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author | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-05-28 01:40:23 +0200 |
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committer | Fire-Head <Fire-Head@users.noreply.github.com> | 2020-05-28 01:40:23 +0200 |
commit | 8280e04b23635a5a4ee23dd50883836b3851641c (patch) | |
tree | 025a6ff6a8c23a6a168cb562515cdd489eb71da4 | |
parent | surfacetable included (diff) | |
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-rw-r--r-- | src/render/WaterLevel.cpp | 14 |
1 files changed, 9 insertions, 5 deletions
diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp index ac2f7031..e6dbb9c4 100644 --- a/src/render/WaterLevel.cpp +++ b/src/render/WaterLevel.cpp @@ -403,12 +403,11 @@ CWaterLevel::GetWaterLevel(float fX, float fY, float fZ, float *pfOutLevel, bool { int32 x = WATER_TO_SMALL_SECTOR_X(fX + WATER_X_OFFSET); int32 y = WATER_TO_SMALL_SECTOR_Y(fY); - - ASSERT( x >= 0 && x < MAX_SMALL_SECTORS ); - ASSERT( y >= 0 && y < MAX_SMALL_SECTORS ); - + +#ifdef FIX_BUGS if ( x < 0 || x >= MAX_SMALL_SECTORS ) return false; if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false; +#endif uint8 nBlock = aWaterFineBlockList[x][y]; @@ -447,8 +446,10 @@ CWaterLevel::GetWaterLevelNoWaves(float fX, float fY, float fZ, float *pfOutLeve int32 x = WATER_TO_SMALL_SECTOR_X(fX + WATER_X_OFFSET); int32 y = WATER_TO_SMALL_SECTOR_Y(fY); +#ifdef FIX_BUGS if ( x < 0 || x >= MAX_SMALL_SECTORS ) return false; if ( y < 0 || y >= MAX_SMALL_SECTORS ) return false; +#endif uint8 nBlock = aWaterFineBlockList[x][y]; @@ -670,7 +671,7 @@ CWaterLevel::RenderWater() int32 nEndX = WATER_TO_HUGE_SECTOR_X(camPos.x + fHugeSectorMaxRenderDist + WATER_X_OFFSET) + 1; int32 nStartY = WATER_TO_HUGE_SECTOR_Y(camPos.y - fHugeSectorMaxRenderDist); int32 nEndY = WATER_TO_HUGE_SECTOR_Y(camPos.y + fHugeSectorMaxRenderDist) + 1; - + if ( bUseCamStartX ) nStartX = WATER_TO_HUGE_SECTOR_X(camPos.x + WATER_X_OFFSET); if ( bUseCamEndX ) @@ -1857,6 +1858,9 @@ CWaterLevel::PreCalcWaterGeometry(void) int32 BlockX = WATER_TO_SMALL_SECTOR_X(fCamX + WATER_X_OFFSET) + 1; int32 BlockY = WATER_TO_SMALL_SECTOR_Y(fCamY ) + 1; + ASSERT( BlockX >= 0 && BlockX < MAX_SMALL_SECTORS ); + ASSERT( BlockY >= 0 && BlockY < MAX_SMALL_SECTORS ); + if ( _IsColideWithBlock(BlockX, BlockY, nBlock) ) { float fMaskX = floorf(fCamX / 2.0f) * 2.0f; |