General: Make use of static_cast within point generators

The more restrictive static_cast is permissable when casting from void*.
This commit is contained in:
Lioncash 2020-04-12 13:28:09 -04:00
parent fa1e4f38df
commit ff123f7820
2 changed files with 2 additions and 2 deletions

View File

@ -256,7 +256,7 @@ void CGunWeapon::TouchHolo(const CStateManager& mgr) {
}
void CGunWeapon::PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) {
reinterpret_cast<CRainSplashGenerator*>(ctx)->GeneratePoints(vn);
static_cast<CRainSplashGenerator*>(ctx)->GeneratePoints(vn);
}
void CGunWeapon::Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags,

View File

@ -1539,7 +1539,7 @@ void CMorphBall::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
}
void CMorphBall::PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) {
reinterpret_cast<CRainSplashGenerator*>(ctx)->GeneratePoints(vn);
static_cast<CRainSplashGenerator*>(ctx)->GeneratePoints(vn);
}
void CMorphBall::Render(const CStateManager& mgr, const CActorLights* lights) const {