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authorFire-Head <Fire-Head@users.noreply.github.com>2020-07-31 20:21:58 +0200
committerFire-Head <Fire-Head@users.noreply.github.com>2020-07-31 20:21:58 +0200
commit224fd77641271eb6cd466048fedcfb0592cb8fe4 (patch)
tree5c525853c187a9294f2b76b126e7c1301539c4a5 /src/render/Shadows.cpp
parentcutsceneshadow fixes (diff)
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Diffstat (limited to 'src/render/Shadows.cpp')
-rw-r--r--src/render/Shadows.cpp258
1 files changed, 129 insertions, 129 deletions
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index a165309f..436d0ff5 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -66,39 +66,39 @@ CShadows::Init(void)
int32 slut = CTxdStore::FindTxdSlot("particle");
CTxdStore::SetCurrentTxd(slut);
- gpShadowCarTex = RwTextureRead("shad_car", NULL);
- gpShadowPedTex = RwTextureRead("shad_ped", NULL);
- gpShadowHeliTex = RwTextureRead("shad_heli", NULL);
- gpShadowBikeTex = RwTextureRead("shad_bike", NULL);
- gpShadowBaronTex = RwTextureRead("shad_rcbaron", NULL);
- gpShadowExplosionTex = RwTextureRead("shad_exp", NULL);
- gpShadowHeadLightsTex = RwTextureRead("headlight", NULL);
- gpOutline1Tex = RwTextureRead("outline_64", NULL);
- gpOutline2Tex = RwTextureRead("outline2_64", NULL);
- gpOutline3Tex = RwTextureRead("outline3_64", NULL);
- gpBloodPoolTex = RwTextureRead("bloodpool_64", NULL);
- gpReflectionTex = RwTextureRead("reflection01", NULL);
- gpWalkDontTex = RwTextureRead("walk_dont", NULL);
- gpCrackedGlassTex = RwTextureRead("wincrack_32", NULL);
- gpPostShadowTex = RwTextureRead("lamp_shad_64", NULL);
+ gpShadowCarTex = RwTextureRead("shad_car", nil);
+ gpShadowPedTex = RwTextureRead("shad_ped", nil);
+ gpShadowHeliTex = RwTextureRead("shad_heli", nil);
+ gpShadowBikeTex = RwTextureRead("shad_bike", nil);
+ gpShadowBaronTex = RwTextureRead("shad_rcbaron", nil);
+ gpShadowExplosionTex = RwTextureRead("shad_exp", nil);
+ gpShadowHeadLightsTex = RwTextureRead("headlight", nil);
+ gpOutline1Tex = RwTextureRead("outline_64", nil);
+ gpOutline2Tex = RwTextureRead("outline2_64", nil);
+ gpOutline3Tex = RwTextureRead("outline3_64", nil);
+ gpBloodPoolTex = RwTextureRead("bloodpool_64", nil);
+ gpReflectionTex = RwTextureRead("reflection01", nil);
+ gpWalkDontTex = RwTextureRead("walk_dont", nil);
+ gpCrackedGlassTex = RwTextureRead("wincrack_32", nil);
+ gpPostShadowTex = RwTextureRead("lamp_shad_64", nil);
CTxdStore::PopCurrentTxd();
- ASSERT(gpShadowCarTex != NULL);
- ASSERT(gpShadowPedTex != NULL);
- ASSERT(gpShadowHeliTex != NULL);
- ASSERT(gpShadowBikeTex != NULL);
- ASSERT(gpShadowBaronTex != NULL);
- ASSERT(gpShadowExplosionTex != NULL);
- ASSERT(gpShadowHeadLightsTex != NULL);
- ASSERT(gpOutline1Tex != NULL);
- ASSERT(gpOutline2Tex != NULL);
- ASSERT(gpOutline3Tex != NULL);
- ASSERT(gpBloodPoolTex != NULL);
- ASSERT(gpReflectionTex != NULL);
- ASSERT(gpWalkDontTex != NULL);
- ASSERT(gpCrackedGlassTex != NULL);
- ASSERT(gpPostShadowTex != NULL);
+ ASSERT(gpShadowCarTex != nil);
+ ASSERT(gpShadowPedTex != nil);
+ ASSERT(gpShadowHeliTex != nil);
+ ASSERT(gpShadowBikeTex != nil);
+ ASSERT(gpShadowBaronTex != nil);
+ ASSERT(gpShadowExplosionTex != nil);
+ ASSERT(gpShadowHeadLightsTex != nil);
+ ASSERT(gpOutline1Tex != nil);
+ ASSERT(gpOutline2Tex != nil);
+ ASSERT(gpOutline3Tex != nil);
+ ASSERT(gpBloodPoolTex != nil);
+ ASSERT(gpReflectionTex != nil);
+ ASSERT(gpWalkDontTex != nil);
