annotate stru6.h @ 1209:decc0dd6e4ba

more on arcomage
author Gloval
date Sun, 09 Jun 2013 13:20:34 +0400
parents ad89d1905b48
children b9747d9e9b4e
rev   line source
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1 #pragma once
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2 #include "Render.h"
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3
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4
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5 /* 120 */
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6 #pragma pack(push, 1)
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7 struct stru6_stru1_indoor_sw_billboard
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8 {
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9 //----- (004775B1) --------------------------------------------------------
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10 inline stru6_stru1_indoor_sw_billboard()
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11 {
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12 field_10 = 0;
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13 uNumVec4sInArray1 = 0;
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14 uNumVec3sInArray2 = 0;
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15 pArray1 = nullptr;
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16 pArray2 = nullptr;
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17 }
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18
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19 //----- (004775C4) --------------------------------------------------------
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3395579f6c4d stru6_stru1_indoor_sw_billboard destructor fix, removing "extern" from struct definition, fixing probable typo in SPELL_AIR_SPARKS
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20 virtual ~stru6_stru1_indoor_sw_billboard();
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21
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22 int _4775ED(float a2);
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23 int _477927(float a2);
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24 int sub_477C61();
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25 bool sub_477F63();
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26 int sub_47802A();
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27 void Initialize(int a2);
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28 void _47829F_fireball_collision(float arg0, float a3, float a4, float a5, int a2);
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29
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30
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31 unsigned int uNumVec4sInArray1;
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32 struct stru16x *pArray1;
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33 unsigned int uNumVec3sInArray2;
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34 struct stru160 *pArray2;
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35 int field_10;
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ad89d1905b48 * stru6_stru1_indoor_sw_billboard::sub_47802A() cleaned, fireball working
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36 int field_14[40];
ad89d1905b48 * stru6_stru1_indoor_sw_billboard::sub_47802A() cleaned, fireball working
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37 float field_B4[40];
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38 };
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39 #pragma pack(pop)
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40
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41
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42 /* 122 */
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43 #pragma pack(push, 1)
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44 struct PlayerBuffAnim
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45 {
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46 inline PlayerBuffAnim():
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47 bRender(false), uSpellAnimTime(0), uSpellIconID(0)
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48 {}
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49
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50 __int16 bRender;
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51 __int16 field_2;
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e01730a207c3 Spell animations on portraits drawn when casting
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52 int uSpellAnimTimeElapsed;
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53 int uSpellAnimTime;
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54 int uSpellIconID;
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55 };
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56 #pragma pack(pop)
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57
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58
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59 /* 307 */
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60 #pragma pack(push, 1)
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61 struct ProjectileAnim
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62 {
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63 float srcX;
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64 float srcY;
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65 float srcZ;
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66 float dstX;
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67 float dstY;
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68 float dstZ;
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69 int uTextureID;
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70 };
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71 #pragma pack(pop)
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72
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73
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74 /* 306 */
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75 #pragma pack(push, 1)
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76 struct stru6_stru2
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77 {
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78 //int field_0;
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79 float flt_0_x;
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80 float flt_4_y;
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81 float flt_8_z;
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82 int field_C;
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83 };
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84 #pragma pack(pop)
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85
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86
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87
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88 /* 121 */
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89 #pragma pack(push, 1)
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90 struct stru6
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91 {
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92 //----- (004A7155) --------------------------------------------------------
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93 stru6()
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94 {
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95 this->field_204 = 0;
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96 this->uFadeTime = 0;
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97 this->uNumProjectiles = 0;
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98 this->field_0 = 0;
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99
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100 pStru1 = new stru6_stru1_indoor_sw_billboard;
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101 pStru1->Initialize(0xFF3C1Eu);
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102 }
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103 //----- (004A71DC) --------------------------------------------------------
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104 ~stru6()
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105 {
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106 if (pStru1)
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107 delete pStru1;
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108 pStru1 = nullptr;
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109 }
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110
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111 void DoAddProjectile(float srcX, float srcY, float srcZ, float dstX, float dstY, float dstZ, unsigned int uTextureID);
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112 void DrawProjectiles();
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cb0ad52d6a26 LayingItem -> SpriteObject (long-waited rename, old name was inaccurate and confused people)
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113 void _4A73AA_hanging_trace_particles___like_fire_strike_ice_blast_etc(struct SpriteObject *a2, unsigned int uDiffuse, unsigned int uTextureID);
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114 void _4A75CC_single_spell_collision_particle(struct SpriteObject *a1, unsigned int uDiffuse, unsigned int uTextureID);
cb0ad52d6a26 LayingItem -> SpriteObject (long-waited rename, old name was inaccurate and confused people)
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115 void _4A7688_fireball_collision_particle(struct SpriteObject *a2);
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116 void _4A77FD_some_stuff_d3d(struct SpriteObject *a1);
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117 void _4A78AE_sparks_spell(struct SpriteObject *a1);
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118 void _4A7948_mind_blast_after_effect(struct SpriteObject *a1);
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119 bool AddMobileLight(struct SpriteObject *a1, unsigned int uDiffuse, int uRadius);
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120 void _4A7A66_miltiple_spell_collision_partifles___like_after_sparks_or_lightning(SpriteObject *a1, unsigned int uDiffuse, unsigned int uTextureID, float a4);
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121 void _4A7C07(struct SpriteObject *a2);
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122 void AddProjectile(struct SpriteObject *a2, int a3, unsigned int uTextureID);
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8b8fd4d83fdc Various things here and there
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123 void _4A7E89_sparkles_on_actor_after_it_casts_buff(struct Actor *pActor, unsigned int uDiffuse);
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124 void _4A7F74(int x, int y, int z);
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125 int _4A806F(struct Actor *pActor);
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126 void _4A80DC_some_stuff_sw(struct SpriteObject *a2);
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127 bool _4A81CA(struct SpriteObject *a2);
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128 void SetPlayerBuffAnim(unsigned __int16 uSpellID, unsigned __int16 uPlayerID);
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129 void FadeScreen__like_Turn_Undead_and_mb_Armageddon(unsigned int uDiffuseColor, unsigned int uFadeTime);
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130 int _4A8BFC();
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131 void RenderSpecialEffects();
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132 void DrawPlayerBuffAnims();
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133 void LoadAnimations();
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134
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135
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136 int field_0;
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137 stru6_stru2 array_4[31];
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138 int field_1F4;
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139 int field_1F8;
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140 int field_1FC;
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141 int field_200;
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142 int field_204;
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143 PlayerBuffAnim pPlayerBuffs[4];
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144 ProjectileAnim pProjectiles[32];
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145 int uNumProjectiles;
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146 stru6_stru1_indoor_sw_billboard *pStru1;
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147 int field_5D0;
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148 int uAnimLength;
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149 int uFadeTime;
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150 int uFadeTime2;
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151 int uFadeColor;
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152 unsigned int uTextureID_effpar1;
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153 unsigned int uTextureID_effpar2;
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154 unsigned int uTextureID_effpar3;
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155 unsigned int uSpriteID_sp57c;
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156 int field_5F4;
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157 };
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158 #pragma pack(pop)
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159
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160