extern int mainmenu;
extern int bloodtoggle;
extern int difficulty;
-extern bool decals;
+extern bool decalstoggle;
extern float texdetail;
extern bool musictoggle;
extern float smoketex;
{
static float texcoordwidth, texcoordheight;
static float texviewwidth, texviewheight;
- static int l;
static XYZ checkpoint;
static float tempmult;
float tutorialopac;
std::string string;
- std::string string2;
- std::string string3;
static int drawmode = 0;
if ( stereomode == stereoAnaglyph ) {
} else {
glColorMask( 1.0, 1.0, 1.0, 1.0 );
- if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
+ if ( stereomode == stereoHorizontalInterlaced ||
+ stereomode == stereoVerticalInterlaced ) {
glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
}
}
static XYZ point;
static float size, opacity, rotation;
rotation = 0;
- for (unsigned k = 0; k < Person::players.size(); k++) {
+ for (unsigned int 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 (unsigned i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
+ for (unsigned int i = 0; i < Person::players[k]->skeleton.joints.size(); i++) {
if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
size = .4f;
opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
}
terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
- for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+ unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .4f;
opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
}
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
- for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+ unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
if (Object::objects[j]->position.y < Person::players[k]->coords.y || Object::objects[j]->type == tunneltype || Object::objects[j]->type == weirdtype) {
if (Person::players[k]->skeleton.free)
point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .7;
opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
- for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
- int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+ for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+ unsigned int j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
point = DoRotation(Person::players[k]->coords - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
size = .7;
opacity = .4f;
//Hot spots
if (Hotspot::hotspots.size() && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !Tutorial::active) {
float closestdist = -1;
- float distance = 0;
int closest = Hotspot::current;
for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
- distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
+ float distance = distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position);
if (closestdist == -1 || distance < closestdist) {
if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size && ((Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type >= 0) || (Hotspot::hotspots[i].type <= 40 && Hotspot::hotspots[i].type >= 20))) {
closestdist = distance;
glPopMatrix();
glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
- for (int i = 0; i < Object::objects.size(); i++) {
+ for (unsigned int i = 0; i < Object::objects.size(); i++) {
if (Object::objects[i]->type == treetrunktype) {
distcheck = distsq(&Person::players[0]->coords, &Object::objects[i]->position);
if (distcheck < mapviewdist) {
int offset = 0;
if (consoleselected >= 60)
offset = consoleselected - 60;
- text->glPrint(10, 30, " ]", 0, 1, 1024, 768);
+ textmono->glPrint(10, 30, " ]", 0, 1, 1024, 768);
if (consoleblink) {
- text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
+ textmono->glPrint(30 + (float)consoleselected * 10 - offset * 10, 30, "_", 0, 1, 1024, 768);
}
for (unsigned i = 0; i < 15; i++) {
- text->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
+ textmono->glPrint(30 - offset * 10, 30 + i * 20, consoletext[i], 0, 1, 1024, 768);
}
}
}