signed/unsigned fixes, and some other fixes
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@@ -46,7 +46,7 @@ CFire::ProcessFire(void)
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float fDamagePlayer;
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float fDamagePeds;
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float fDamageVehicle;
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int8 nRandNumber;
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int16 nRandNumber;
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float fGreen;
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float fRed;
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CVector lightpos;
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@@ -152,11 +152,10 @@ CFire::ProcessFire(void)
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CShadows::StoreStaticShadow((uintptr)this, SHADOWTYPE_ADDITIVE, gpShadowExplosionTex, &lightpos, 7.0f, 0.0f, 0.0f, -7.0f, 0, nRandNumber / 2,
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nRandNumber / 2, 0, 10.0f, 1.0f, 40.0f, 0, 0.0f);
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}
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fGreen = nRandNumber / 128;
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fRed = nRandNumber / 128;
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fGreen = nRandNumber / 128.f;
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fRed = nRandNumber / 128.f;
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CPointLights::AddLight(0, m_vecPos, CVector(0.0f, 0.0f, 0.0f),
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12.0f, fRed, fGreen, 0, 0, 0);
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CPointLights::AddLight(CPointLights::LIGHT_POINT, m_vecPos, CVector(0.0f, 0.0f, 0.0f), 12.0f, fRed, fGreen, 0.0f, 0, 0);
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} else {
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Extinguish();
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}
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@@ -395,19 +394,16 @@ CFireManager::ExtinguishPoint(CVector point, float range)
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bool
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CFireManager::ExtinguishPointWithWater(CVector point, float range)
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{
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int fireI = 0;
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for (int i = 0; i < NUM_FIRES; i++) {
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if (m_aFires[i].m_bIsOngoing) {
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if ((point - m_aFires[i].m_vecPos).MagnitudeSqr() < sq(range)) {
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fireI = i;
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break;
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}
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}
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}
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if (fireI == NUM_FIRES)
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return false;
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CFire *fireToExtinguish = &m_aFires[fireI];
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int i;
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for (i = 0; i < NUM_FIRES;) {
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if (m_aFires[i].m_bIsOngoing && (point - m_aFires[i].m_vecPos).MagnitudeSqr() < sq(range)) {
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break;
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}
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if (++i >= NUM_FIRES)
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return false;
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}
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CFire *fireToExtinguish = &m_aFires[i];
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fireToExtinguish->m_fWaterExtinguishCountdown -= 0.012f * CTimer::GetTimeStep();
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CVector steamPos = fireToExtinguish->m_vecPos +
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CVector((CGeneral::GetRandomNumber() - 128) * 3.1f / 200.f,
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