CMorphBall: Eliminate variable shadowing

This commit is contained in:
Lioncash 2020-04-23 07:18:43 -04:00
parent 31cf98646b
commit 078acce378
1 changed files with 3 additions and 3 deletions

View File

@ -1509,11 +1509,11 @@ void CMorphBall::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
x0_player.GetActorLights()->BuildDynamicLightList(mgr, ballAABB); x0_player.GetActorLights()->BuildDynamicLightList(mgr, ballAABB);
if (x0_player.GetActorLights()->HasShadowLight()) { if (x0_player.GetActorLights()->HasShadowLight()) {
CCollidableSphere sphere = x38_collisionSphere; CCollidableSphere collisionSphere = x38_collisionSphere;
sphere.SetSphereCenter(zeus::skZero3f); collisionSphere.SetSphereCenter(zeus::skZero3f);
x1c14_worldShadow->BuildLightShadowTexture(mgr, x0_player.GetAreaIdAlways(), x1c14_worldShadow->BuildLightShadowTexture(mgr, x0_player.GetAreaIdAlways(),
x0_player.GetActorLights()->GetShadowLightIndex(), x0_player.GetActorLights()->GetShadowLightIndex(),
sphere.CalculateAABox(GetBallToWorld()), false, false); collisionSphere.CalculateAABox(GetBallToWorld()), false, false);
} else { } else {
x1c14_worldShadow->ResetBlur(); x1c14_worldShadow->ResetBlur();
} }