glass NULL->nil
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@ -404,7 +404,7 @@ CGlass::AskForObjectToBeRenderedInGlass(CEntity *entity)
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void
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void
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CGlass::RenderEntityInGlass(CEntity *entity)
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CGlass::RenderEntityInGlass(CEntity *entity)
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{
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{
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ASSERT(entity!=NULL);
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ASSERT(entity!=nil);
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CObject *object = (CObject *)entity;
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CObject *object = (CObject *)entity;
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if ( object->bGlassBroken )
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if ( object->bGlassBroken )
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@ -420,7 +420,7 @@ CGlass::RenderEntityInGlass(CEntity *entity)
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uint8 alpha = CalcAlphaWithNormal(&fwdNorm);
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uint8 alpha = CalcAlphaWithNormal(&fwdNorm);
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CColModel *col = object->GetColModel();
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CColModel *col = object->GetColModel();
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ASSERT(col!=NULL);
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ASSERT(col!=nil);
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if ( col->numTriangles >= 2 )
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if ( col->numTriangles >= 2 )
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{
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{
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CVector a = object->GetMatrix() * col->vertices[0];
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CVector a = object->GetMatrix() * col->vertices[0];
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@ -524,7 +524,7 @@ CGlass::RenderEntityInGlass(CEntity *entity)
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int32
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int32
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CGlass::CalcAlphaWithNormal(CVector *normal)
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CGlass::CalcAlphaWithNormal(CVector *normal)
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{
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{
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ASSERT(normal!=NULL);
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ASSERT(normal!=nil);
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float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward());
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float fwdDir = 2.0f * DotProduct(*normal, TheCamera.GetForward());
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float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f));
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float fwdDot = DotProduct(TheCamera.GetForward()-fwdDir*(*normal), CVector(0.57f, 0.57f, -0.57f));
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@ -600,7 +600,7 @@ CGlass::RenderReflectionPolys(void)
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void
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void
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CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion)
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CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed, CVector point, bool explosion)
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{
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{
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ASSERT(entity!=NULL);
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ASSERT(entity!=nil);
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CObject *object = (CObject *)entity;
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CObject *object = (CObject *)entity;
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@ -610,7 +610,7 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
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object->bGlassCracked = true;
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object->bGlassCracked = true;
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CColModel *col = object->GetColModel();
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CColModel *col = object->GetColModel();
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ASSERT(col!=NULL);
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ASSERT(col!=nil);
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CVector a = object->GetMatrix() * col->vertices[0];
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CVector a = object->GetMatrix() * col->vertices[0];
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CVector b = object->GetMatrix() * col->vertices[1];
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CVector b = object->GetMatrix() * col->vertices[1];
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@ -653,7 +653,7 @@ CGlass::WindowRespondsToCollision(CEntity *entity, float amount, CVector speed,
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void
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void
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CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
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CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
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{
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{
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ASSERT(entity!=NULL);
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ASSERT(entity!=nil);
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CObject *object = (CObject *)entity;
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CObject *object = (CObject *)entity;
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@ -667,7 +667,7 @@ CGlass::WindowRespondsToSoftCollision(CEntity *entity, float amount)
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void
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void
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CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
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CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
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{
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{
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ASSERT(entity!=NULL);
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ASSERT(entity!=nil);
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CObject *object = (CObject *)entity;
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CObject *object = (CObject *)entity;
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@ -689,7 +689,7 @@ CGlass::WasGlassHitByBullet(CEntity *entity, CVector point)
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void
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void
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CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
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CGlass::WindowRespondsToExplosion(CEntity *entity, CVector point)
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{
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{
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ASSERT(entity!=NULL);
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ASSERT(entity!=nil);
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CObject *object = (CObject *)entity;
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CObject *object = (CObject *)entity;
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