Clean indention and make the code a little bit more readable.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1469 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
a9f120adec
commit
5f87829d26
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@ -24,6 +24,6 @@
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#define MACROS_H
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#define MIN(a, b) (((a) < (b)) ? (a) : (b))
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#define MAX(a, b) (((a) < (b)) ? (b) : (a))
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#define MAX(a, b) (((a) > (b)) ? (a) : (b))
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#endif // MACROS_H
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186
src/display3d.c
186
src/display3d.c
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@ -180,7 +180,7 @@ BOOL godMode;
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static UWORD WaterTileID = WATER_TILE;
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static UWORD RiverBedTileID = BED_TILE;
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static FRACT waterRealValue = (FRACT)0;
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static FRACT waterRealValue = 0.0f;
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#define WAVE_SPEED 4
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static SWORD vOffset = 1;
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#define MAX_FIRE_STAGE 32
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@ -494,7 +494,7 @@ BOOL bPlayerHasHQ = FALSE;
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}
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}
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*/
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//----------------------------------------------------------
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//----------------------------------------------------------
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//----------------------------------------------------------
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//----------------------------------------------------------
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if(getDebugMappingStatus() && !demoGetStatus() && !gamePaused())
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@ -539,8 +539,8 @@ BOOL bPlayerHasHQ = FALSE;
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permitNewConsoleMessages(FALSE);
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}
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// sprintf(buildInfo,"WallDrag from %d,%d to %d,%d", wallDrag.x1,wallDrag.y1,wallDrag.x2,wallDrag.y2);
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// iV_DrawText(buildInfo,100,180);
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// sprintf(buildInfo,"WallDrag from %d,%d to %d,%d", wallDrag.x1,wallDrag.y1,wallDrag.x2,wallDrag.y2);
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// iV_DrawText(buildInfo,100,180);
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/*
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sprintf(buildInfo,"Gridvar calls : %d", gridVarCalls);
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iV_DrawText(buildInfo,100,180);
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@ -559,10 +559,10 @@ BOOL bPlayerHasHQ = FALSE;
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iV_DrawText(buildInfo,100,240);
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#endif
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// sprintf(buildInfo,"Average Grid Height : %d", averageCentreTerrainHeight);
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// iV_DrawText(buildInfo,100,240);
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// sprintf(buildInfo,"Height : %d", player.p.y);
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// iV_DrawText(buildInfo,100,260);
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// sprintf(buildInfo,"Average Grid Height : %d", averageCentreTerrainHeight);
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// iV_DrawText(buildInfo,100,240);
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// sprintf(buildInfo,"Height : %d", player.p.y);
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// iV_DrawText(buildInfo,100,260);
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@ -664,20 +664,19 @@ void setProximityDraw(BOOL val)
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static void drawTiles(iView *camera, iView *player)
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{
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SDWORD i,j;
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UDWORD i, j;
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SDWORD zMax;
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Vector3i BSPCamera;
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MAPTILE *psTile;
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UDWORD specular;
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UDWORD edgeX,edgeY;
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UDWORD edgeX, edgeY;
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BOOL IsWaterTile = FALSE;
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BOOL PushedDown = FALSE;
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UBYTE TileIllum;
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UWORD TextNum;
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UDWORD shiftVal = 0;
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UDWORD altVal = 0;
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FRACT fraction;
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UDWORD realX,realY;
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UDWORD realX, realY;
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BOOL bEdgeTile;
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SDWORD tmp_y;
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static float angle = 0.0;
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@ -685,32 +684,31 @@ static void drawTiles(iView *camera, iView *player)
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// Animate the water texture, just cycles the V coordinate through half the tiles height.
