Mercurial > mm7
diff LightmapBuilder.cpp @ 1980:c1c74df0a33e
changing most of auto types to their actual types
author | Grumpy7 |
---|---|
date | Wed, 30 Oct 2013 00:47:37 -0700 |
parents | 2c71fa8913d2 |
children | d28d3c006077 |
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--- a/LightmapBuilder.cpp Mon Oct 28 22:16:42 2013 -0700 +++ b/LightmapBuilder.cpp Wed Oct 30 00:47:37 2013 -0700 @@ -566,8 +566,8 @@ //----- (0045C7F6) -------------------------------------------------------- bool LightmapBuilder::ApplyLights_IndoorFace(unsigned int uFaceID) { - auto pFace = &pIndoor->pFaces[uFaceID]; - auto pSector = pIndoor->pSectors + pFace->uSectorID; + BLVFace* pFace = &pIndoor->pFaces[uFaceID]; + BLVSector* pSector = &pIndoor->pSectors[pFace->uSectorID]; stru_F8AD28.uCurrentAmbientLightLevel = (stru_F8AD28.uDefaultAmbientLightLevel + pSector->uMinAmbientLightLevel) << 16; @@ -585,7 +585,7 @@ if (uNumLightsApplied >= 20 ) break; - auto pLight = &pIndoor->pLights[pSector->pLights[i]]; + BLVLightMM7* pLight = &pIndoor->pLights[pSector->pLights[i]]; if (~pLight->uAtributes & 0x08) ApplyLight_BLV((StationaryLight *)pLight, pFace, &uFaceID, false, &byte_4E94D0); } @@ -623,7 +623,7 @@ a2->pFacePlane.dist; if ((bLightBackfaces || v13 >= 0.0f) && fabsf(v13) <= pLight->uRadius) { - auto slot = *pSlot; + unsigned int slot = *pSlot; stru_F8AD28._blv_lights_radii[slot] = pLight->uRadius; stru_F8AD28._blv_lights_inv_radii[slot] = 65536 / pLight->uRadius; @@ -1432,7 +1432,7 @@ arg4.z = 1.0f; if (indices) { - for (auto i = indices; *i != -1; ++i) + for (int* i = indices; *i != -1; ++i) { v28 = &std__vector_000004[*i]; if ( !DrawLightmap(v28, &arg4, 0.0) ) @@ -1441,9 +1441,9 @@ } else { - for (auto i = 0; i < std__vector_000004_size; ++i) + for (unsigned int i = 0; i < std__vector_000004_size; ++i) { - auto _a1 = &std__vector_000004[(int)i]; + Lightmap* _a1 = &std__vector_000004[(int)i]; if ( !DrawLightmap(_a1, &arg4, 0.0) ) { MessageBoxW(nullptr, L"Invalid lightmap detected!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\Light.cpp:1238", 0); @@ -1576,7 +1576,7 @@ ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_ALPHABLENDENABLE, TRUE)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_DITHERENABLE, FALSE)); - auto pTex = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03"); + IDirect3DTexture2* pTex = pGame->pIndoorCameraD3D->LoadTextureAndGetHardwarePtr("effpar03"); ErrD3D(pRenderer->pRenderD3D->pDevice->SetTexture(0, pTex)); ErrD3D(pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_SRCBLEND, D3DBLEND_ONE));