Mercurial > might-and-magic-trilogy
view Vis.h @ 127:9eac46182d8f
Слияние
author | Ritor1 |
---|---|
date | Sun, 04 Nov 2012 09:37:39 +0600 |
parents | 8b8875f5b359 |
children |
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line source
#pragma once #include "Render.h" #pragma pack(push, 1) struct Vis_stru1_stru0 { void *pObjectInfo; int sZValue; unsigned int uObjectType; }; #pragma pack(pop) #pragma pack(push, 1) struct Vis_stru1 { Vis_stru1(); //----- (004C0585) -------------------------------------------------------- ~Vis_stru1() {} Vis_stru1_stru0 *sub_4C2551(int a2, int a3); Vis_stru1_stru0 **create_object_pointers(unsigned int flag); void (__thiscall ***vdestructor_ptr)(Vis_stru1 *, bool); Vis_stru1_stru0 array_0004[512]; Vis_stru1_stru0 *array_1804[512]; unsigned int uNumPointers; }; #pragma pack(pop) /* 116 */ #pragma pack(push, 1) struct Vis { Vis(); //----- (004C05A2) -------------------------------------------------------- //virtual ~Vis() {} //----- (004C05BE) -------------------------------------------------------- ~Vis() {} bool _4C05CC(Vis_stru1 *a2, struct stru157 *a3, struct stru157 *a4); bool PickMouse(float fDepth, float fMouseX, float fMouseY, struct stru157 *a5, struct stru157 *a6); void _4C06F8(float arg0, Vis_stru1 *a3, struct stru157 *a2); bool is_part_of_selection(struct BLVFace *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, struct stru157 *a2); bool DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx); int _4C0D32_BLV(float a1, Vis_stru1 *arg4, struct stru157 *a2); void _4C0DEA_ODM(float arg0, Vis_stru1 *a3, struct stru157 *a2); Vis_stru1_stru0 *_4C1026(struct BLVFace *a2, unsigned int a3, float a4); char _4C12C3_FindSomeBillboard(struct RenderVertexSoft *a1, int a2, float a3, float a4); void GetPolygonCenter(struct RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY); float *_4C1495(struct RenderVertexSoft *Src, int a2, float *a3, float *a4); void PickBillboards(float fPickDepth, float fX, float fY, Vis_stru1 *a4, stru157 *a2); bool IsPointInsideD3DBillboard(struct RenderBillboardD3D *a1, float x, float y); void PickIndoor(float fDepth, struct RenderVertexSoft *pRay, Vis_stru1 *a4, stru157 *a5); void PickOutdoor(float fDepth, struct RenderVertexSoft *pRay, Vis_stru1 *a4, stru157 *a5, char a6); int _4C1944(int a2, unsigned int a3, int a4, int a5, int a6); void _4C1A02(); bool SortVectors_x(RenderVertexSoft *a2, int a3, int a4); int get_object_zbuf_val(Vis_stru1_stru0 *a2); int get_picked_object_zbuf_val(); bool Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *a4, BLVFace *a5, unsigned int a6); int _4C1D2B(BLVFace *pFace, Vec3_short_ a2, unsigned int uModelID); bool _4C1EE5_BLV_IntersectBModel_2(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *pFace); bool _4C2186_BLV_IntersectBModel(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *a6, unsigned int uModelID); void CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth); void sort_object_pointers(Vis_stru1_stru0 **pPointers, int left, int right); bool SortVerticesByX(struct RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd); bool SortVerticesByY(struct RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd); bool sort_objects_2(struct RenderVertexSoft *pArray, int sLeft, int sRight); bool sort_objects_3(struct RenderVertexSoft *pArray, int sLeft, int sRight); void (__thiscall ***vdestructor_ptr)(Vis *, bool); Vis_stru1 stru1; RenderVertexSoft stru_200C; RenderVertexSoft stru_203C; RenderVertexSoft stru_206C; RenderVertexSoft stru_209C; int field_20CC; }; #pragma pack(pop)