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if(!gamePaused())
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{
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fraction = MAKEFRACT(frameTime2)/GAME_TICKS_PER_SEC;
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waterRealValue += (fraction*WAVE_SPEED);
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vOffset = (SWORD)MAKEINT(waterRealValue);
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waterRealValue += WAVE_SPEED * frameTime2 / GAME_TICKS_PER_SEC;
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vOffset = waterRealValue;
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if(vOffset >= 64/2)
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{
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vOffset = 0;
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waterRealValue = (FRACT)0;
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waterRealValue = 0;
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}
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}
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/* Is the scene spinning? - showcase demo stuff */
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if (spinScene)
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player->r.y+=DEG(3);
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player->r.y += DEG(3);
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/* ---------------------------------------------------------------- */
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/* Do boundary and extent checking */
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/* ---------------------------------------------------------------- */
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/* Get the mid point of the grid */
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terrainMidX = (visibleXTiles>>1);
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terrainMidY = (visibleYTiles>>1);
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terrainMidX = visibleXTiles/2;
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terrainMidY = visibleYTiles/2;
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CalcBSPCameraPos(&BSPCamera);
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SetBSPCameraPos(BSPCamera.x,BSPCamera.y,BSPCamera.z);
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SetBSPCameraPos(BSPCamera.x, BSPCamera.y, BSPCamera.z);
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/* Find our position in tile coordinates */
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playerXTile = player->p.x >> TILE_SHIFT;
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playerZTile = player->p.z >> TILE_SHIFT;
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playerXTile = player->p.x / TILE_UNITS;
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playerZTile = player->p.z / TILE_UNITS;
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/* Get the x,z translation components */
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rx = (player->p.x) & (TILE_UNITS-1);
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@ -727,13 +725,13 @@ static void drawTiles(iView *camera, iView *player)
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// Now, scale the world according to what resolution we're running in
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pie_MatScale(pie_GetResScalingFactor());
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/* Set the camera position */
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pie_MATTRANS(camera->p.x,camera->p.y,camera->p.z);
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pie_MATTRANS(camera->p.x, camera->p.y, camera->p.z);
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/* Rotate for the player */
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pie_MatRotZ(player->r.z);
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pie_MatRotX(player->r.x);
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pie_MatRotY(player->r.y);
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/* Translate */
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pie_TRANSLATE(-rx,-player->p.y,rz);
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pie_TRANSLATE(-rx, -player->p.y, rz);
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angle += 0.01f;
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// RODZ uncomment the following line to see an OpenGL lighting demo
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if (getDrawShadows()) {
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@ -749,29 +747,31 @@ static void drawTiles(iView *camera, iView *player)
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*/
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averageCentreTerrainHeight = 0;
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numTilesAveraged = 0;
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for (i=0; i<(SDWORD)visibleYTiles+1; i++)
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for (i=0; i < (SDWORD)visibleYTiles+1; i++)
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{
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/* Go through the x's */
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for (j=0; j<(SDWORD)visibleXTiles+1; j++)
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for (j=0; j < (SDWORD)visibleXTiles+1; j++)
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{
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tileScreenInfo[i][j].bWater = FALSE;
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if( (playerXTile+j < 0) ||
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(playerZTile+i < 0) ||
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(playerXTile+j > (SDWORD)(mapWidth-1)) ||
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(playerZTile+i > (SDWORD)(mapHeight-1)) )
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if( playerXTile+j < 0 ||
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playerZTile+i < 0 ||
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playerXTile+j > (SDWORD)(mapWidth-1) ||
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playerZTile+i > (SDWORD)(mapHeight-1) )
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{
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edgeX = playerXTile+j;
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edgeY = playerZTile+i;
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if(playerXTile+j < 0 ) edgeX = 0;
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else
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if(playerXTile+j > (SDWORD)(mapWidth-1) ) edgeX = mapWidth-1;
