m_state_stack.pop_back();
}
void Highlight( EHighlightMode mode, bool bEnable = true ){
- ( bEnable )
- ? m_state_stack.back().m_highlight |= mode
- : m_state_stack.back().m_highlight &= ~mode;
+ if ( bEnable ) {
+ m_state_stack.back().m_highlight |= mode;
+ } else {
+ m_state_stack.back().m_highlight &= ~mode;
+ }
}
void setLights( const LightList& lights ){
m_state_stack.back().m_lights = &lights;
Vector3 angles;
angles[CAMERA_ROLL] = 0;
angles[CAMERA_PITCH] = 0;
- angles[CAMERA_YAW] = static_cast<float>( i * ( 360.0 / 100.0 ) );
+ angles[CAMERA_YAW] = i * 360.0f / 100.0f;
Camera_setAngles( *this, angles );
}
double dEnd = Sys_DoubleTime();
CamWnd& camwnd = *g_camwnd;
Vector3 angles;
angles[CAMERA_ROLL] = angles[CAMERA_PITCH] = 0;
- angles[CAMERA_YAW] = static_cast<float>( 22.5 * floor( ( Camera_getAngles( camwnd )[CAMERA_YAW] + 11 ) / 22.5 ) );
+ angles[CAMERA_YAW] = 22.5f * floorf( ( Camera_getAngles( camwnd )[CAMERA_YAW] + 11 ) / 22.5f );
Camera_setAngles( camwnd, angles );
}