#include "Sprite.h"
#include "Person.h"
+#include "Game.h"
extern XYZ viewer;
extern float viewdistance;
extern float fadestart;
extern Objects objects;
extern int detail;
extern XYZ viewerfacing;
-extern float terraindetail;
extern int bloodtoggle;
extern XYZ windvector;
-extern int numplayers;
-extern Person player[maxplayers];
// init statics
GLuint Sprite::cloudtexture = 0;
}
}
- whichpatchx=sprites[i]->position.x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=sprites[i]->position.z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchx=sprites[i]->position.x/(terrain.size/subdivision*terrain.scale);
+ whichpatchz=sprites[i]->position.z/(terrain.size/subdivision*terrain.scale);
if(whichpatchx>0&&whichpatchz>0&&whichpatchx<subdivision&&whichpatchz<subdivision)
if(terrain.patchobjectnum[whichpatchx][whichpatchz]){
if(!spritehit)