+ ASSERT(gpCrackedGlassTex != nil);
+ ASSERT(gpPostShadowTex != nil);
ShadowIndexList[0] = 0;
@@ -137,7 +137,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
aStaticShadows[i].m_nId = 0;
- aStaticShadows[i].m_pPolyBunch = NULL;
+ aStaticShadows[i].m_pPolyBunch = nil;
}
pEmptyBunchList = &aPolyBunches[0];
@@ -145,7 +145,7 @@ CShadows::Init(void)
for ( int32 i = 0; i < MAX_POLYBUNCHES; i++ )
{
if ( i == MAX_POLYBUNCHES - 1 )
- aPolyBunches[i].m_pNext = NULL;
+ aPolyBunches[i].m_pNext = nil;
else
aPolyBunches[i].m_pNext = &aPolyBunches[i + 1];
}
@@ -159,21 +159,21 @@ CShadows::Init(void)
void
CShadows::Shutdown(void)
{
- ASSERT(gpShadowCarTex != NULL);
- ASSERT(gpShadowPedTex != NULL);
- ASSERT(gpShadowHeliTex != NULL);
- ASSERT(gpShadowBikeTex != NULL);
- ASSERT(gpShadowBaronTex != NULL);
- ASSERT(gpShadowExplosionTex != NULL);
- ASSERT(gpShadowHeadLightsTex != NULL);
- ASSERT(gpOutline1Tex != NULL);
- ASSERT(gpOutline2Tex != NULL);
- ASSERT(gpOutline3Tex != NULL);
- ASSERT(gpBloodPoolTex != NULL);
- ASSERT(gpReflectionTex != NULL);
- ASSERT(gpWalkDontTex != NULL);
- ASSERT(gpCrackedGlassTex != NULL);
- ASSERT(gpPostShadowTex != NULL);
+ ASSERT(gpShadowCarTex != nil);
+ ASSERT(gpShadowPedTex != nil);
+ ASSERT(gpShadowHeliTex != nil);
+ ASSERT(gpShadowBikeTex != nil);
+ ASSERT(gpShadowBaronTex != nil);
+ ASSERT(gpShadowExplosionTex != nil);
+ ASSERT(gpShadowHeadLightsTex != nil);
+ ASSERT(gpOutline1Tex != nil);
+ ASSERT(gpOutline2Tex != nil);
+ ASSERT(gpOutline3Tex != nil);
+ ASSERT(gpBloodPoolTex != nil);
+ ASSERT(gpReflectionTex != nil);
+ ASSERT(gpWalkDontTex != nil);
+ ASSERT(gpCrackedGlassTex != nil);
+ ASSERT(gpPostShadowTex != nil);
RwTextureDestroy(gpShadowCarTex);
RwTextureDestroy(gpShadowPedTex);
@@ -198,8 +198,8 @@ CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture *pTexture, CVector *pPo
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, uint32 nTime, float fScale)
{
- ASSERT(pTexture != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pTexture != nil);
+ ASSERT(pPosn != nil);
// find free slot
@@ -232,7 +232,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, float fDrawDistance, bool bTempShadow, float fUpDistance)
{
- ASSERT(pPosn != NULL);
+ ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
@@ -258,7 +258,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
int32 nSlot;
nSlot = 0;
- while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != NULL) )
+ while ( nSlot < MAX_STATICSHADOWS && !(nID == aStaticShadows[nSlot].m_nId && aStaticShadows[nSlot].m_pPolyBunch != nil) )
nSlot++;
if ( nSlot < MAX_STATICSHADOWS )
@@ -325,13 +325,13 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
GeneratePolysForStaticShadow(nSlot);
- return aStaticShadows[nSlot].m_pPolyBunch != NULL;
+ return aStaticShadows[nSlot].m_pPolyBunch != nil;
}
}
else
{
nSlot = 0;
- while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != NULL )
+ while ( nSlot < MAX_STATICSHADOWS && aStaticShadows[nSlot].m_pPolyBunch != nil )
nSlot++;
if ( nSlot != MAX_STATICSHADOWS )
@@ -356,7 +356,7 @@ CShadows::StoreStaticShadow(uint32 nID, uint8 ShadowType, RwTexture *pTexture, C
GeneratePolysForStaticShadow(nSlot);
- return aStaticShadows[nSlot].m_pPolyBunch != NULL;
+ return aStaticShadows[nSlot].m_pPolyBunch != nil;
}
}
}
@@ -369,7 +369,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue)
{
- ASSERT(pPosn != NULL);
+ ASSERT(pPosn != nil);
