diff Game.cpp @ 58:41cbaabde2cb

BLV render
author Nomad
date Thu, 25 Oct 2012 02:05:16 +0200
parents 0f4ed4f0f472
children 5159d2e6f559
line wrap: on
line diff
--- a/Game.cpp	Wed Oct 24 17:33:46 2012 +0200
+++ b/Game.cpp	Thu Oct 25 02:05:16 2012 +0200
@@ -61,11 +61,11 @@
   pIndoorCamera->pos.x = pParty->vPosition.x
                       - ((unsigned __int64)(stru_5C6E00->SinCos(pParty->sRotationY)
                                           * (signed __int64)pParty->field_18) >> 16);
-  pIndoorCamera->pos.y = pParty->vPosition.z
+  pIndoorCamera->pos.y = pParty->vPosition.y
                       - ((unsigned __int64)(stru_5C6E00->SinCos(
                                               pParty->sRotationY - stru_5C6E00->uIntegerHalfPi)
                                           * (signed __int64)pParty->field_18) >> 16);
-  pIndoorCamera->pos.z = pParty->vPosition.y + pParty->sEyelevel;
+  pIndoorCamera->pos.z = pParty->vPosition.z + pParty->sEyelevel;
   pIndoorCamera->Initialize2();
   pIndoorCameraD3D->CreateWorldMatrixAndSomeStuff();
   pIndoorCameraD3D->_4374E8_ProllyBuildFrustrum();
@@ -79,13 +79,13 @@
   }
   else
   {
-    if ( pParty->vPosition.x != pParty->vPrevPosition.x | pParty->sRotationY != pParty->sPrevRotationY | pParty->vPosition.z != pParty->vPrevPosition.z | pParty->sRotationX != pParty->sPrevRotationX | pParty->vPosition.y != pParty->vPrevPosition.y | pParty->sEyelevel != pParty->sPrevEyelevel )
+    if ( pParty->vPosition.x != pParty->vPrevPosition.x | pParty->sRotationY != pParty->sPrevRotationY | pParty->vPosition.y != pParty->vPrevPosition.z | pParty->sRotationX != pParty->sPrevRotationX | pParty->vPosition.z != pParty->vPrevPosition.y | pParty->sEyelevel != pParty->sPrevEyelevel )
       pParty->uFlags |= 2u;
     pParty->vPrevPosition.x = pParty->vPosition.x;
-    pParty->vPrevPosition.y = pParty->vPosition.y;
+    pParty->vPrevPosition.y = pParty->vPosition.z;
     //v0 = &pRenderer;
     pParty->sPrevRotationY = pParty->sRotationY;
-    pParty->vPrevPosition.z = pParty->vPosition.z;
+    pParty->vPrevPosition.z = pParty->vPosition.y;
     pParty->sPrevRotationX = pParty->sRotationX;
     pParty->sPrevEyelevel = pParty->sEyelevel;
     pRenderer->BeginSceneD3D();
@@ -419,21 +419,21 @@
       if ( (unsigned __int16)_449B57_test_bit(pParty->_award_bits, 136) )
       {
         pParty->vPosition.x = -17331;            // respawn in harmondale
-        pParty->vPosition.z = 12547;
-        pParty->vPosition.y = 465;
+        pParty->vPosition.y = 12547;
+        pParty->vPosition.z = 465;
         pParty->sRotationY = 0;
         v13 = "out02.odm";
       }
       else
       {
         pParty->vPosition.x = 12552;             // respawn on emerald isle
-        pParty->vPosition.z = 1816;
-        pParty->vPosition.y = 0;
+        pParty->vPosition.y = 1816;
+        pParty->vPosition.z = 0;
         pParty->sRotationY = 512;
         v13 = "out01.odm";
       }
       strcpy(Source, v13);
-      pParty->uFallStartY = pParty->vPosition.y;
+      pParty->uFallStartY = pParty->vPosition.z;
       pParty->sRotationX = 0;
       pParty->uFallSpeed = 0;
       pParty->field_6E4 = 0;
@@ -442,8 +442,8 @@
       {
         strcpy(pCurrentMapName, Source);
         _5B65A8_npcdata_uflags_or_other = pParty->vPosition.x;
-        _5B65AC_npcdata_fame_or_other = pParty->vPosition.z;
-        _5B65B0_npcdata_rep_or_other = pParty->vPosition.y;
+        _5B65AC_npcdata_fame_or_other = pParty->vPosition.y;
+        _5B65B0_npcdata_rep_or_other = pParty->vPosition.z;
         _5B65B4_npcdata_loword_house_or_other = pParty->sRotationY;
         _5B65B8_npcdata_hiword_house_or_other = pParty->sRotationX;
         dword_5B65C0 = 1;