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-rw-r--r--src/GameDraw.cpp32
1 files changed, 11 insertions, 21 deletions
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index f2d5695..f68ff54 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -567,13 +567,13 @@ void Game::DrawGLScene(void)
 
 			glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
 			if (environment == sunny_environment) {
-				fog.SetFog(fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.1);
+				setFog(&fog, fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.1);
 				GLfloat LightAmbient[]=	{ fogcolorr/4, fogcolorg/4, fogcolorb/4, 1.0f};
 				GLfloat LightDiffuse[]=	{ fogcolorr*1.6f, fogcolorg*1.6f, fogcolorr*1.6f, 1.0f };
 				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 			} else {
-				fog.SetFog(fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.2);
+				setFog(&fog, fogcolorr, fogcolorg, fogcolorb, 0, viewdistance * 0.8, 0.2);
 				GLfloat LightAmbient[]=	{ fogcolorr*.8f, fogcolorg*.8f, fogcolorb*.8f, 1.0f};
 				GLfloat LightDiffuse[]=	{ fogcolorr*.8f, fogcolorg*.8f, fogcolorr*.8f, 1.0f };
 				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
@@ -595,7 +595,7 @@ void Game::DrawGLScene(void)
 			fogcolorr=(sinefluct/4+.5);
 			fogcolorg=0;
 			fogcolorb=0;
-			fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(sinefluct/4+.3),sinefluct/3+.7);
+			setFog(&fog, fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(sinefluct/4+.3),sinefluct/3+.7);
 			glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
 
 			ReSizeGLScene(this, 120.0f - sinefluct * 20.0f, 0.3f);
@@ -781,14 +781,11 @@ void Game::DrawGLScene(void)
 
 		}
 
-		//Decals
-
+		// Decals
 		decals.draw();
 
-		//Occluding blocks
-
+		// Occluding blocks
 		beginx=(camera.position.x+block_spacing/2)/block_spacing-2;
-
 		if(beginx<0)beginx=0;
 
 		beginz=(camera.position.z+block_spacing/2)/block_spacing-2;
@@ -804,31 +801,24 @@ void Game::DrawGLScene(void)
 		if(endz>num_blocks-1)endz=num_blocks-1;
 
 		float M[16];
-
 		XYZ drawpoint;
-
 		float size=20;
 
-		//Draw people
-
-		if(visions==1)fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(-sinefluct/4+.3),-sinefluct/3+.7);
-
-		glColor4f(1,1,1,1);
+		// Draw people
+		if (visions)
+			setFog(&fog, fogcolorr, fogcolorg, fogcolorb, 0,
+				viewdistance * 0.8 * 0.5 * (-sinefluct / 4 + 0.3),
+				-sinefluct / 3 + 0.7);
 
+		glColor4f(1 , 1, 1, 1);
 		glEnable(GL_COLOR_MATERIAL);
-
 		glEnable(GL_BLEND);
-
 		for(int i=0;i<numpeople;i++){
-
 			draw=1;
-
 			if(person[i].skeleton.free<1){
-
 				if(person[i].whichblockx>=0&&person[i].whichblockx<num_blocks&&person[i].whichblocky>=0&&person[i].whichblocky<num_blocks){
 
 					if(!drawn[person[i].whichblockx][person[i].whichblocky])draw=0;
-
 				}else draw=0;
 
 				if(draw)