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-rw-r--r--src/render/Particle.cpp4
-rw-r--r--src/render/Shadows.cpp4
-rw-r--r--src/render/Shadows.h2
3 files changed, 5 insertions, 5 deletions
diff --git a/src/render/Particle.cpp b/src/render/Particle.cpp
index 1ff3bced..5b25cfa3 100644
--- a/src/render/Particle.cpp
+++ b/src/render/Particle.cpp
@@ -227,10 +227,6 @@ int32 nParticleCreationInterval = 1;
float fParticleScaleLimit = 0.5f;
-
-RwTexture *&gpBloodPoolTex = *(RwTexture **)0x9415F8;
-
-
void CParticle::ReloadConfig()
{
debug("Initialising CParticleMgr...");
diff --git a/src/render/Shadows.cpp b/src/render/Shadows.cpp
index d89338c1..cb5cedfb 100644
--- a/src/render/Shadows.cpp
+++ b/src/render/Shadows.cpp
@@ -2,9 +2,11 @@
#include "patcher.h"
#include "Shadows.h"
-WRAPPER void CShadows::AddPermanentShadow(unsigned char ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, unsigned char nRed, unsigned char nGreen, unsigned char nBlue, float fZDistance, unsigned int nTime, float fScale) { EAXJMP(0x512FD0); }
+WRAPPER void CShadows::AddPermanentShadow(uint8 ShadowType, RwTexture* pTexture, CVector* pPosn, float fX1, float fY1, float fX2, float fY2, short nTransparency, uint8 nRed, uint8 nGreen, uint8 nBlue, float fZDistance, uint32 nTime, float fScale) { EAXJMP(0x512FD0); }
WRAPPER void CShadows::RenderStaticShadows(void) { EAXJMP(0x5145F0); }
WRAPPER void CShadows::RenderStoredShadows(void) { EAXJMP(0x514010); }
WRAPPER void CShadows::RenderExtraPlayerShadows(void) { EAXJMP(0x516F90); }
WRAPPER void CShadows::CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY) { EAXJMP(0x516EB0); }
WRAPPER void CShadows::StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY) { EAXJMP(0x513CB0); }
+
+RwTexture*& gpBloodPoolTex = *(RwTexture * *)0x9415F8; \ No newline at end of file
diff --git a/src/render/Shadows.h b/src/render/Shadows.h
index be3ec0c4..2a41f81e 100644
--- a/src/render/Shadows.h
+++ b/src/render/Shadows.h
@@ -13,3 +13,5 @@ public:
static void CalcPedShadowValues(CVector light, float *frontX, float *frontY, float *sideX, float *sideY, float *dispX, float *dispY);
static void StoreShadowForPedObject(CEntity *ent, float dispX, float dispY, float frontX, float frontY, float sideX, float sideY);
};
+
+extern RwTexture*& gpBloodPoolTex;