X-Git-Url: https://git.jsancho.org/?p=lugaru.git;a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=c569a763fcb422f538ddaddc944c2656f50c2871;hp=8bbeb349c208acb93d22bf39ea01ce5c813508d7;hb=1a6ef830cdd01a9b7a8bbcfde8a51b7c430671a3;hpb=828b5b9ec7818c7047e96aebeb67f79837cbc793 diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 8bbeb34..c569a76 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -114,7 +114,6 @@ int Game::DrawGLScene(StereoSide side) { static float texcoordwidth, texcoordheight; static float texviewwidth, texviewheight; - static int l; static XYZ checkpoint; static float tempmult; float tutorialopac; @@ -299,10 +298,10 @@ int Game::DrawGLScene(StereoSide side) 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; @@ -311,8 +310,8 @@ int Game::DrawGLScene(StereoSide side) 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; @@ -339,8 +338,8 @@ int Game::DrawGLScene(StereoSide side) 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); @@ -363,8 +362,8 @@ int Game::DrawGLScene(StereoSide side) 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;