#include <direct.h>
#endif
+#include <limits>
#include <ctime>
#include "Game.h"
#include "openal_wrapper.h"
extern float texdetail;
extern GLubyte bloodText[512*512*3];
extern GLubyte wolfbloodText[512*512*3];
-extern float terraindetail;
extern float camerashake;
extern float woozy;
extern float blackout;
extern bool alwaysblur;
extern float gamespeed;
extern bool decals;
-extern bool vblsync;
extern bool immediate;
extern bool velocityblur;
extern float tintr,tintg,tintb;
static int find_closest()
{
int closest = 0;
- float closestdist = 1.0/0.0;
+ float closestdist = std::numeric_limits<float>::max();
for (int i = 1; i < numplayers; i++) {
float distance;
}
}
}
- if(mainmenu==3){
+ else if(mainmenu==3){
if(Input::Button()&&!oldbutton&&selected!=-1){
fireSound();
}
if(mainmenu==3&&!gameon)mainmenu=1;
}
}
- if(mainmenu==4){
+ else if(mainmenu==4){
if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
fireSound();
if(selected<9&&keyselect==-1)
}
}
- if(mainmenu==5){
+ else if(mainmenu==5){
if(endgame==2){
accountactive->endGame();
mainmenu=5;
}
}
- if(mainmenu==10){
+ else if(mainmenu==10){
endgame=2;
if(Input::Button()&&!oldbutton&&selected==3){
fireSound();
}
}
- if(mainmenu==6){
+ else if(mainmenu==6){
if(Input::Button()&&!oldbutton) {
if(selected>-1){
fireSound();
}
}
}
- if(mainmenu==7){
+ else if(mainmenu==7){
if(Input::Button()&&!oldbutton) {
if(selected!=-1){
fireSound();
}
}
}
- if(mainmenu==8){
+ else if(mainmenu==8){
if(Input::Button()&&!oldbutton&&selected>-1){
fireSound();
}
}
- if (mainmenu==18) {
+ else if (mainmenu==18) {
if(Input::Button()&&!oldbutton&&selected==0) {
newstereomode = (StereoMode)(newstereomode + 1);
while(!CanInitStereo(newstereomode)) {
for(k=0;k<numplayers;k++){
player[k].DoAnimations();
- player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
- player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
+ player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
}
objects.DoStuff();