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https://github.com/GTAmodding/re3.git
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NULL -> nil
This commit is contained in:
parent
e2ded2d6ce
commit
224fd77641
8 changed files with 204 additions and 204 deletions
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@ -66,39 +66,39 @@ CShadows::Init(void)
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int32 slut = CTxdStore::FindTxdSlot("particle");
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CTxdStore::SetCurrentTxd(slut);
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gpShadowCarTex = RwTextureRead("shad_car", NULL);
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gpShadowPedTex = RwTextureRead("shad_ped", NULL);
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gpShadowHeliTex = RwTextureRead("shad_heli", NULL);
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gpShadowBikeTex = RwTextureRead("shad_bike", NULL);
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gpShadowBaronTex = RwTextureRead("shad_rcbaron", NULL);
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gpShadowExplosionTex = RwTextureRead("shad_exp", NULL);
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gpShadowHeadLightsTex = RwTextureRead("headlight", NULL);
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gpOutline1Tex = RwTextureRead("outline_64", NULL);
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gpOutline2Tex = RwTextureRead("outline2_64", NULL);
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gpOutline3Tex = RwTextureRead("outline3_64", NULL);
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gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL);
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gpReflectionTex = RwTextureRead("reflection01", NULL);
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gpWalkDontTex = RwTextureRead("walk_dont", NULL);
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gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL);
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gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL);
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gpShadowCarTex = RwTextureRead("shad_car", nil);
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gpShadowPedTex = RwTextureRead("shad_ped", nil);
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gpShadowHeliTex = RwTextureRead("shad_heli", nil);
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gpShadowBikeTex = RwTextureRead("shad_bike", nil);
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gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
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gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
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gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
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gpOutline1Tex = RwTextureRead("outline_64", nil);
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gpOutline2Tex = RwTextureRead("outline2_64", nil);
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gpOutline3Tex = RwTextureRead("outline3_64", nil);
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gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
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gpReflectionTex = RwTextureRead("reflection01", nil);
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gpWalkDontTex = RwTextureRead("walk_dont", nil);
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gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
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gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
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CTxdStore::PopCurrentTxd();
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ASSERT(gpShadowCarTex != NULL);
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ASSERT(gpShadowPedTex != NULL);
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ASSERT(gpShadowHeliTex != NULL);
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ASSERT(gpShadowBikeTex != NULL);
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ASSERT(gpShadowBaronTex != NULL);
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ASSERT(gpShadowExplosionTex != NULL);
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ASSERT(gpShadowHeadLightsTex != NULL);
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ASSERT(gpOutline1Tex != NULL);
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ASSERT(gpOutline2Tex != NULL);
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ASSERT(gpOutline3Tex != NULL);
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ASSERT(gpBloodPoolTex != NULL);
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ASSERT(gpReflectionTex != NULL);
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ASSERT(gpWalkDontTex != NULL);
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ASSERT(gpCrackedGlassTex != NULL);
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ASSERT(gpPostShadowTex != NULL);
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ASSERT(gpShadowCarTex != nil);
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ASSERT(gpShadowPedTex != nil);
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ASSERT(gpShadowHeliTex != nil);
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ASSERT(gpShadowBikeTex != nil);
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ASSERT(gpShadowBaronTex != nil);
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ASSERT(gpShadowExplosionTex != nil);
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ASSERT(gpShadowHeadLightsTex != nil);
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ASSERT(gpOutline1Tex != nil);
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ASSERT(gpOutline2Tex != nil);
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ASSERT(gpOutline3Tex != nil);
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ASSERT(gpBloodPoolTex != nil);
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ASSERT(gpReflectionTex != nil);
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ASSERT(gpWalkDontTex != nil);
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ASSERT(gpCrackedGlassTex != nil);
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ASSERT(gpPostShadowTex != nil);
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ShadowIndexList[0] = 0;
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@ -137,7 +137,7 @@ CShadows::Init(void)
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for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