switch ( ShadowTexture )
{
@@ -383,7 +383,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowCarTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, NULL, false);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -393,7 +393,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowPedTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, NULL, false);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -403,7 +403,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, NULL, false);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -413,7 +413,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpShadowHeliTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, NULL, false);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -423,7 +423,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_ADDITIVE, gpShadowHeadLightsTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, nGreen, nBlue,
- 15.0f, false, 1.0f, NULL, false);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -433,7 +433,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowTexture, CVector *pPosn,
StoreShadowToBeRendered(SHADOWTYPE_DARK, gpBloodPoolTex, pPosn,
fFrontX, fFrontY, fSideX, fSideY,
nIntensity, nRed, 150, 0,
- 15.0f, false, 1.0f, NULL, false);
+ 15.0f, false, 1.0f, nil, false);
break;
}
@@ -448,8 +448,8 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, bool bDrawOnWater, float fScale, CCutsceneShadow *pShadow, bool bDrawOnBuildings)
{
- ASSERT(pTexture != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pTexture != nil);
+ ASSERT(pPosn != nil);
if ( ShadowsStoredToBeRendered < MAX_STOREDSHADOWS )
{
@@ -478,7 +478,7 @@ CShadows::StoreShadowToBeRendered(uint8 ShadowType, RwTexture *pTexture, CVector
void
CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
{
- ASSERT(pCar != NULL);
+ ASSERT(pCar != nil);
if ( CTimeCycle::GetShadowStrength() != 0 )
{
@@ -672,7 +672,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
sidex * (fVehicleWidth / 2),
sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.5f, false, 1.0f, NULL, bDrawOnBuildings);
+ 4.5f, false, 1.0f, nil, bDrawOnBuildings);
}
else
{
@@ -682,7 +682,7 @@ CShadows::StoreShadowForVehicle(CVehicle *pCar, VEH_SHD_TYPE type)
-sidex * (fVehicleWidth / 2),
-sidey * (fVehicleWidth / 2),
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.5f, false, 1.0f, NULL, bDrawOnBuildings);
+ 4.5f, false, 1.0f, nil, bDrawOnBuildings);
}
}
else
@@ -717,8 +717,8 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
float fFrontX, float fFrontY, float fSideX, float fSideY, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fMaxViewAngle)
{
- ASSERT(pCar != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pCar != nil);
+ ASSERT(pPosn != nil);
float fDistToCamSqr = (*pPosn - TheCamera.GetPosition()).MagnitudeSqr2D();
@@ -753,7 +753,7 @@ CShadows::StoreCarLightShadow(CAutomobile *pCar, int32 nID, RwTexture *pTexture,
fSideX, fSideY,
128, nRed, nGreen, nBlue,
6.0f, false, 1.0f,
- NULL, pCar == FindPlayerVehicle());
+ nil, pCar == FindPlayerVehicle());
}
else
{
@@ -774,11 +774,11 @@ void
StoreShadowForCutscenePedObject(CPed *pObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
- ASSERT(pObject != NULL);
+ ASSERT(pObject != nil);
CCutsceneShadow *shadow = pObject->m_pRTShadow;
- if ( shadow == NULL )
+ if ( shadow == nil )
return;
if ( !shadow->IsInitialized() )
@@ -845,7 +845,7 @@ void
CShadows::StoreShadowForPed(CPed *pPed, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
