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authorNguyễn Gia Phong <cnx@loang.net>2023-11-26 03:38:07 +0900
committerNguyễn Gia Phong <cnx@loang.net>2023-11-26 03:42:21 +0900
commitc1a4dc721335b220a338f24fabc4ce67f86bdfcd (patch)
tree3c7b8115067382b587ac1c71be1383ae982bac06 /src/GameDraw.cpp
parent2f4cbb53f4936680dd75325feda17ce74b77567d (diff)
downloadblackshades-c1a4dc721335b220a338f24fabc4ce67f86bdfcd.tar.gz
Localize and remove ununsed variables
Diffstat (limited to 'src/GameDraw.cpp')
-rw-r--r--src/GameDraw.cpp21
1 files changed, 8 insertions, 13 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index 5a59856..94e7e3b 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -479,18 +479,12 @@ void Game::DrawGLScene(void)
endz=(camera.position.z+viewdistance+block_spacing/2)/block_spacing+2;
if(endz>num_blocks-1)endz=num_blocks-1;
- bool draw;
XYZ collpoint;
- for(int i=beginx;i<=endx;i++){
- for(int j=beginz;j<=endz;j++){
- drawn[i][j]=1;
- }
- }
-
+ bool drawn[num_blocks][num_blocks]{};
if(beginx<endx&&beginz<endz)
for(int i=beginx;i<=endx;i++){
for(int j=beginz;j<=endz;j++){
- draw=1;
+ bool draw = true;
//Only draw if visible
distsquared=((i)*block_spacing-camera.position.x)*((i)*block_spacing-camera.position.x)+((j)*block_spacing-camera.position.z)*((j)*block_spacing-camera.position.z);
if(distsquared>(viewdistance*viewdistance+block_spacing*block_spacing ))draw=0;
@@ -502,20 +496,21 @@ void Game::DrawGLScene(void)
blocks[citytype[i][j]].center.y,
blocks[citytype[i][j]].center.z + j * block_spacing,
blocks[citytype[i][j]].radius))
- draw = false;
- if(draw){
+ draw = false;
+ if (draw) {
glPushMatrix();
glTranslatef(i*block_spacing,0,j*block_spacing);
glRotatef(cityrotation[i][j]*90,0,1,0);
drawModel(blocks + citytype[i][j],
visions ? BLACK : NULL);
glPopMatrix();
+ drawn[i][j] = true;
} else {
move.y=0;
move.x=i*block_spacing;
move.z=j*block_spacing;
- if (sqrlen(move - camera.position) < 300000)
- drawn[i][j] = 0;
+ if (sqrlen(move - camera.position) > 300000)
+ drawn[i][j] = true;
}
}
}
@@ -552,7 +547,7 @@ void Game::DrawGLScene(void)
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_BLEND);
for(int i=0;i<numpeople;i++){
- draw = true;
+ bool draw = true;
if (((!person[i].skeleton.free
|| !person[i].skeleton.broken)
&& !cubeInFrustum(frustum,