Mercurial > mm7
comparison mm7_5.cpp @ 1980:c1c74df0a33e
changing most of auto types to their actual types
author | Grumpy7 |
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date | Wed, 30 Oct 2013 00:47:37 -0700 |
parents | 92dfa0cafbe3 |
children | 985fff9fb62d |
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1979:92dfa0cafbe3 | 1980:c1c74df0a33e |
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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) |