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{
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aStaticShadows[i].m_nId = 0;
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aStaticShadows[i].m_pPolyBunch = NULL;
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aStaticShadows[i].m_pPolyBunch = nil;
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}
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pEmptyBunchList = &aPolyBunches[0];
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@ -145,7 +145,7 @@ CShadows::Init(void)
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for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
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{
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if ( i == MAX_POLYBUNCHES - 1 )
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aPolyBunches[i].m_pNext = NULL;
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aPolyBunches[i].m_pNext = nil;
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else
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aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
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}
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@ -159,21 +159,21 @@ CShadows::Init(void)
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void
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CShadows::Shutdown(void)
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{
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ASSERT(gpShadowCarTex != NULL);
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ASSERT(gpShadowPedTex != NULL);
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ASSERT(gpShadowHeliTex != NULL);
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ASSERT(gpShadowBikeTex != NULL);
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ASSERT(gpShadowBaronTex != NULL);
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ASSERT(gpShadowExplosionTex != NULL);
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ASSERT(gpShadowHeadLightsTex != NULL);
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ASSERT(gpOutline1Tex != NULL);
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ASSERT(gpOutline2Tex != NULL);
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ASSERT(gpOutline3Tex != NULL);
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ASSERT(gpBloodPoolTex != NULL);
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ASSERT(gpReflectionTex != NULL);
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ASSERT(gpWalkDontTex != NULL);
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ASSERT(gpCrackedGlassTex != NULL);
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ASSERT(gpPostShadowTex != NULL);
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ASSERT(gpShadowCarTex != nil);
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ASSERT(gpShadowPedTex != nil);
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ASSERT(gpShadowHeliTex != nil);
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ASSERT(gpShadowBikeTex != nil);
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ASSERT(gpShadowBaronTex != nil);
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ASSERT(gpShadowExplosionTex != nil);
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ASSERT(gpShadowHeadLightsTex != nil);
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ASSERT(gpOutline1Tex != nil);
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ASSERT(gpOutline2Tex != nil);
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ASSERT(gpOutline3Tex != nil);
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ASSERT(gpBloodPoolTex != nil);
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ASSERT(gpReflectionTex != nil);
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ASSERT(gpWalkDontTex != nil);
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ASSERT(gpCrackedGlassTex != nil);
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ASSERT(gpPostShadowTex != nil);
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RwTextureDestroy(gpShadowCarTex);
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RwTextureDestroy(gpShadowPedTex);
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@ -198,8 +198,8 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
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int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
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float fZDistance, uint32 nTime, float fScale)
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{
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ASSERT(pTexture != NULL);
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ASSERT(pPosn != NULL);
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ASSERT(pTexture != nil);
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ASSERT(pPosn != nil);
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// find free slot
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@ -232,7 +232,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
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int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
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float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
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{
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ASSERT(pPosn != NULL);
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ASSERT(pPosn != nil);
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float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
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@ -258,7 +258,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
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int32 nSlot;
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nSlot = 0;
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while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) )
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while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != nil) )
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nSlot++;
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if ( nSlot < MAX_STATICSHADOWS )
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@ -325,13 +325,13 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
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GeneratePolysForStaticShadow(nSlot);
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return aStaticShadows[nSlot].m_pPolyBunch != NULL;
