsUseLTM = useLTM;
if ( clump == NULL || sphere == NULL ) if ( clump == nil || sphere == nil )
return NULL; return nil;
sphere->radius = 0.0f; sphere->radius = 0.0f;
sphere->center.x = 0.0f; sphere->center.x = 0.0f;
@ -494,7 +494,7 @@ RpClump *RpClumpGetBoundingSphere(RpClump *clump, RwSphere *sphere, bool useLTM)
RwInt32 numAtomics = RpClumpGetNumAtomics(clump); RwInt32 numAtomics = RpClumpGetNumAtomics(clump);
if ( numAtomics < 1.0f ) if ( numAtomics < 1.0f )
return NULL; return nil;
RpClumpForAllAtomics(clump, cbsCalcMeanBSphereCenterCB, &result); RpClumpForAllAtomics(clump, cbsCalcMeanBSphereCenterCB, &result);

View file

@ -593,7 +593,7 @@ CHeli::PreRenderAlways(void)
CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &shadowPos, CShadows::StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &shadowPos,
6.0f, 0.0f, 0.0f, -6.0f, 6.0f, 0.0f, 0.0f, -6.0f,
80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 80*m_fSearchLightIntensity, 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 front = GetMatrix() * CVector(0.0f, 7.0f, 0.0f);
CVector toPlayer = FindPlayerCoors() - front; CVector toPlayer = FindPlayerCoors() - front;