diff --git a/src/render/Fluff.cpp b/src/render/Fluff.cpp index 9f3f6929..d50bddd6 100644 --- a/src/render/Fluff.cpp +++ b/src/render/Fluff.cpp @@ -142,11 +142,11 @@ void CMovingThings::Init() void CMovingThings::Shutdown() { int i; - for (i = 0; i < 11; ++i) + for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i) aScrollBars[i].SetVisibility(false); - for (i = 0; i < 2; ++i) + for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i) aTowerClocks[i].SetVisibility(false); - for (i = 0; i < 3; ++i) + for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i) aDigitalClocks[i].SetVisibility(false); } @@ -168,17 +168,17 @@ void CMovingThings::Update() aMovingThings[i].Update(); } - for (i = 0; i < 11; ++i) + for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i) { if (aScrollBars[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0) aScrollBars[i].Update(); } - for (i = 0; i < 2; ++i) + for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i) { if (aTowerClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0) aTowerClocks[i].Update(); } - for (i = 0; i < 3; ++i) + for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i) { if (aDigitalClocks[i].IsVisible() || (CTimer::GetFrameCounter() + i) % 8 == 0) aDigitalClocks[i].Update(); @@ -188,17 +188,17 @@ void CMovingThings::Update() void CMovingThings::Render() { int i; - for (i = 0; i < 11; ++i) + for (i = 0; i < ARRAY_SIZE(aScrollBars); ++i) { if (aScrollBars[i].IsVisible()) aScrollBars[i].Render(); } - for (i = 0; i < 2; ++i) + for (i = 0; i < ARRAY_SIZE(aTowerClocks); ++i) { if (aTowerClocks[i].IsVisible()) aTowerClocks[i].Render(); } - for (i = 0; i < 3; ++i) + for (i = 0; i < ARRAY_SIZE(aDigitalClocks); ++i) { if (aDigitalClocks[i].IsVisible()) aDigitalClocks[i].Render(); @@ -297,7 +297,8 @@ const char* FindDigitalClockMessage() } else { - int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) * 0.0043611112f - 1.0f); + // they didn't use rad2deg here because of 3.14 + int temperature = 13.0f - 6.0f * Cos((CClock::GetMinutes() + 60.0f * CClock::GetHours()) / (4.0f * 180.0f / 3.14f) - 1.0f); String_DigitalClock[0] = '0' + temperature / 10; if (String_DigitalClock[0] == '0') String_DigitalClock[0] = ' '; @@ -312,7 +313,7 @@ const char* FindDigitalClockMessage() // ---------- CScrollBar ---------- void CScrollBar::Init(CVector position, uint8 type, float sizeX, float sizeY, float sizeZ, uint8 red, uint8 green, uint8 blue, float scale) { - for (int i = 0; i < 40; ++i) + for (int i = 0; i < ARRAY_SIZE(m_MessageBar); ++i) m_MessageBar[i] = 0; m_pMessage = ". "; @@ -618,16 +619,16 @@ void CScrollBar::Update() } // Scroll - for (int i = 0; i < 39; i++) + for (int i = 0; i < ARRAY_SIZE(m_MessageBar)-1; i++) m_MessageBar[i] = m_MessageBar[i + 1]; - m_MessageBar[39] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0; + m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = m_Counter < 5 ? ScrollCharSet[m_pMessage[m_MessageCurrentChar] - ' '][m_Counter] : 0; // Introduce some random displaying glitches; signs aren't supposed to be perfect :P switch (CGeneral::GetRandomNumber() & 0xFF) { - case 0x0D: m_MessageBar[39] = 0; break; - case 0xE3: m_MessageBar[39] = 0xE3; break; - case 0x64: m_MessageBar[39] = ~m_MessageBar[39]; break; + case 0x0D: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0; break; + case 0xE3: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = 0xE3; break; + case 0x64: m_MessageBar[ARRAY_SIZE(m_MessageBar)-1] = ~m_MessageBar[ARRAY_SIZE(m_MessageBar)-1]; break; } } @@ -654,7 +655,7 @@ void CScrollBar::Render() CVector coronaCoord, screenCoord; float screenW, screenH; - for (int i = 1; i < 40; ++i) + for (int i = 1; i < ARRAY_SIZE(m_MessageBar); ++i) { for (int j = 0; j < 5; ++j) { diff --git a/src/render/Hud.cpp b/src/render/Hud.cpp index c7f61d5d..270cc07c 100644 --- a/src/render/Hud.cpp +++ b/src/render/Hud.cpp @@ -131,16 +131,16 @@ void CHud::Draw() return; if (m_Wants_To_Draw_Hud && !TheCamera.m_WideScreenOn) { - bool DrawCrossHair = 0; - bool DrawCrossHairPC = 0; + bool DrawCrossHair = false; + bool DrawCrossHairPC = false; int32 WeaponType = FindPlayerPed()->m_weapons[FindPlayerPed()->m_currentWeapon].m_eWeaponType; int32 Mode = TheCamera.Cams[TheCamera.ActiveCam].Mode; if (Mode == CCam::MODE_SNIPER || Mode == CCam::MODE_ROCKETLAUNCHER || Mode == CCam::MODE_M16_1STPERSON || Mode == CCam::MODE_HELICANNON_1STPERSON) - DrawCrossHair = 1; + DrawCrossHair = true; if (Mode == CCam::MODE_M16_1STPERSON_RUNABOUT || Mode == CCam::MODE_ROCKETLAUNCHER_RUNABOUT || Mode == CCam::MODE_SNIPER_RUNABOUT) - DrawCrossHairPC = 1; + DrawCrossHairPC = true; /* Draw Crosshairs @@ -149,7 +149,7 @@ void CHud::Draw() (!CPad::GetPad(0)->GetLookBehindForPed() || TheCamera.m_bPlayerIsInGarage) || Mode == CCam::MODE_1STPERSON_RUNABOUT) { if (FindPlayerPed() && !FindPlayerPed()->EnteringCar()) { if ((WeaponType >= WEAPONTYPE_COLT45 && WeaponType <= WEAPONTYPE_M16) || WeaponType == WEAPONTYPE_FLAMETHROWER) - DrawCrossHairPC = 1; + DrawCrossHairPC = true; } } diff --git a/src/weapons/BulletInfo.cpp b/src/weapons/BulletInfo.cpp index 389e7486..26fc459d 100644 --- a/src/weapons/BulletInfo.cpp +++ b/src/weapons/BulletInfo.cpp @@ -22,6 +22,7 @@ #include "Weapon.h" #include "WeaponInfo.h" #include "World.h" +#include "SurfaceTable.h" #define BULLET_LIFETIME (1000) #define NUM_PED_BLOOD_PARTICLES (8) @@ -228,7 +229,7 @@ bool CBulletInfo::TestForSniperBullet(float x1, float x2, float y1, float y2, fl #ifdef FIX_BUGS // original code is not going work anyway... CColLine line(PlayerSniperBulletStart, PlayerSniperBulletEnd); CColBox box; - box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), 0, 0); + box.Set(CVector(x1, y1, z1), CVector(x2, y2, z2), SURFACE_DEFAULT, 0); return CCollision::TestLineBox(line, box); #else float minP = 0.0f;