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return aStaticShadows[nSlot].m_pPolyBunch != nil;
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}
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}
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else
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{
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nSlot = 0;
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while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
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while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
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nSlot++;
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if ( nSlot != MAX_STATICSHADOWS )
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@ -356,7 +356,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
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GeneratePolysForStaticShadow(nSlot);
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return aStaticShadows[nSlot].m_pPolyBunch != NULL;
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return aStaticShadows[nSlot].m_pPolyBunch != nil;
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}
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}
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}
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@ -369,7 +369,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
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float fFrontX, float fFrontY, float fSideX, float fSideY,
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int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
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{
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ASSERT(pPosn != NULL);
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ASSERT(pPosn != nil);
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switch ( ShadowTexture )
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{
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@ -383,7 +383,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
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StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
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fFrontX, fFrontY, fSideX, fSideY,
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nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, NULL, false);
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15.0f, false, 1.0f, nil, false);
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break;
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}
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@ -393,7 +393,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
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StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
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fFrontX, fFrontY, fSideX, fSideY,
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nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, NULL, false);
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15.0f, false, 1.0f, nil, false);
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break;
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}
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@ -403,7 +403,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
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StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
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fFrontX, fFrontY, fSideX, fSideY,
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nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, NULL, false);
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15.0f, false, 1.0f, nil, false);
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break;
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}
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@ -413,7 +413,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
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StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
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fFrontX, fFrontY, fSideX, fSideY,
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nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, NULL, false);
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15.0f, false, 1.0f, nil, false);
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break;
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}
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@ -423,7 +423,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
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StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
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fFrontX, fFrontY, fSideX, fSideY,
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nIntensity, nRed, nGreen, nBlue,
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15.0f, false, 1.0f, NULL, false);
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15.0f, false, 1.0f, nil, false);
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break;
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}
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@ -433,7 +433,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
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StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
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fFrontX, fFrontY, fSideX, fSideY,
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nIntensity, nRed, 150, 0,
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15.0f, false, 1.0f, NULL, false);
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15.0f, false, 1.0f, nil, false);
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break;
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}
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@ -448,8 +448,8 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
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int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
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float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
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{
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ASSERT(pTexture != NULL);
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ASSERT(pPosn != NULL);
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ASSERT(pTexture != nil);
