From 8fbc76eace1bcd7ce9c5147745c50f43a197491e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Jochen=20Sch=C2=84fer?= Date: Thu, 12 Sep 2024 08:18:15 +0200 Subject: [PATCH] Remove Player parameter from Camera::GetPosition --- src/Camera.h | 2 +- src/Entity.c | 4 ++-- src/Game.c | 6 +++--- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/src/Camera.h b/src/Camera.h index a46b7ada6..871749a29 100644 --- a/src/Camera.h +++ b/src/Camera.h @@ -53,7 +53,7 @@ struct Camera { /* Returns the current orientation of the camera. */ Vec2 (*GetOrientation)(void); /* Returns the current interpolated position of the camera. */ - Vec3 (*GetPosition)(struct LocalPlayer* p, float t); + Vec3 (*GetPosition)(float t); /* Called to update the camera's state. */ /* Typically, this is used to adjust yaw/pitch based on accumulated mouse movement. */ diff --git a/src/Entity.c b/src/Entity.c index 05c64cc30..a63754660 100644 --- a/src/Entity.c +++ b/src/Entity.c @@ -400,7 +400,7 @@ static cc_bool CanDeleteTexture(struct Entity* except) { int i; if (!except->TextureId) return false; - for (i = 0; i < ENTITIES_MAX_COUNT; i++) + for (i = 0; i < ENTITIES_MAX_COUNT; i++) { if (!Entities.List[i] || Entities.List[i] == except) continue; if (Entities.List[i]->TextureId == except->TextureId) return false; @@ -1049,7 +1049,7 @@ void LocalPlayers_MoveToSpawn(struct LocationUpdate* update) { } /* TODO: This needs to be before new map... */ - Camera.CurrentPos = Camera.Active->GetPosition(p, 0.0f); + Camera.CurrentPos = Camera.Active->GetPosition(0.0f); } void LocalPlayer_CalcDefaultSpawn(struct LocalPlayer* p, struct LocationUpdate* update) { diff --git a/src/Game.c b/src/Game.c index 0f80c5474..7e0cceb66 100644 --- a/src/Game.c +++ b/src/Game.c @@ -658,7 +658,7 @@ static void LimitFPS(void) { Thread_Sleep((int)(cooldown + 0.5f)); /* also accumulate Thread_Sleep duration, as actual sleep */ - /* duration can significantly deviate from requested time */ + /* duration can significantly deviate from requested time */ /* (e.g. requested 4ms, but actually slept for 8ms) */ sleepEnd = Stopwatch_Measure(); gfx_actualTime += ElapsedMilliseconds(frameEnd, sleepEnd); @@ -734,7 +734,7 @@ static CC_INLINE void Game_RenderFrame(void) { cc_uint64 render = Stopwatch_Measure(); cc_uint64 elapsed = Stopwatch_ElapsedMicroseconds(frameStart, render); /* avoid large delta with suspended process */ - if (elapsed > 5000000) elapsed = 5000000; + if (elapsed > 5000000) elapsed = 5000000; deltaD = (int)elapsed / (1000.0 * 1000.0); delta = (float)deltaD; @@ -789,7 +789,7 @@ static CC_INLINE void Game_RenderFrame(void) { t = (float)(entTask.accumulator / entTask.interval); LocalPlayer_SetInterpPosition(Entities.CurPlayer, t); - Camera.CurrentPos = Camera.Active->GetPosition(Entities.CurPlayer, t); + Camera.CurrentPos = Camera.Active->GetPosition(t); /* NOTE: EnvRenderer_UpdateFog also also sets clear color */ EnvRenderer_UpdateFog(); AudioBackend_Tick();