along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
-#include "Game.h"
-#include "Environment/Terrain.h"
-#include "Objects/Objects.h"
-#include "Utils/Folders.h"
+#include "Environment/Terrain.hpp"
+
+#include "Game.hpp"
+#include "Objects/Object.hpp"
+#include "Utils/Folders.hpp"
extern XYZ viewer;
extern float viewdistance;
extern bool decals;
extern float blurness;
extern float targetblurness;
-extern Objects objects;
extern bool visibleloading;
extern bool skyboxtexture;
extern int tutoriallevel;
if (patchobjectnum[patchx][patchz]) {
for (k = 0; k < patchobjectnum[patchx][patchz]; k++) {
l = patchobjects[patchx][patchz][k];
- if (objects.type[l] != treetrunktype) {
+ if (Object::objects[l]->type != treetrunktype) {
testpoint = terrainpoint;
testpoint2 = terrainpoint + lightloc * 50 * (1 - shadowed);
- if (objects.model[l].LineCheck(&testpoint, &testpoint2, &col, &objects.position[l], &objects.yaw[l]) != -1) {
+ if (Object::objects[l]->model.LineCheck(&testpoint, &testpoint2, &col, &Object::objects[l]->position, &Object::objects[l]->yaw) != -1) {
shadowed = 1 - (findDistance(&terrainpoint, &col) / 50);
}
}
memset(decalposition, 0, sizeof(decalposition));
numdecals = 0;
}
-Terrain::~Terrain()
-{
- terraintexture.destroy();
- shadowtexture.destroy();
- bodyprinttexture.destroy();
- footprinttexture.destroy();
- bloodtexture.destroy();
- bloodtexture2.destroy();
- breaktexture.destroy();
-}
-