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authorModMaker101 <119018978+ModMaker101@users.noreply.github.com>2026-03-08 19:08:36 -0400
committerGitHub <noreply@github.com>2026-03-08 18:08:36 -0500
commit28614b922fb77149a54da1a87bebfbc98736f296 (patch)
tree7f828ba86a4ee18d0a80d29de64f6199a5412512 /Minecraft.Client/HugeExplosionParticle.cpp
parent88798b501d0cf6287b6f87acb2592676e3cec58d (diff)
Modernize project codebase (#906)
* Fixed boats falling and a TP glitch #266 * Replaced every C-style cast with C++ ones * Replaced every C-style cast with C++ ones * Fixed boats falling and a TP glitch #266 * Updated NULL to nullptr and fixing some type issues * Modernized and fixed a few bugs - Replaced most instances of `NULL` with `nullptr`. - Replaced most `shared_ptr(new ...)` with `make_shared`. - Removed the `nullptr` macro as it was interfering with the actual nullptr keyword in some instances. * Fixing more conflicts * Replace int loops with size_t and start work on overrides * Add safety checks and fix a issue with vector going OOR
Diffstat (limited to 'Minecraft.Client/HugeExplosionParticle.cpp')
-rw-r--r--Minecraft.Client/HugeExplosionParticle.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/Minecraft.Client/HugeExplosionParticle.cpp b/Minecraft.Client/HugeExplosionParticle.cpp
index 2a104c19..276b1d16 100644
--- a/Minecraft.Client/HugeExplosionParticle.cpp
+++ b/Minecraft.Client/HugeExplosionParticle.cpp
@@ -25,12 +25,12 @@ HugeExplosionParticle::HugeExplosionParticle(Textures *textures, Level *level, d
gCol = g * br;
bCol = b * br;
- size = 1 - (float) xa * 0.5f;
+ size = 1 - static_cast<float>(xa) * 0.5f;
}
void HugeExplosionParticle::render(Tesselator *t, float a, float xa, float ya, float za, float xa2, float za2)
{
- int tex = (int) ((life + a) * 15 / lifeTime);
+ int tex = static_cast<int>((life + a) * 15 / lifeTime);
if (tex > 15) return;
textures->bindTexture(&EXPLOSION_LOCATION);
@@ -41,9 +41,9 @@ void HugeExplosionParticle::render(Tesselator *t, float a, float xa, float ya, f
float r = 2.0f * size;
- 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 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);
// 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 distSq = (x*x + y*y + z*z);