diff Indoor.cpp @ 1207:96a81634669e

arrays to std::arrays phase 3 - finishing global arrays undone changes in render.h, because framerate dropped by half
author Grumpy7
date Sun, 09 Jun 2013 01:30:36 +0200
parents ab6560001f5b
children 182b910c528d
line wrap: on
line diff
--- a/Indoor.cpp	Sun Jun 09 01:10:49 2013 +0200
+++ b/Indoor.cpp	Sun Jun 09 01:30:36 2013 +0200
@@ -532,8 +532,8 @@
         sub_4B0E07(uFaceID);
         pGame->pLightmapBuilder->ApplyLights_IndoorFace(uFaceID);
         pDecalBuilder->ApplyBloodsplatDecals_IndoorFace(uFaceID);
-        pGame->pIndoorCameraD3D->ViewTransfrom_OffsetUV(static_vertices_F7B628, uNumVerticesa, array_507D30.data(), &stru_F8AD28);
-        pGame->pIndoorCameraD3D->Project(array_507D30.data(), uNumVerticesa, 0);
+        pGame->pIndoorCameraD3D->ViewTransfrom_OffsetUV(static_vertices_F7B628, uNumVerticesa, array_507D30, &stru_F8AD28);
+        pGame->pIndoorCameraD3D->Project(array_507D30, uNumVerticesa, 0);
         pGame->pLightmapBuilder->std__vector_000004_size = 0;
         if (stru_F8AD28.uNumLightsApplied > 0 ||
             pDecalBuilder->uNumDecals > 0)
@@ -546,10 +546,10 @@
         }
 
         if (stru_F8AD28.uNumLightsApplied > 0 && !(pFace->uAttributes & FACE_DO_NOT_LIGHT))
-          pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30.data(), pVertices, 0);
+          pGame->pLightmapBuilder->ApplyLights(&stru_F8AD28, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0);
 
         if (pDecalBuilder->uNumDecals > 0)
-          pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30.data(), pVertices, 0, pFace->uSectorID);
+          pDecalBuilder->ApplyDecals(a4a, 1, &stru_F7B60C, uNumVerticesa, array_507D30, pVertices, 0, pFace->uSectorID);
 
         if (pFace->Fluid())
         {
@@ -2886,14 +2886,14 @@
   pGameLoadingUI_ProgressBar->Progress();
 
   memcpy(&uNumSpriteObjects, pData, 4);
-  memcpy(pSpriteObjects, pData + 4, uNumSpriteObjects * sizeof(SpriteObject));
+  memcpy(pSpriteObjects.data(), pData + 4, uNumSpriteObjects * sizeof(SpriteObject));
   pData += 4 + uNumSpriteObjects * sizeof(SpriteObject);
 
   pGameLoadingUI_ProgressBar->Progress();
 
   for (uint i = 0; i < uNumSpriteObjects; ++i)
   {
-    auto pItem = pSpriteObjects + i;
+    auto pItem = &pSpriteObjects[i];
  
     if (pItem->stru_24.uItemID && !(pItem->uAttributes & 0x0100))
     {
@@ -4546,7 +4546,7 @@
 
   for (uint i = 0; i < uNumSpriteObjects; ++i)
   {
-    auto p = pSpriteObjects + i;
+    auto p = &pSpriteObjects[i];
     if (p->uObjectDescID)
     {
       auto uItemID = p->stru_24.uItemID;