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if(playerZTile+i < 0 ) edgeY = 0;
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else
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if(playerZTile+i > (SDWORD)(mapHeight-1) ) edgeY = mapHeight-1;
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if(playerXTile+j < 0 )
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edgeX = 0;
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else if(playerXTile+j > (SDWORD)(mapWidth-1) )
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edgeX = mapWidth-1;
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if(playerZTile+i < 0 )
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edgeY = 0;
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else if(playerZTile+i > (SDWORD)(mapHeight-1) )
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edgeY = mapHeight-1;
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tileScreenInfo[i][j].x = ((j-terrainMidX)<<TILE_SHIFT);
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tileScreenInfo[i][j].x = (j-terrainMidX) * TILE_UNITS;
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tileScreenInfo[i][j].y = 0;//map_TileHeight(edgeX,edgeY);
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tileScreenInfo[i][j].z = ((terrainMidY-i)<<TILE_SHIFT);
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tileScreenInfo[i][j].z = (terrainMidY-i) * TILE_UNITS;
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tileScreenInfo[i][j].sz = pie_RotProj((Vector3i*)&tileScreenInfo[i][j].x, (Vector2i*)&tileScreenInfo[i][j].sx);
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if (pie_GetFogEnabled())
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}
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else
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{
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tileScreenInfo[i][j].light.argb = lightDoFogAndIllumination(mapTile(edgeX,edgeY)->illumination,rx-tileScreenInfo[i][j].x,rz - ((i-terrainMidY)<<TILE_SHIFT),&specular);
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tileScreenInfo[i][j].light.argb = lightDoFogAndIllumination( mapTile(edgeX, edgeY)->illumination, rx - tileScreenInfo[i][j].x, rz - (i - terrainMidY) * TILE_UNITS, &specular );
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}
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if( (playerXTile+j <-1 ) ||
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(playerZTile+i <-1) ||
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(playerXTile+j > (SDWORD)(mapWidth-1)) ||
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(playerZTile+i > (SDWORD)(mapHeight-1)) )
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if( playerXTile+j < -1 ||
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playerZTile+i < -1 ||
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playerXTile+j > (SDWORD)(mapWidth-1) ||
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playerZTile+i > (SDWORD)(mapHeight-1) )
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{
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tileScreenInfo[i][j].drawInfo = FALSE;
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}
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@ -796,25 +795,27 @@ static void drawTiles(iView *camera, iView *player)
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{
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tileScreenInfo[i][j].drawInfo = TRUE;
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}
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}
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else
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{
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tileScreenInfo[i][j].drawInfo = TRUE;
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psTile = mapTile(playerXTile+j,playerZTile+i);
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psTile = mapTile(playerXTile+j, playerZTile+i);
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/* Get a pointer to the tile at this location */
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tileScreenInfo[i][j].x = ((j-terrainMidX)<<TILE_SHIFT);
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tileScreenInfo[i][j].x = (j-terrainMidX) * TILE_UNITS;
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if (TERRAIN_TYPE(psTile) == TER_WATER)
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{
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tileScreenInfo[i][j].bWater = TRUE;
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}
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tileScreenInfo[i][j].y = map_TileHeight(playerXTile+j, playerZTile+i);
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tileScreenInfo[i][j].z = ((terrainMidY-i)<<TILE_SHIFT);
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tileScreenInfo[i][j].z = (terrainMidY-i) * TILE_UNITS;
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/* Is it in the centre and therefore worth averaging height over? */
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if(i > MIN_TILE_Y && i < MAX_TILE_Y && j > MIN_TILE_X && j < MAX_TILE_X)
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if ( i > MIN_TILE_Y &&
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i < MAX_TILE_Y &&
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j > MIN_TILE_X &&
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j < MAX_TILE_X )
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{
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averageCentreTerrainHeight += tileScreenInfo[i][j].y;
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numTilesAveraged++;
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realX = playerXTile+j;
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realY = playerZTile+i;
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bEdgeTile = FALSE;
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if(realX<=1 || realY<=1 || realX >= mapWidth-2 || realY >= mapHeight-2)
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if ( realX <= 1 ||
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realY <= 1 ||
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realX >= mapWidth-2 ||
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realY >= mapHeight-2 )
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{
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bEdgeTile = TRUE;
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}
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IsWaterTile = (TERRAIN_TYPE(psTile) == TER_WATER);
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// If it's the main water tile then..
