comparison mm7_5.cpp @ 1980:c1c74df0a33e

changing most of auto types to their actual types
author Grumpy7
date Wed, 30 Oct 2013 00:47:37 -0700
parents 92dfa0cafbe3
children 985fff9fb62d
comparison
equal deleted inserted replaced
1979:92dfa0cafbe3 1980:c1c74df0a33e
523 //----- (0043F515) -------------------------------------------------------- 523 //----- (0043F515) --------------------------------------------------------
524 void FindBillboardsLightLevels_BLV() 524 void FindBillboardsLightLevels_BLV()
525 { 525 {
526 for (uint i = 0; i < uNumBillboardsToDraw; ++i) 526 for (uint i = 0; i < uNumBillboardsToDraw; ++i)
527 { 527 {
528 auto p = &pBillboardRenderList[i]; 528 RenderBillboard* p = &pBillboardRenderList[i];
529 529
530 if (p->field_1E & 2 || uCurrentlyLoadedLevelType == LEVEL_Indoor && !p->uIndoorSectorID) 530 if (p->field_1E & 2 || uCurrentlyLoadedLevelType == LEVEL_Indoor && !p->uIndoorSectorID)
531 p->dimming_level = 0; 531 p->dimming_level = 0;
532 else 532 else
533 p->dimming_level = _43F55F_get_billboard_light_level(p, -1); 533 p->dimming_level = _43F55F_get_billboard_light_level(p, -1);
591 unsigned int v45; // [sp+18h] [bp-Ch]@44 591 unsigned int v45; // [sp+18h] [bp-Ch]@44
592 592
593 v6 = uBaseLightLevel; 593 v6 = uBaseLightLevel;
594 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i) 594 for (uint i = 0; i < pMobileLightsStack->uNumLightsActive; ++i)
595 { 595 {
596 auto p = pMobileLightsStack->pLights + i; 596 MobileLight* p = &pMobileLightsStack->pLights[i];
597 597
598 auto distX = abs(p->vPosition.x - x); 598 float distX = abs(p->vPosition.x - x);
599 if ( distX <= p->uRadius) 599 if ( distX <= p->uRadius)
600 { 600 {
601 auto distY = abs(p->vPosition.y - y); 601 float distY = abs(p->vPosition.y - y);
602 if ( distY <= p->uRadius) 602 if ( distY <= p->uRadius)
603 { 603 {
604 auto distZ = abs(p->vPosition.z - z); 604 float distZ = abs(p->vPosition.z - z);
605 if ( distZ <= p->uRadius) 605 if ( distZ <= p->uRadius)
606 { 606 {
607 v8 = distX; 607 v8 = distX;
608 v9 = distY; 608 v9 = distY;
609 v10 = distZ; 609 v10 = distZ;
633 } 633 }
634 } 634 }
635 635
636 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor) 636 if ( uCurrentlyLoadedLevelType == LEVEL_Indoor)
637 { 637 {
638 auto pSector = pIndoor->pSectors + uSectorID; 638 BLVSector* pSector = &pIndoor->pSectors[uSectorID];
639 639
640 for (uint i = 0; i < pSector->uNumLights; ++i) 640 for (uint i = 0; i < pSector->uNumLights; ++i)
641 { 641 {
642 v16 = pIndoor->pLights + pSector->pLights[i]; 642 v16 = pIndoor->pLights + pSector->pLights[i];
643 if (~v16->uAtributes & 8) 643 if (~v16->uAtributes & 8)
683 } 683 }
684 } 684 }
685 685
686 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i) 686 for (uint i = 0; i < pStationaryLightsStack->uNumLightsActive; ++i)
687 { 687 {
688 auto p = pStationaryLightsStack->pLights + i; 688 StationaryLight* p = &pStationaryLightsStack->pLights[i];
689 v26 = abs(p->vPosition.x - x); 689 v26 = abs(p->vPosition.x - x);
690 if ( v26 <= p->uRadius) 690 if ( v26 <= p->uRadius)
691 { 691 {
692 v40 = abs(p->vPosition.y - y); 692 v40 = abs(p->vPosition.y - y);
693 if ( v40 <= p->uRadius) 693 if ( v40 <= p->uRadius)