diff options
| author | Loki Rautio <lokirautio@gmail.com> | 2026-03-07 21:12:22 -0600 |
|---|---|---|
| committer | Loki Rautio <lokirautio@gmail.com> | 2026-03-07 21:12:22 -0600 |
| commit | 087b7e7abfe81dd7f0fdcdea36ac9f245950df1a (patch) | |
| tree | 69454763e73ca764af4e682d3573080b13138a0e /Minecraft.Client/ExplodeParticle.cpp | |
| parent | a9be52c41a02d207233199e98898fe7483d7e817 (diff) | |
Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a02d207233199e98898fe7483d7e817.
Diffstat (limited to 'Minecraft.Client/ExplodeParticle.cpp')
| -rw-r--r-- | Minecraft.Client/ExplodeParticle.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/Minecraft.Client/ExplodeParticle.cpp b/Minecraft.Client/ExplodeParticle.cpp index e9d4687b..fa950a03 100644 --- a/Minecraft.Client/ExplodeParticle.cpp +++ b/Minecraft.Client/ExplodeParticle.cpp @@ -5,9 +5,9 @@ ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, double xa, double ya, double za) : Particle(level, x, y, z, xa, ya, za) { - xd = xa+static_cast<float>(Math::random() * 2 - 1)*0.05f; - yd = ya+static_cast<float>(Math::random() * 2 - 1)*0.05f; - zd = za+static_cast<float>(Math::random() * 2 - 1)*0.05f; + xd = xa+(float)(Math::random()*2-1)*0.05f; + yd = ya+(float)(Math::random()*2-1)*0.05f; + zd = za+(float)(Math::random()*2-1)*0.05f; //rCol = gCol = bCol = random->nextFloat()*.3f+.7; @@ -21,16 +21,16 @@ ExplodeParticle::ExplodeParticle(Level *level, double x, double y, double z, dou size = random->nextFloat()*random->nextFloat()*6+1; - lifetime = static_cast<int>(16 / (random->nextFloat() * 0.8 + 0.2))+2; + lifetime = (int)(16/(random->nextFloat()*0.8+0.2))+2; // noPhysics = true; } void ExplodeParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2) { // 4J - don't render explosion particles that are less than 3 metres away, to try and avoid large particles that are causing us problems with photosensitivity testing - float x = static_cast<float>(xo + (this->x - xo) * a - xOff); - float y = static_cast<float>(yo + (this->y - yo) * a - yOff); - float z = static_cast<float>(zo + (this->z - zo) * a - zOff); + float x = (float) (xo + (this->x - xo) * a - xOff); + float y = (float) (yo + (this->y - yo) * a - yOff); + float z = (float) (zo + (this->z - zo) * a - zOff); float distSq = (x*x + y*y + z*z); if( distSq < (3.0f * 3.0f) ) return; |
