comparison mm7_5.cpp @ 1202:0dbf6c4dd029

arrays to std::arrays phase 1
author Grumpy7
date Sat, 08 Jun 2013 21:33:22 +0200
parents a90dc4aee8f4
children 8c02e6f74b29
comparison
equal deleted inserted replaced
1196:44f37efc159c 1202:0dbf6c4dd029
1683 } 1683 }
1684 else 1684 else
1685 { 1685 {
1686 pParty->field_6E4 = 0; 1686 pParty->field_6E4 = 0;
1687 pParty->field_6E0 = 0; 1687 pParty->field_6E0 = 0;
1688 pCastSpellInfo->_427D48(1); 1688 pCastSpellInfo.data()->_427D48(1);
1689 DialogueEnding(); 1689 DialogueEnding();
1690 pEventTimer->Pause(); 1690 pEventTimer->Pause();
1691 pGameLoadingUI_ProgressBar->Initialize(GUIProgressBar::TYPE_Box); 1691 pGameLoadingUI_ProgressBar->Initialize(GUIProgressBar::TYPE_Box);
1692 ++pGameLoadingUI_ProgressBar->uProgressMax; 1692 ++pGameLoadingUI_ProgressBar->uProgressMax;
1693 SaveGame(1, 0); 1693 SaveGame(1, 0);
3250 dword_50C9D4 = 0; 3250 dword_50C9D4 = 0;
3251 dword_50C9D8 = 0; 3251 dword_50C9D8 = 0;
3252 } 3252 }
3253 } 3253 }
3254 } 3254 }
3255 pCastSpellInfo->_427E01_cast_spell(); 3255 pCastSpellInfo.data()->_427E01_cast_spell();
3256 } 3256 }
3257 3257
3258 //----- (004356FF) -------------------------------------------------------- 3258 //----- (004356FF) --------------------------------------------------------
3259 void __cdecl back_to_game() 3259 void __cdecl back_to_game()
3260 { 3260 {
4268 } 4268 }
4269 } 4269 }
4270 uActorID = 0; 4270 uActorID = 0;
4271 if ( (signed int)uNumActors > 0 ) 4271 if ( (signed int)uNumActors > 0 )
4272 { 4272 {
4273 v28 = pActors;//[0].vPosition.z; 4273 v28 = pActors.data();//[0].vPosition.z;
4274 do 4274 do
4275 { 4275 {
4276 if ( v28->CanAct() ) 4276 if ( v28->CanAct() )
4277 { 4277 {
4278 v29 = *(short *)v1; 4278 v29 = *(short *)v1;
8796 v5 = 1; 8796 v5 = 1;
8797 8797
8798 Log::Warning(L"%S %S %u", __FILE__, __FUNCTION__, __LINE__); // ai_near_actors_targets_pid[i] for AI_Stand seems always 0; original code behaviour is identical 8798 Log::Warning(L"%S %S %u", __FILE__, __FUNCTION__, __LINE__); // ai_near_actors_targets_pid[i] for AI_Stand seems always 0; original code behaviour is identical
8799 for (uint i = 0; i < uNumActors; ++i) 8799 for (uint i = 0; i < uNumActors; ++i)
8800 { 8800 {
8801 auto actor = pActors + i; 8801 auto actor = &pActors[i];
8802 8802
8803 if (actor->CanAct() || actor->uAIState == Disabled) 8803 if (actor->CanAct() || actor->uAIState == Disabled)
8804 { 8804 {
8805 actor->vPosition.x = actor->vInitialPosition.x; 8805 actor->vPosition.x = actor->vInitialPosition.x;
8806 actor->vPosition.y = actor->vInitialPosition.y; 8806 actor->vPosition.y = actor->vInitialPosition.y;
8879 v4 = 0; 8879 v4 = 0;
8880 *v1 = 0; 8880 *v1 = 0;
8881 v8 = v2; 8881 v8 = v2;
8882 if ( (signed int)uNumActors > 0 ) 8882 if ( (signed int)uNumActors > 0 )
8883 { 8883 {
8884 v5 = pActors; 8884 v5 = pActors.data();
8885 do 8885 do
8886 { 8886 {
8887 v6 = v5->uAttributes; 8887 v6 = v5->uAttributes;
8888 if ( (v6 & 0x100000) == v8 ) 8888 if ( (v6 & 0x100000) == v8 )
8889 { 8889 {
8916 v8 = GetAlertStatus(); 8916 v8 = GetAlertStatus();
8917 *v2 = 0; 8917 *v2 = 0;
8918 v9 = 0; 8918 v9 = 0;
8919 if ( (signed int)uNumActors > 0 ) 8919 if ( (signed int)uNumActors > 0 )
8920 { 8920 {
8921 v4 = pActors;//[0].pMonsterInfo.uID; 8921 v4 = pActors.data();//[0].pMonsterInfo.uID;
8922 do 8922 do
8923 { 8923 {
8924 v5 = v4->uAttributes; // actor::attributes 8924 v5 = v4->uAttributes; // actor::attributes
8925 if ( (v5 & 0x100000) == v8 ) 8925 if ( (v5 & 0x100000) == v8 )
8926 { 8926 {
8956 v8 = GetAlertStatus(); 8956 v8 = GetAlertStatus();
8957 *v2 = 0; 8957 *v2 = 0;
8958 v9 = 0; 8958 v9 = 0;
8959 if ( (signed int)uNumActors > 0 ) 8959 if ( (signed int)uNumActors > 0 )
8960 { 8960 {
8961 v4 = pActors;//[0].uGroup; 8961 v4 = pActors.data();//[0].uGroup;
8962 do 8962 do
8963 { 8963 {
8964 v5 = v4->uAttributes; 8964 v5 = v4->uAttributes;
8965 if ( (v5 & 0x100000) == v8 ) 8965 if ( (v5 & 0x100000) == v8 )
8966 { 8966 {