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ASSERT(pPosn != nil);
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if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
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{
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@ -478,7 +478,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
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void
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CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
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{
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ASSERT(pCar != NULL);
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ASSERT(pCar != nil);
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if ( CTimeCycle::GetShadowStrength() != 0 )
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{
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@ -672,7 +672,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
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sidex * (fVehicleWidth / 2),
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sidey * (fVehicleWidth / 2),
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nColorStrength, nColorStrength, nColorStrength, nColorStrength,
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4.5f, false, 1.0f, NULL, bDrawOnBuildings);
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4.5f, false, 1.0f, nil, bDrawOnBuildings);
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}
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else
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{
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@ -682,7 +682,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
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-sidex * (fVehicleWidth / 2),
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-sidey * (fVehicleWidth / 2),
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nColorStrength, nColorStrength, nColorStrength, nColorStrength,
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4.5f, false, 1.0f, NULL, bDrawOnBuildings);
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4.5f, false, 1.0f, nil, bDrawOnBuildings);
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}
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}
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else
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@ -717,8 +717,8 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
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float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
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float fMaxViewAngle)
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{
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ASSERT(pCar != NULL);
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ASSERT(pPosn != NULL);
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ASSERT(pCar != nil);
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ASSERT(pPosn != nil);
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float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
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@ -753,7 +753,7 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
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fSideX, fSideY,
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128, nRed, nGreen, nBlue,
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6.0f, false, 1.0f,
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NULL, pCar == FindPlayerVehicle());
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nil, pCar == FindPlayerVehicle());
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}
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else
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{
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@ -774,11 +774,11 @@ void
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StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
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float fFrontX, float fFrontY, float fSideX, float fSideY)
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{
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ASSERT(pObject != NULL);
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ASSERT(pObject != nil);
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CCutsceneShadow *shadow = pObject->m_pRTShadow;
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if ( shadow == NULL )
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if ( shadow == nil )
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return;
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if ( !shadow->IsInitialized() )
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@ -845,7 +845,7 @@ void
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CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
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float fFrontX, float fFrontY, float fSideX, float fSideY)
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{
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ASSERT(pPed != NULL);
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ASSERT(pPed != nil);
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if ( pPed->bIsVisible )
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{
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@ -879,7 +879,7 @@ void
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CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
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float fFrontX, float fFrontY, float fSideX, float fSideY)
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{
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ASSERT(pPedObject != NULL);
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ASSERT(pPedObject != nil);
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CVector PedPos = pPedObject->GetPosition();
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@ -910,7 +910,7 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
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fFrontX, fFrontY,
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fSideX, fSideY,
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nColorStrength, nColorStrength, nColorStrength, nColorStrength,
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4.0f, false, 1.0f, NULL, pPedObject == FindPlayerPed());
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4.0f, false, 1.0f, nil, pPedObject == FindPlayerPed());
