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Try to build with mingw
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0f07a323c9
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90 changed files with 1107 additions and 1051 deletions
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@ -719,10 +719,10 @@ CShadows::RenderStoredShadows(void)
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float fStartY = shadowPos.y - fHeight;
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float fEndY = shadowPos.y + fHeight;
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int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
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int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
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int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
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int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
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int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
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int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
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int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
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int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
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CWorld::AdvanceCurrentScanCode();
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@ -865,10 +865,10 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
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float fStartY = shadowPos.y - fHeight;
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float fEndY = shadowPos.y + fHeight;
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int32 nStartX = max(CWorld::GetSectorIndexX(fStartX), 0);
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int32 nStartY = max(CWorld::GetSectorIndexY(fStartY), 0);
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int32 nEndX = min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
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int32 nEndY = min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
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int32 nStartX = Max(CWorld::GetSectorIndexX(fStartX), 0);
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int32 nStartY = Max(CWorld::GetSectorIndexY(fStartY), 0);
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int32 nEndX = Min(CWorld::GetSectorIndexX(fEndX), NUMSECTORS_X-1);
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int32 nEndY = Min(CWorld::GetSectorIndexY(fEndY), NUMSECTORS_Y-1);
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CWorld::AdvanceCurrentScanCode();
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@ -1008,11 +1008,11 @@ CShadows::CastShadowEntity(CEntity *pEntity, float fStartX, float fStartY, floa
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Points[3].x = (fLengthRight - fFrontRight) - fSideRight;
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Points[3].y = (fLengthForward - fFrontForward) - fSideForward;
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float MinX = min(min(Points[0].x, Points[1].x), min(Points[2].x, Points[3].x));
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float MaxX = max(max(Points[0].x, Points[1].x), max(Points[2].x, Points[3].x));
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float MinX = Min(Min(Points[0].x, Points[1].x), Min(Points[2].x, Points[3].x));
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float MaxX = Max(Max(Points[0].x, Points[1].x), Max(Points[2].x, Points[3].x));
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float MinY = min(min(Points[0].y, Points[1].y), min(Points[2].y, Points[3].y));
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float MaxY = max(max(Points[0].y, Points[1].y), max(Points[2].y, Points[3].y));
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float MinY = Min(Min(Points[0].y, Points[1].y), Min(Points[2].y, Points[3].y));
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float MaxY = Max(Max(Points[0].y, Points[1].y), Max(Points[2].y, Points[3].y));
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float MaxZ = pPosn->z - pEntity->GetPosition().z;
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float MinZ = MaxZ - fZDistance;
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@ -1763,7 +1763,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
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{
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ASSERT(pPosn != NULL);
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C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, max(fFrontX, -fSideY),
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C3dMarkers::PlaceMarkerSet(nID, _TODOCONST(4), *pPosn, Max(fFrontX, -fSideY),
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0, 128, 255, 128,
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2048, 0.2f, 0);
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}
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