Prefix NUSpline member variables

To follow coding convention rename the vector Node to m_Nodes,
MaxDistance to m_MaxDistance and NodeCount to m_NodeCount.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
This commit is contained in:
Ralph Sennhauser
2026-07-19 19:30:56 +02:00
parent 0da1e0c398
commit aeeda05433
4 changed files with 92 additions and 92 deletions
+3 -3
View File
@@ -92,12 +92,12 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
if (spline.GetAllNodes().size() == 2)
smoothness = 2;
const float start = spline.MaxDistance.ToFloat() / smoothness;
const float start = spline.m_MaxDistance.ToFloat() / smoothness;
std::vector<CVector3D> line;
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
const float time = start * i / spline.m_MaxDistance.ToFloat();
line.emplace_back(spline.GetPosition(time));
}
@@ -108,7 +108,7 @@ void CCinemaManager::DrawSpline(Renderer::Backend::IDeviceCommandContext& device
{
for (int i = 0; i <= smoothness; ++i)
{
const float time = start * i / spline.MaxDistance.ToFloat();
const float time = start * i / spline.m_MaxDistance.ToFloat();
const CVector3D tmp = spline.GetPosition(time);
const float groundY = g_Game->GetWorld()->GetTerrain().GetExactGroundLevel(tmp.X, tmp.Z);
g_Renderer.GetDebugRenderer().DrawLine(deviceCommandContext, tmp, CVector3D(tmp.X, groundY, tmp.Z), splineColor, 0.1f, false);