X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=c7b0ca1ef58644d30412f3f499943f5f8721bb35;hb=0e68eb62170f14f5b2aa89864e437fc2287e7565;hp=25d65e53a4ce487d3d7ad396233b3bcad95cf3d8;hpb=2ce8e2f8ac6921286ebd6b30362c35b38e935977;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 25d65e5..c7b0ca1 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -333,7 +333,7 @@ int Game::DrawGLScene(StereoSide side) 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++) { @@ -451,7 +451,7 @@ int Game::DrawGLScene(StereoSide side) 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); @@ -515,7 +515,7 @@ int Game::DrawGLScene(StereoSide side) 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); @@ -567,7 +567,7 @@ int Game::DrawGLScene(StereoSide side) 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++) { @@ -1301,9 +1301,9 @@ int Game::DrawGLScene(StereoSide side) } 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); @@ -1489,7 +1489,7 @@ int Game::DrawGLScene(StereoSide side) 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++; } @@ -1502,7 +1502,7 @@ int Game::DrawGLScene(StereoSide side) 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; } @@ -1520,7 +1520,7 @@ int Game::DrawGLScene(StereoSide side) 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) { @@ -1605,7 +1605,7 @@ int Game::DrawGLScene(StereoSide side) 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();