- ASSERT(pPed != NULL);
+ ASSERT(pPed != nil);
if ( pPed->bIsVisible )
{
@@ -879,7 +879,7 @@ void
CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
- ASSERT(pPedObject != NULL);
+ ASSERT(pPedObject != nil);
CVector PedPos = pPedObject->GetPosition();
@@ -910,7 +910,7 @@ CShadows::StoreShadowForPedObject(CEntity *pPedObject, float fDisplacementX, flo
fFrontX, fFrontY,
fSideX, fSideY,
nColorStrength, nColorStrength, nColorStrength, nColorStrength,
- 4.0f, false, 1.0f, NULL, pPedObject == FindPlayerPed());
+ 4.0f, false, 1.0f, nil, pPedObject == FindPlayerPed());
}
}
}
@@ -920,11 +920,11 @@ void
CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDisplacementX, float fDisplacementY,
float fFrontX, float fFrontY, float fSideX, float fSideY)
{
- ASSERT(pObject != NULL);
+ ASSERT(pObject != nil);
CCutsceneShadow *shadow = pObject->m_pShadow;
- if ( shadow == NULL )
+ if ( shadow == nil )
return;
if ( !shadow->IsInitialized() )
@@ -988,7 +988,7 @@ CShadows::StoreShadowForCutscenePedObject(CCutsceneObject *pObject, float fDispl
void
CShadows::StoreShadowForTree(CEntity *pTree)
{
- ASSERT(pTree != NULL);
+ ASSERT(pTree != nil);
}
@@ -996,7 +996,7 @@ void
CShadows::StoreShadowForPole(CEntity *pPole, float fOffsetX, float fOffsetY, float fOffsetZ,
float fPoleHeight, float fPoleWidth, uint32 nID)
{
- ASSERT(pPole != NULL);
+ ASSERT(pPole != nil);
if ( CTimeCycle::GetShadowStrength() != 0 )
{
@@ -1073,7 +1073,7 @@ CShadows::RenderStoredShadows(void)
{
SetRenderModeForShadowType(asShadowsStored[i].m_ShadowType);
- ASSERT(asShadowsStored[i].m_pTexture != NULL);
+ ASSERT(asShadowsStored[i].m_pTexture != nil);
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, RwTextureGetRaster(asShadowsStored[i].m_pTexture));
@@ -1105,7 +1105,7 @@ CShadows::RenderStoredShadows(void)
{
CSector *pCurSector = CWorld::GetSector(x, y);
- ASSERT(pCurSector != NULL);
+ ASSERT(pCurSector != nil);
if ( asShadowsStored[j].m_pCutsceneShadow )
{
@@ -1123,7 +1123,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
- NULL,
+ nil,
asShadowsStored[j].m_pCutsceneShadow);
CastCutsceneShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
@@ -1140,7 +1140,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
- NULL,
+ nil,
asShadowsStored[j].m_pCutsceneShadow);
}
else if ( asShadowsStored[j].m_nFlags.bDrawOnBuildings )
@@ -1159,7 +1159,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
- NULL);
+ nil);
CastPlayerShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY,
@@ -1175,7 +1175,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
- NULL);
+ nil);
}
else
{
@@ -1193,7 +1193,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
- NULL);
+ nil);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS_OVERLAP],
fStartX, fStartY,
@@ -1209,7 +1209,7 @@ CShadows::RenderStoredShadows(void)
asShadowsStored[j].m_nBlue,
asShadowsStored[j].m_fZDistance,
asShadowsStored[j].m_fScale,
- NULL);
+ nil);
}
}
}
@@ -1254,19 +1254,19 @@ CShadows::RenderStaticShadows(void)
// optimization trick, render all shadows with same renderstate and texture
for ( int32 j = i; j < MAX_STATICSHADOWS; j++ )
{
- if ( aStaticShadows[j].m_pPolyBunch != NULL
+ if ( aStaticShadows[j].m_pPolyBunch != nil
&& aStaticShadows[i].m_nType == aStaticShadows[j].m_nType
&& aStaticShadows[i].m_pTexture == aStaticShadows[j].m_pTexture )
{
- for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != NULL; bunch = bunch->m_pNext )