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PushedDown = FALSE;
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if( TextNum == WaterTileID && !bEdgeTile)
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if( TextNum == WaterTileID && !bEdgeTile )
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{
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// Push the terrain down for the river bed.
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PushedDown = TRUE;
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shiftVal = WATER_DEPTH + ((3*environGetData(playerXTile+j,playerZTile+i))/2);
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shiftVal = WATER_DEPTH + environGetData(playerXTile+j, playerZTile+i) * 1.5f;
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altVal = 0;//environGetValue(playerXTile+j,playerZTile+i);
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tileScreenInfo[i][j].y -= (shiftVal+altVal);
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tileScreenInfo[i][j].y -= shiftVal + altVal;
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// And darken it.
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TileIllum = (UBYTE)((TileIllum*3)/4);
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TileIllum = (UBYTE)(TileIllum * 0.75f);
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}
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tileScreenInfo[i][j].sz = pie_RotProj((Vector3i*)&tileScreenInfo[i][j], (Vector2i*)&tileScreenInfo[i][j].sx);
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tileScreenInfo[i][j].light.argb = lightDoFogAndIllumination(TileIllum,rx-tileScreenInfo[i][j].x,rz - ((i-terrainMidY)<<TILE_SHIFT),&specular);
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tileScreenInfo[i][j].light.argb = lightDoFogAndIllumination(TileIllum, rx - tileScreenInfo[i][j].x, rz - (i-terrainMidY) * TILE_UNITS, &specular);
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tileScreenInfo[i][j].specular.argb = specular;
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// If it's any water tile..
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if(IsWaterTile) {
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// If it's the main water tile then bring it back up because it was pushed down
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// for the river bed calc.
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// If it's the main water tile then bring it back up because it was pushed down for the river bed calc.
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tmp_y = tileScreenInfo[i][j].y;
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if (PushedDown) { //TextNum == WaterTileID) {
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tileScreenInfo[i][j].y += (shiftVal + (2*altVal));
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tileScreenInfo[i][j].y += (shiftVal + 2*altVal);
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}
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// Transform it into the wx,wy mesh members.
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tileScreenInfo[i][j].wz = pie_RotProj((Vector3i*)&tileScreenInfo[i][j], (Vector2i*)&tileScreenInfo[i][j].wx);
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tileScreenInfo[i][j].wlight.argb = lightDoFogAndIllumination(
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TileIllum, rx-tileScreenInfo[i][j].x, // cos altval can go to 20
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rz - ((i-terrainMidY)<<TILE_SHIFT), &specular);
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TileIllum, rx - tileScreenInfo[i][j].x, rz - (i-terrainMidY) * TILE_UNITS, &specular);
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tileScreenInfo[i][j].water_height = tileScreenInfo[i][j].y;
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tileScreenInfo[i][j].y = tmp_y;
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} else {
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/* Work out the average height */
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if(numTilesAveraged) // might not be if off map
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{
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averageCentreTerrainHeight/=numTilesAveraged;
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averageCentreTerrainHeight /= numTilesAveraged;
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}
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else
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{
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averageCentreTerrainHeight = 128 * ELEVATION_SCALE;
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averageCentreTerrainHeight = ELEVATION_SCALE * TILE_UNITS;
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}
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/* This is done here as effects can light the terrain - pause mode problems though */
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processEffects();
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atmosUpdateSystem();
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if(waterOnMap())
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{
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// environUpdate();
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@ -932,29 +935,29 @@ static void drawTiles(iView *camera, iView *player)
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tileIJ[i][j].i = i;
