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author | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-07-31 20:21:58 +0200 |
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committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-07-31 20:21:58 +0200 |
commit | 224fd77641271eb6cd466048fedcfb0592cb8fe4 (patch) | |
tree | 5c525853c187a9294f2b76b126e7c1301539c4a5 /src/render/Shadows.cpp | |
parent | cutsceneshadow fixes (diff) | |
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Diffstat (limited to 'src/render/Shadows.cpp')
-rw-r--r-- | src/render/Shadows.cpp | 258 |
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, |