+ for ( CPolyBunch *bunch = aStaticShadows[j].m_pPolyBunch; bunch != nil; bunch = bunch->m_pNext )
{
RwImVertexIndex *pIndexes;
RwIm3DVertex *pVerts;
RenderBuffer::StartStoring(3 * (bunch->m_nNumVerts - 2), bunch->m_nNumVerts, &pIndexes, &pVerts);
- ASSERT(pIndexes != NULL);
- ASSERT(pVerts != NULL);
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
for ( int32 k = 0; k < bunch->m_nNumVerts; k++ )
{
@@ -1326,7 +1326,7 @@ CShadows::GeneratePolysForStaticShadow(int16 nStaticShadowID)
{
CSector *pCurSector = CWorld::GetSector(x, y);
- ASSERT(pCurSector != NULL);
+ ASSERT(pCurSector != nil);
CastShadowSectorList(pCurSector->m_lists[ENTITYLIST_BUILDINGS],
fStartX, fStartY,
@@ -1364,19 +1364,19 @@ CShadows::CastShadowSectorList(CPtrList &PtrList, float fStartX, float fStartY,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
- ASSERT(pPosn != NULL);
+ ASSERT(pPosn != nil);
CPtrNode *pNode = PtrList.first;
CRect Bound;
- while ( pNode != NULL )
+ while ( pNode != nil )
{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
- ASSERT( pEntity != NULL );
+ ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() )
{
@@ -1419,19 +1419,19 @@ CShadows::CastPlayerShadowSectorList(CPtrList &PtrList, float fStartX, float fSt
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
- ASSERT(pPosn != NULL);
+ ASSERT(pPosn != nil);
CPtrNode *pNode = PtrList.first;
CRect Bound;
- while ( pNode != NULL )
+ while ( pNode != nil )
{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
- ASSERT( pEntity != NULL );
+ ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() )
{
@@ -1474,20 +1474,20 @@ CShadows::CastCutsceneShadowSectorList(CPtrList &PtrList, float fStartX, float f
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
{
- ASSERT(pPosn != NULL);
- ASSERT(pShadow != NULL);
+ ASSERT(pPosn != nil);
+ ASSERT(pShadow != nil);
CPtrNode *pNode = PtrList.first;
CRect Bound;
- while ( pNode != NULL )
+ while ( pNode != nil )
{
CEntity *pEntity = (CEntity *)pNode->item;
uint16 nScanCode = pEntity->m_scanCode;
pNode = pNode->next;
- ASSERT( pEntity != NULL );
+ ASSERT( pEntity != nil );
if ( nScanCode != CWorld::GetCurrentScanCode() )
{
@@ -1526,15 +1526,15 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch)
{
- ASSERT(pEntity != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pEntity != nil);
+ ASSERT(pPosn != nil);
static CVector List [20];
static CVector Texture[20];
static CVector Points [4];
CColModel *pCol = pEntity->GetColModel();
- ASSERT(pCol != NULL);
+ ASSERT(pCol != nil);
#ifndef MASTER
if ( gbPrintShite )
@@ -1580,12 +1580,12 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
for ( int32 i = 0; i < pCol->numTriangles; i++ )
{
CColTrianglePlane *pColTriPlanes = pCol->trianglePlanes;
- ASSERT(pColTriPlanes != NULL);
+ ASSERT(pColTriPlanes != nil);
if ( Abs(pColTriPlanes[i].normal.z) > 0.1f )
{
CColTriangle *pColTri = pCol->triangles;
- ASSERT(pColTri != NULL);
+ ASSERT(pColTri != nil);
CVector PointA, PointB, PointC;
@@ -1985,12 +1985,12 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
}
- if ( ppPolyBunch != NULL )
+ if ( ppPolyBunch != nil )
{
- if ( pEmptyBunchList != NULL )
+ if ( pEmptyBunchList != nil )
{
CPolyBunch *pBunch = pEmptyBunchList;
- ASSERT(pBunch != NULL);
+ ASSERT(pBunch != nil);
pEmptyBunchList = pEmptyBunchList->m_pNext;
pBunch->m_pNext = *ppPolyBunch;
*ppPolyBunch = pBunch;