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}
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}
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}
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@ -920,11 +920,11 @@ void
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CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
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float fFrontX, float fFrontY, float fSideX, float fSideY)
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{
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ASSERT(pObject != NULL);
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ASSERT(pObject != nil);
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CCutsceneShadow *shadow = pObject->m_pShadow;
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if ( shadow == NULL )
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if ( shadow == nil )
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return;
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if ( !shadow->IsInitialized() )
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@ -988,7 +988,7 @@ CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDispl
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void
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CShadows::StoreShadowForTree(CEntity *pTree)
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{
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ASSERT(pTree != NULL);
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ASSERT(pTree != nil);
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}
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@ -996,7 +996,7 @@ void
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CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
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float fPoleHeight, float fPoleWidth, uint32 nID)
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{
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ASSERT(pPole != NULL);
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ASSERT(pPole != nil);
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if ( CTimeCycle::GetShadowStrength() != 0 )
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{
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@ -1073,7 +1073,7 @@ CShadows::RenderStoredShadows(void)
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{
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SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);
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ASSERT(asShadowsStored[i].m_pTexture != NULL);
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ASSERT(asShadowsStored[i].m_pTexture != nil);
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RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
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@ -1105,7 +1105,7 @@ CShadows::RenderStoredShadows(void)
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{
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CSector *pCurSector = CWorld::GetSector(x, y);
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ASSERT(pCurSector != NULL);
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ASSERT(pCurSector != nil);
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if ( asShadowsStored[j].m_pCutsceneShadow )
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{
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@ -1123,7 +1123,7 @@ CShadows::RenderStoredShadows(void)
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asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL,
|
||||
nil,
|
||||
asShadowsStored[j].m_pCutsceneShadow);
|
||||
|
||||
CastCutsceneShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
|
||||
|
@ -1140,7 +1140,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL,
|
||||
nil,
|
||||
asShadowsStored[j].m_pCutsceneShadow);
|
||||
}
|
||||
else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
|
||||
|
@ -1159,7 +1159,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
|
||||
CastPlayerShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
|
||||
fStartX, fStartY,
|
||||
|
@ -1175,7 +1175,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -1193,7 +1193,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
|
||||
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
|
||||
fStartX, fStartY,
|
||||
|
@ -1209,7 +1209,7 @@ CShadows::RenderStoredShadows(void)
|
|||
asShadowsStored[j].m_nBlue,
|
||||
asShadowsStored[j].m_fZDistance,
|
||||
asShadowsStored[j].m_fScale,
|
||||
NULL);
|
||||
nil);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1254,19 +1254,19 @@ CShadows::RenderStaticShadows(void)
|
|||
// optimization trick, render all shadows with same renderstate and texture
|
||||
for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
|
||||
{
|
||||
if ( aStaticShadows[j].m_pPolyBunch != NULL
|
||||
if ( aStaticShadows[j].m_pPolyBunch != nil
|
||||
&& aStaticShadows[i].m_nType == aStaticShadows[j].m_nType
|
||||
&& aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
|
||||
{
|
||||
for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext )
|
||||
for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != nil; bunch = bunch->m_pNext )
|
||||
{
|
||||
RwImVertexIndex *pIndexes;
|
||||
RwIm3DVertex *pVerts;
|
||||
|
||||
RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
|
||||
|
||||
ASSERT(pIndexes != NULL);
|
||||
ASSERT(pVerts != NULL);
|
||||
ASSERT(pIndexes != nil);
|
||||
ASSERT(pVerts != nil);
|
||||
|
||||
for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
|
||||
{
|
||||
|
@ -1326,7 +1326,7 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
|
|||
{
|
||||
CSector *pCurSector = CWorld::GetSector(x, y);
|
||||
|
||||
ASSERT(pCurSector != NULL);
|
||||
ASSERT(pCurSector != nil);
|
||||
|
||||
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
|
||||
fStartX, fStartY,
|
||||
|
@ -1364,19 +1364,19 @@ CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY,
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
CPtrNode *pNode = PtrList.first;
|
||||
|
||||
CRect Bound;
|
||||
|
||||
while ( pNode != NULL )
|
||||
while ( pNode != nil )
|
||||
{
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
uint16 nScanCode = pEntity->m_scanCode;
|
||||
pNode = pNode->next;
|
||||
|
||||
ASSERT( pEntity != NULL );
|
||||
ASSERT( pEntity != nil );
|
||||
|
||||
if ( nScanCode != CWorld::GetCurrentScanCode() )
|
||||
{
|
||||
|
@ -1419,19 +1419,19 @@ CShadows::CastPlayerShadowSectorList(CPtrList &PtrList, float fStartX, float fSt
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