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tileIJ[i][j].j = j;
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//get distance of furthest corner
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zMax = pie_MAX(tileScreenInfo[i][j].sz, tileScreenInfo[i + 1][j].sz);
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zMax = pie_MAX(zMax, tileScreenInfo[i + 1][j + 1].sz);
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zMax = pie_MAX(zMax, tileScreenInfo[i][j + 1].sz);
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zMax = MAX(tileScreenInfo[i][j].sz, tileScreenInfo[i+1][j].sz);
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zMax = MAX(zMax, tileScreenInfo[i+1][j+1].sz);
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zMax = MAX(zMax, tileScreenInfo[i][j+1].sz);
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tileIJ[i][j].depth = zMax;
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if((UDWORD)i>mapHeight || (UDWORD)j>mapWidth)
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if( (UDWORD)i > mapHeight || (UDWORD)j > mapWidth )
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{
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ASSERT( FALSE,"Weirdy tile coords" );
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ASSERT( FALSE, "Weirdy tile coords" );
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}
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if(zMax<0)
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if(zMax < 0)
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{
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// clipped
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continue;
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}
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drawTerrainTile(i,j, FALSE);
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drawTerrainTile(i, j, FALSE);
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if(tileScreenInfo[i][j].bWater)
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{
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// add the (possibly) transparent water to the bucket sort
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bucketAddTypeToList(RENDER_WATERTILE, &tileIJ[i][j]);
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// check if we need to draw a water edge
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if((mapTile(playerXTile + j, playerZTile + i)->texture & TILE_NUMMASK) != WaterTileID) {
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if((mapTile(playerXTile+j, playerZTile+i)->texture & TILE_NUMMASK) != WaterTileID) {
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// the edge is in front of the water (which is drawn at z-index -1)
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pie_SetDepthOffset(-2.0);
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drawTerrainTile(i,j, TRUE);
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drawTerrainTile(i, j, TRUE);
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pie_SetDepthOffset(0.0);
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}
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}
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@ -967,15 +970,15 @@ static void drawTiles(iView *camera, iView *player)
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/* ---------------------------------------------------------------- */
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/* Now display all the static objects */
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/* ---------------------------------------------------------------- */
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displayStaticObjects();//bucket render implemented
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displayFeatures();//bucket render implemented
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displayDynamicObjects();//bucket render implemented
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displayStaticObjects(); // bucket render implemented
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displayFeatures(); // bucket render implemented
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displayDynamicObjects(); //bucket render implemented
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if(doWeDrawProximitys())
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{
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displayProximityMsgs(); //bucket render implemented
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displayProximityMsgs(); // bucket render implemented
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}
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displayDelivPoints(); //bucket render implemented
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display3DProjectiles();//bucket render implemented
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displayDelivPoints(); // bucket render implemented
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display3DProjectiles(); // bucket render implemented
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atmosDrawParticles();
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@ -991,8 +994,7 @@ static void drawTiles(iView *camera, iView *player)
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if(driveModeActive()) {
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// If were in driving mode then mark the current target.