@@ -2015,8 +2015,8 @@ CShadows::CastShadowEntityXY(CEntity *pEntity, float fStartX, float fStartY, fl
RenderBuffer::StartStoring(3 * (numVerts3 - 2), numVerts3, &pIndexes, &pVerts);
- ASSERT(pIndexes != NULL);
- ASSERT(pVerts != NULL);
+ ASSERT(pIndexes != nil);
+ ASSERT(pVerts != nil);
for ( int32 j = 0; j < numVerts3; j++ )
@@ -2094,8 +2094,8 @@ RwV3d *ShadowRenderTriangleCB(RwV3d *points, RwV3d *normal, ProjectionParam *par
return points;
}
- RwIm3DVertex *imv = NULL;
- RwImVertexIndex *imi = NULL;
+ RwIm3DVertex *imv = nil;
+ RwImVertexIndex *imi = nil;
RenderBuffer::StartStoring(3, 3, &imi, &imv);
@@ -2168,8 +2168,8 @@ CShadows::CastShadowEntityXYZ(CEntity *pEntity, CVector *pPosn,
int16 nIntensity, uint8 nRed, uint8 nGreen, uint8 nBlue,
float fZDistance, float fScale, CPolyBunch **ppPolyBunch, CCutsceneShadow *pShadow)
{
- ASSERT(pEntity != NULL);
- ASSERT(pPosn != NULL);
+ ASSERT(pEntity != nil);
+ ASSERT(pPosn != nil);
if ( pShadow )
{
@@ -2255,7 +2255,7 @@ CShadows::UpdateStaticShadows(void)
{
for ( int32 i = 0; i < MAX_STATICSHADOWS; i++ )
{
- if ( aStaticShadows[i].m_pPolyBunch != NULL && !aStaticShadows[i].m_bJustCreated
+ if ( aStaticShadows[i].m_pPolyBunch != nil && !aStaticShadows[i].m_bJustCreated
&& (!aStaticShadows[i].m_bTemp || CTimer::GetTimeInMilliseconds() > aStaticShadows[i].m_nTimeCreated + 5000) )
{
aStaticShadows[i].Free();
@@ -2328,19 +2328,19 @@ CShadows::UpdatePermanentShadows(void)
void
CStaticShadow::Free(void)
{
- if ( m_pPolyBunch != NULL )
+ if ( m_pPolyBunch != nil )
{
CPolyBunch *pFree = CShadows::pEmptyBunchList;
CShadows::pEmptyBunchList = m_pPolyBunch;
CPolyBunch *pUsed = m_pPolyBunch;
- while (pUsed->m_pNext != NULL)
+ while (pUsed->m_pNext != nil)
pUsed = pUsed->m_pNext;
pUsed->m_pNext = pFree;
}
- m_pPolyBunch = NULL;
+ m_pPolyBunch = nil;
m_nId = 0;
}
@@ -2351,12 +2351,12 @@ CShadows::CalcPedShadowValues(CVector vecLightDir,
float *pfSideX, float *pfSideY,
float *pfDisplacementX, float *pfDisplacementY)
{
- ASSERT(pfFrontX != NULL);
- ASSERT(pfFrontY != NULL);
- ASSERT(pfSideX != NULL);
- ASSERT(pfSideY != NULL);
- ASSERT(pfDisplacementX != NULL);
- ASSERT(pfDisplacementY != NULL);
+ ASSERT(pfFrontX != nil);
+ ASSERT(pfFrontY != nil);
+ ASSERT(pfSideX != nil);
+ ASSERT(pfSideY != nil);
+ ASSERT(pfDisplacementX != nil);
+ ASSERT(pfDisplacementY != nil);
*pfFrontX = -vecLightDir.x;
*pfFrontY = -vecLightDir.y;
@@ -2395,7 +2395,7 @@ CShadows::RenderExtraPlayerShadows(void)
if ( CTimeCycle::GetLightShadowStrength() != 0 )
{
CVehicle *pCar = FindPlayerVehicle();
- if ( pCar == NULL )
+ if ( pCar == nil )
; // R* cut it out for playerped
else
{
@@ -2454,7 +2454,7 @@ CShadows::RenderExtraPlayerShadows(void)
pCar->GetRight().x * (fVehicleWidth/3),
pCar->GetRight().y * (fVehicleWidth/3),
nColorStrength, 0, 0, 0,
- 4.5f, false, 1.0f, NULL, false);
+ 4.5f, false, 1.0f, nil, false);
}
else
{
@@ -2464,7 +2464,7 @@ CShadows::RenderExtraPlayerShadows(void)
-pCar->GetRight().x * (fVehicleWidth/2),
-pCar->GetRight().y * (fVehicleWidth/2),
nColorStrength, 0, 0, 0,
- 4.5f, false, 1.0f, NULL, false);
+ 4.5f, false, 1.0f, nil, false);
}
}
}
@@ -2486,7 +2486,7 @@ CShadows::RenderIndicatorShadow(uint32 nID, uint8 ShadowType, RwTexture *pTextur
float fFrontX, float fFrontY, float fSideX, float fSideY,
int16 nIntensity)
{
- ASSERT(pPosn != NULL);
+ ASSERT(pPosn != nil);
C3dMarkers::PlaceMarkerSet(nID, MARKERTYPE_CYLINDER, *pPosn, Max(fFrontX, -fSideY),
SPHERE_MARKER_R, SPHERE_MARKER_G, SPHERE_MARKER_B,