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-rw-r--r--src/render/Weather.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/render/Weather.cpp b/src/render/Weather.cpp
index b4031705..2c0b27d2 100644
--- a/src/render/Weather.cpp
+++ b/src/render/Weather.cpp
@@ -69,7 +69,7 @@ const int16 WeatherTypesList[] = {
WEATHER_SUNNY, WEATHER_SUNNY, WEATHER_RAINY, WEATHER_CLOUDY,
};
-const float Windiness[] = {
+const float Windyness[] = {
0.0f, // WEATHER_SUNNY
0.7f, // WEATHER_CLOUDY
1.0f, // WEATHER_RAINY
@@ -243,7 +243,7 @@ void CWeather::Update(void)
Rainbow = 1.0f - 4.0f * Abs(InterpolationValue - 0.25f) / 4.0f;
else
Rainbow = 0.0f;
- Wind = InterpolationValue * Windiness[NewWeatherType] + (1.0f - InterpolationValue) * Windiness[OldWeatherType];
+ Wind = InterpolationValue * Windyness[NewWeatherType] + (1.0f - InterpolationValue) * Windyness[OldWeatherType];
AddRain();
}
@@ -278,8 +278,8 @@ void CWeather::AddRain()
if (Rain <= 0.1f)
return;
static RwRGBA colour;
- float screen_width = RsGlobal.width;
- float screen_height = RsGlobal.height;
+ float screen_width = SCREEN_WIDTH;
+ float screen_height = SCREEN_HEIGHT;
int cur_frame = (int)(3 * Rain) & 3;
int num_drops = (int)(2 * Rain) + 2;
static int STATIC_RAIN_ANGLE = -45;
@@ -397,11 +397,11 @@ void RenderOneRainStreak(CVector pos, CVector unused, int intensity, bool scale,
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 0], 0, 0, 0, 0);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 0], pos.x + 11.0f * TheCamera.GetUp().x, pos.y + 11.0f * TheCamera.GetUp().y, pos.z + 11.0f * TheCamera.GetUp().z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 1], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetUp().z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 1], pos.x - 9.0f * TheCamera.GetRight().x, pos.y - 9.0f * TheCamera.GetRight().y, pos.z - 9.0f * TheCamera.GetRight().z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 2], RAIN_COLOUR_R * intensity / 256, RAIN_COLOUR_G * intensity / 256, RAIN_COLOUR_B * intensity / 256, RAIN_ALPHA);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 2], pos.x, pos.y, pos.z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 3], 0, 0, 0, 0);
- RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetUp().z);
+ RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 3], pos.x + 9.0f * TheCamera.GetRight().x, pos.y + 9.0f * TheCamera.GetRight().y, pos.z + 9.0f * TheCamera.GetRight().z);
RwIm3DVertexSetRGBA(&TempBufferRenderVertices[TempBufferVerticesStored + 4], 0, 0, 0, 0);
RwIm3DVertexSetPos(&TempBufferRenderVertices[TempBufferVerticesStored + 4], pos.x - 11.0f * TheCamera.GetUp().x, pos.y - 11.0f * TheCamera.GetUp().y, pos.z - 11.0f * TheCamera.GetUp().z);
float u = STREAK_U;