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-rw-r--r--src/core/Camera.cpp4
-rw-r--r--src/core/Camera.h2
-rw-r--r--src/peds/PedAI.cpp4
-rw-r--r--src/peds/Population.cpp3
-rw-r--r--src/render/WaterLevel.cpp15
5 files changed, 11 insertions, 17 deletions
diff --git a/src/core/Camera.cpp b/src/core/Camera.cpp
index 5c86ca99..5881dacd 100644
--- a/src/core/Camera.cpp
+++ b/src/core/Camera.cpp
@@ -3650,7 +3650,7 @@ CCamera::IsPointVisible(const CVector &center, const CMatrix *mat)
}
bool
-CCamera::IsSphereVisible(const CVector &center, float radius, const CMatrix *mat)
+CCamera::IsSphereVisible(const CVector &center, float radius, Const CMatrix *mat)
{
#ifdef GTA_PS2
CVuVector c;
@@ -3680,7 +3680,7 @@ CCamera::IsSphereVisible(const CVector &center, float radius)
return IsSphereVisible(center, radius, &m_cameraMatrix);
#else
// ...and on PC they decided to call the other one with a default matrix.
- CMatrix mat(m_cameraMatrix); // this matrix construction is stupid and gone in VC
+ CMatrix mat(GetCameraMatrix()); // this matrix construction is stupid and gone in VC
return IsSphereVisible(center, radius, &mat);
#endif
}
diff --git a/src/core/Camera.h b/src/core/Camera.h
index 5e9d33b3..07a05cb4 100644
--- a/src/core/Camera.h
+++ b/src/core/Camera.h
@@ -639,7 +639,7 @@ public:
CVector &GetGameCamPosition(void) { return m_vecGameCamPos; }
void CalculateDerivedValues(void);
bool IsPointVisible(const CVector &center, const CMatrix *mat);
- bool IsSphereVisible(const CVector &center, float radius, const CMatrix *mat);
+ bool IsSphereVisible(const CVector &center, float radius, Const CMatrix *mat);
bool IsSphereVisible(const CVector &center, float radius);
bool IsBoxVisible(CVUVECTOR *box, const CMatrix *mat);
};
diff --git a/src/peds/PedAI.cpp b/src/peds/PedAI.cpp
index 7f7120af..f1c753ec 100644
--- a/src/peds/PedAI.cpp
+++ b/src/peds/PedAI.cpp
@@ -5362,7 +5362,7 @@ CPed::WarpPedToNearLeaderOffScreen(void)
continue;
appropriatePos.z = zCorrectedPos.z;
- if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
+ if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f)
&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
teleported = true;
@@ -5396,7 +5396,7 @@ CPed::WarpPedToNearEntityOffScreen(CEntity *warpTo)
continue;
appropriatePos.z = zCorrectedPos.z;
- if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f, &TheCamera.GetCameraMatrix())
+ if (!TheCamera.IsSphereVisible(appropriatePos, 0.6f)
&& CWorld::GetIsLineOfSightClear(appropriatePos, warpToPos, true, true, false, true, false, false, false)
&& !CWorld::TestSphereAgainstWorld(appropriatePos, 0.6f, this, true, true, false, true, false, false)) {
teleported = true;
diff --git a/src/peds/Population.cpp b/src/peds/Population.cpp
index 906ee6e9..edb5958d 100644
--- a/src/peds/Population.cpp
+++ b/src/peds/Population.cpp
@@ -706,8 +706,7 @@ CPopulation::AddToPopulation(float minDist, float maxDist, float minDistOffScree
generatedCoors.z = Max(generatedCoors.z, groundZ);
}
bool farEnoughToAdd = true;
- CMatrix mat(TheCamera.GetCameraMatrix());
- if (TheCamera.IsSphereVisible(generatedCoors, 2.0f, &mat)) {
+ if (TheCamera.IsSphereVisible(generatedCoors, 2.0f)) {
if (PedCreationDistMultiplier() * MIN_CREATION_DIST > (generatedCoors - playerCentreOfWorld).Magnitude2D())
farEnoughToAdd = false;
}
diff --git a/src/render/WaterLevel.cpp b/src/render/WaterLevel.cpp
index e1014e86..e41af17a 100644
--- a/src/render/WaterLevel.cpp
+++ b/src/render/WaterLevel.cpp
@@ -740,8 +740,7 @@ CWaterLevel::RenderWater()
if ( fHugeSectorMaxRenderDistSqr > fHugeSectorDistToCamSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE),
- &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecHugeSectorCentre.x, vecHugeSectorCentre.y, 0.0f), SectorRadius(HUGE_SECTOR_SIZE)) )
{
if ( fHugeSectorDistToCamSqr >= SQR(500.0f) /*fHugeSectorNearDist*/ )
{
@@ -782,8 +781,7 @@ CWaterLevel::RenderWater()
if ( fLargeSectorDistToCamSqr < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE), //90.879997f,
- &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecLargeSectorCentre.x, vecLargeSectorCentre.y, 0.0f), SectorRadius(LARGE_SECTOR_SIZE)) ) //90.879997f,
{
// Render four small(32x32) sectors, or one large(64x64).
@@ -945,8 +943,7 @@ CWaterLevel::RenderWater()
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
- &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) )
{
RenderOneFlatExtraHugeWaterPoly(
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
@@ -979,8 +976,7 @@ CWaterLevel::RenderWater()
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
- &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) )
{
RenderOneFlatExtraHugeWaterPoly(
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,
@@ -1003,8 +999,7 @@ CWaterLevel::RenderWater()
if ( fCamDistToSector < fHugeSectorMaxRenderDistSqr )
{
- if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE),
- &TheCamera.GetCameraMatrix()) )
+ if ( TheCamera.IsSphereVisible(CVector(vecExtraHugeSectorCentre.x, vecExtraHugeSectorCentre.y, 0.0f), SectorRadius(EXTRAHUGE_SECTOR_SIZE)) )
{
RenderOneFlatExtraHugeWaterPoly(
vecExtraHugeSectorCentre.x - EXTRAHUGE_SECTOR_SIZE/2,