CPtrNode *pNode = PtrList.first;
|
||||
|
||||
CRect Bound;
|
||||
|
||||
while ( pNode != NULL )
|
||||
while ( pNode != nil )
|
||||
{
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
uint16 nScanCode = pEntity->m_scanCode;
|
||||
pNode = pNode->next;
|
||||
|
||||
ASSERT( pEntity != NULL );
|
||||
ASSERT( pEntity != nil );
|
||||
|
||||
if ( nScanCode != CWorld::GetCurrentScanCode() )
|
||||
{
|
||||
|
@ -1474,20 +1474,20 @@ CShadows::CastCutsceneShadowSectorList(CPtrList &PtrList, float fStartX, float f
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pShadow != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
ASSERT(pShadow != nil);
|
||||
|
||||
CPtrNode *pNode = PtrList.first;
|
||||
|
||||
CRect Bound;
|
||||
|
||||
while ( pNode != NULL )
|
||||
while ( pNode != nil )
|
||||
{
|
||||
CEntity *pEntity = (CEntity *)pNode->item;
|
||||
uint16 nScanCode = pEntity->m_scanCode;
|
||||
pNode = pNode->next;
|
||||
|
||||
ASSERT( pEntity != NULL );
|
||||
ASSERT( pEntity != nil );
|
||||
|
||||
if ( nScanCode != CWorld::GetCurrentScanCode() )
|
||||
{
|
||||
|
@ -1526,15 +1526,15 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
|
||||
{
|
||||
ASSERT(pEntity != NULL);
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pEntity != nil);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
static CVector List [20];
|
||||
static CVector Texture[20];
|
||||
static CVector Points [4];
|
||||
|
||||
CColModel *pCol = pEntity->GetColModel();
|
||||
ASSERT(pCol != NULL);
|
||||
ASSERT(pCol != nil);
|
||||
|
||||
#ifndef MASTER
|
||||
if ( gbPrintShite )
|
||||
|
@ -1580,12 +1580,12 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
for ( int32 i = 0; i < pCol->numTriangles; i++ )
|
||||
{
|
||||
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
|
||||
ASSERT(pColTriPlanes != NULL);
|
||||
ASSERT(pColTriPlanes != nil);
|
||||
|
||||
if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
|
||||
{
|
||||
CColTriangle *pColTri = pCol->triangles;
|
||||
ASSERT(pColTri != NULL);
|
||||
ASSERT(pColTri != nil);
|
||||
|
||||
CVector PointA, PointB, PointC;
|
||||
|
||||
|
@ -1985,12 +1985,12 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
}
|
||||
|
||||
|
||||
if ( ppPolyBunch != NULL )
|
||||
if ( ppPolyBunch != nil )
|
||||
{
|
||||
if ( pEmptyBunchList != NULL )
|
||||
if ( pEmptyBunchList != nil )
|
||||
{
|
||||
CPolyBunch *pBunch = pEmptyBunchList;
|
||||
ASSERT(pBunch != NULL);
|
||||
ASSERT(pBunch != nil);
|
||||
pEmptyBunchList = pEmptyBunchList->m_pNext;
|
||||
pBunch->m_pNext = *ppPolyBunch;
|
||||
*ppPolyBunch = pBunch;
|
||||
|
@ -2015,8 +2015,8 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
|
|||
|
||||
RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
|
||||
|
||||
ASSERT(pIndexes != NULL);
|
||||
ASSERT(pVerts != NULL);
|
||||
ASSERT(pIndexes != nil);
|
||||
ASSERT(pVerts != nil);
|
||||
|
||||
|
||||
for ( int32 j = 0; j < numVerts3; j++ )
|
||||
|
@ -2094,8 +2094,8 @@ RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *par
|
|||
return points;
|
||||
}
|
||||
|
||||
RwIm3DVertex *imv = NULL;
|
||||
RwImVertexIndex *imi = NULL;
|
||||
RwIm3DVertex *imv = nil;
|
||||
RwImVertexIndex *imi = nil;
|
||||
|
||||
RenderBuffer::StartStoring(3, 3, &imi, &imv);
|
||||
|
||||
|
@ -2168,8 +2168,8 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
|
|||
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
|
||||
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
|
||||
{
|
||||
ASSERT(pEntity != NULL);
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pEntity != nil);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
if ( pShadow )
|
||||
{
|
||||
|
@ -2255,7 +2255,7 @@ CShadows::UpdateStaticShadows(void)
|
|||
{
|
||||
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
|
||||
{
|
||||
if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
|
||||
if ( aStaticShadows[i].m_pPolyBunch != nil && !aStaticShadows[i].m_bJustCreated
|
||||
&& (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
|
||||
{
|
||||
aStaticShadows[i].Free();
|
||||
|
@ -2328,19 +2328,19 @@ CShadows::UpdatePermanentShadows(void)
|
|||
void
|
||||
CStaticShadow::Free(void)
|
||||
{
|
||||
if ( m_pPolyBunch != NULL )
|
||||
if ( m_pPolyBunch != nil )
|
||||
{
|
||||
CPolyBunch *pFree = CShadows::pEmptyBunchList;
|
||||
CShadows::pEmptyBunchList = m_pPolyBunch;
|
||||
|
||||
CPolyBunch *pUsed = m_pPolyBunch;
|
||||
while (pUsed->m_pNext != NULL)
|
||||
while (pUsed->m_pNext != nil)
|
||||
pUsed = pUsed->m_pNext;
|
||||
|
||||
pUsed->m_pNext = pFree;
|
||||
}
|
||||
|
||||
m_pPolyBunch = NULL;
|
||||
m_pPolyBunch = nil;
|
||||
|
||||
m_nId = 0;
|
||||
}
|
||||
|
@ -2351,12 +2351,12 @@ CShadows::CalcPedShadowValues(CVector vecLightDir,
|
|||
float *pfSideX, float *pfSideY,
|
||||
float *pfDisplacementX, float *pfDisplacementY)
|
||||
{
|
||||
ASSERT(pfFrontX != NULL);
|
||||
ASSERT(pfFrontY != NULL);
|
||||
ASSERT(pfSideX != NULL);
|
||||
ASSERT(pfSideY != NULL);
|
||||
ASSERT(pfDisplacementX != NULL);
|
||||
ASSERT(pfDisplacementY != NULL);
|
||||
ASSERT(pfFrontX != nil);
|
||||
ASSERT(pfFrontY != nil);
|
||||
ASSERT(pfSideX != nil);
|
||||
ASSERT(pfSideY != nil);
|
||||
ASSERT(pfDisplacementX != nil);
|
||||
ASSERT(pfDisplacementY != nil);
|
||||
|
||||
*pfFrontX = -vecLightDir.x;
|
||||
*pfFrontY = -vecLightDir.y;
|
||||
|
@ -2395,7 +2395,7 @@ CShadows::RenderExtraPlayerShadows(void)
|
|||
if ( CTimeCycle::GetLightShadowStrength() != 0 )
|
||||
{
|
||||
CVehicle *pCar = FindPlayerVehicle();
|
||||
if ( pCar == NULL )
|
||||
if ( pCar == nil )
|
||||
; // R* cut it out for playerped
|
||||
else
|
||||
{
|
||||
|
@ -2454,7 +2454,7 @@ CShadows::RenderExtraPlayerShadows(void)
|
|||
pCar->GetRight().x * (fVehicleWidth/3),
|
||||
pCar->GetRight().y * (fVehicleWidth/3),
|
||||
nColorStrength, 0, 0, 0,
|
||||
4.5f, false, 1.0f, NULL, false);
|
||||
4.5f, false, 1.0f, nil, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -2464,7 +2464,7 @@ CShadows::RenderExtraPlayerShadows(void)
|
|||
-pCar->GetRight().x * (fVehicleWidth/2),
|
||||
-pCar->GetRight().y * (fVehicleWidth/2),
|
||||
nColorStrength, 0, 0, 0,
|
||||
4.5f, false, 1.0f, NULL, false);
|
||||
4.5f, false, 1.0f, nil, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2486,7 +2486,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
|
|||
float fFrontX, float fFrontY, float fSideX, float fSideY,
|
||||
int16 nIntensity)
|
||||
{
|
||||
ASSERT(pPosn != NULL);
|
||||
ASSERT(pPosn != nil);
|
||||
|
||||
C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
|
||||
SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue