static XYZ point;
static float size, opacity, rotation;
rotation = 0;
- for (k = 0; k < numplayers; k++) {
+ for (k = 0; k < Person::players.size(); k++) {
if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(1);
- for (k = 0; k < numplayers; k++) {
+ for (k = 0; k < Person::players.size(); k++) {
if (k == 0 || tutoriallevel != 1) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
glDepthMask(1);
- for (k = 0; k < numplayers; k++) {
+ for (k = 0; k < Person::players.size(); k++) {
if (!(k == 0 || tutoriallevel != 1)) {
glEnable(GL_BLEND);
glEnable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
glColor4f(1, 1, 0, 1);
- for (k = 0; k < numplayers; k++) {
+ for (k = 0; k < Person::players.size(); k++) {
if (Person::players[k]->numwaypoints > 1) {
glBegin(GL_LINE_LOOP);
for (i = 0; i < Person::players[k]->numwaypoints; i++) {
}
text->glPrint(130, 120, string, 0, .8, 1024, 768);
- sprintf (string, "Numplayers: %d", numplayers);
+ sprintf (string, "Numplayers: %d", Person::players.size());
text->glPrint(10, 155, string, 0, .8, 1024, 768);
- sprintf (string, "Player %d: numwaypoints: %d", numplayers, Person::players[numplayers - 1]->numwaypoints);
+ sprintf (string, "Player %d: numwaypoints: %d", Person::players.size()-1, Person::players.back()->numwaypoints);
text->glPrint(10, 140, string, 0, .8, 1024, 768);
}
sprintf (string, "Difficulty: %d", difficulty);
float distcheck;
int numliveplayers = 0;
center = 0;
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
if (!Person::players[i]->dead)
numliveplayers++;
}
numadd++;
}
}
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
if (!Person::players[i]->dead)
center += Person::players[i]->coords;
}
maxdistance = tempdist;
}
}
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
if (!Person::players[i]->dead) {
tempdist = distsq(¢er, &Person::players[i]->coords);
if (tempdist > maxdistance) {
glPopMatrix();
}
}
- for (i = 0; i < numplayers; i++) {
+ for (i = 0; i < Person::players.size(); i++) {
distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
if (distcheck < mapviewdist) {
glPushMatrix();