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BASE_OBJECT *psObj = targetGetCurrent();
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if(psObj != NULL) {
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if(targetGetCurrent() != NULL) {
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targetMarkCurrent();
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}
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}
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@ -1049,7 +1051,7 @@ BOOL init3DView(void)
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initConsoleMessages();
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/* Initialise the effects system */
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// initEffectsSystem();
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// initEffectsSystem();
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atmosInitSystem();
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||||
|
@ -1062,7 +1064,7 @@ BOOL init3DView(void)
|
|||
initBulletTable();
|
||||
|
||||
/* Set up light values */
|
||||
// initLighting();
|
||||
// initLighting();
|
||||
|
||||
/* Build our shade table for gouraud shading - 256*16 values with best match from 256 colour table */
|
||||
iV_PaletteShadeTableCreate();
|
||||
|
@ -1107,7 +1109,7 @@ void disp3d_getView(iView *newView)
|
|||
}
|
||||
|
||||
/* John's routine - deals with flipping around the vertex ordering for source textures
|
||||
when flips and rotations are being done */
|
||||
when flips and rotations are being done */
|
||||
static void flipsAndRots(int texture)
|
||||
{
|
||||
|
||||
|
@ -1663,7 +1665,7 @@ BOOL bEdgeTile;
|
|||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Draw the buildings */
|
||||
void displayStaticObjects( void )
|
||||
|
@ -1774,7 +1776,7 @@ UDWORD clan;
|
|||
renderFeature(psFeature);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Draw the Proximity messages for the **SELECTED PLAYER ONLY***/
|
||||
void displayProximityMsgs( void )
|
||||
|
@ -2794,8 +2796,8 @@ static BOOL renderWallSection(STRUCTURE *psStructure)
|
|||
/* Get it's x and y coordinates so we don't have to deref. struct later */
|
||||
structX = psStructure->x;
|
||||
structY = psStructure->y;
|
||||
// centreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
|
||||
// centreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
|
||||
// centreX = ( player.p.x + ((visibleXTiles/2)<<TILE_SHIFT) );
|
||||
// centreZ = ( player.p.z + ((visibleYTiles/2)<<TILE_SHIFT) );
|
||||
buildingBrightness = 200 - (100-PERCENT( psStructure->body , structureBody(psStructure)));
|
||||
|
||||
if(psStructure->selected)
|
||||
|
@ -2997,8 +2999,8 @@ void renderDroid( DROID *psDroid )
|
|||
// "moveUpdateUnit: unit at (0,0)" );
|
||||
|
||||
|
||||
// psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
|
||||
// ASSERT( psPropStats != NULL,
|
||||
// psPropStats = asPropulsionStats + psDroid->asBits[COMP_PROPULSION].nStat;
|
||||
// ASSERT( psPropStats != NULL,
|
||||
// "moveUpdateDroid: invalid propulsion stats pointer" );
|
||||
|
||||
/*
|
||||
|
@ -5501,8 +5503,8 @@ void debugToggleSensorDisplay( void )
|
|||
}
|
||||
|
||||
/* draw some effects at certain position to visualize the radius,
|
||||
* negative radius turns this off
|
||||
*/
|
||||
* negative radius turns this off
|
||||
*/
|
||||
void showRangeAtPos(SDWORD centerX, SDWORD centerY, SDWORD radius)
|
||||
{
|
||||
rangeCenterX = centerX;
|
||||
|
@ -5671,7 +5673,7 @@ DROID *psDroid;
|
|||
UDWORD i;
|
||||
|
||||
// pie_SetDepthBufferStatus(DEPTH_CMP_ALWAYS_WRT_ON);
|
||||
// pie_SetFogStatus(FALSE);
|
||||
// pie_SetFogStatus(FALSE);
|
||||
|
||||
for(i=0; i<MAX_PLAYERS; i++)
|
||||
{
|
||||
|
|
|
@ -130,14 +130,14 @@ MAPTILE *psTile;
|
|||
// -------------------------------------------------------------------------------
|
||||
void environUpdate( void )
|
||||
{
|
||||
UDWORD i,j;
|
||||
UDWORD index;
|
||||
FRACT value,newValue;
|
||||
FRACT increment = 0;
|
||||
FRACT lowest = 0;
|
||||
FRACT highest = 0;
|
||||
UDWORD startX,startY,endX,endY;
|
||||
FRACT fraction;
|
||||
UDWORD i,j;
|
||||
UDWORD index;
|
||||
FRACT value,newValue;
|
||||
FRACT increment = 0;
|
||||
FRACT lowest = 0;
|
||||
FRACT highest = 0;
|
||||
UDWORD startX,startY,endX,endY;
|
||||
FRACT fraction;
|
||||
|
||||
//at the moment this function is getting called between levels and so crashes - quick check here for now
|
||||
if (pEnvironData == NULL)
|
||||
|
|
Loading…
Reference in New Issue