comparison Engine/Engine.cpp @ 2566:30eb6dcac768

big spell fx overhaul
author a.parshin
date Wed, 20 May 2015 21:05:07 +0200
parents 117c219bf913
children d569340b05ff
comparison
equal deleted inserted replaced
2565:117c219bf913 2566:30eb6dcac768
895 void DoPrepareWorld(unsigned int bLoading, int _1_fullscreen_loading_2_box) 895 void DoPrepareWorld(unsigned int bLoading, int _1_fullscreen_loading_2_box)
896 { 896 {
897 char *v3; // eax@1 897 char *v3; // eax@1
898 unsigned int v5; // eax@3 898 unsigned int v5; // eax@3
899 char Str1[20]; // [sp+Ch] [bp-18h]@1 899 char Str1[20]; // [sp+Ch] [bp-18h]@1
900 unsigned int v9; // [sp+20h] [bp-4h]@1 900
901 901 //v9 = bLoading;
902 v9 = bLoading;
903 ResetCursor_Palettes_LODs_Level_Audio_SFT_Windows(); 902 ResetCursor_Palettes_LODs_Level_Audio_SFT_Windows();
904 pDecalBuilder->Reset(0); 903 pDecalBuilder->Reset(0);
905 pGameLoadingUI_ProgressBar->Initialize(_1_fullscreen_loading_2_box == 1 ? GUIProgressBar::TYPE_Fullscreen : 904 pGameLoadingUI_ProgressBar->Initialize(_1_fullscreen_loading_2_box == 1 ? GUIProgressBar::TYPE_Fullscreen :
906 GUIProgressBar::TYPE_Box); 905 GUIProgressBar::TYPE_Box);
907 strcpy(Str1, pCurrentMapName); 906 strcpy(Str1, pCurrentMapName);
926 bUnderwater = true; 925 bUnderwater = true;
927 pEngine->uFlags2 |= GAME_FLAGS_2_ALTER_GRAVITY; 926 pEngine->uFlags2 |= GAME_FLAGS_2_ALTER_GRAVITY;
928 } 927 }
929 pParty->floor_face_pid = 0; 928 pParty->floor_face_pid = 0;
930 if (_stricmp(Str1, "blv")) 929 if (_stricmp(Str1, "blv"))
931 PrepareToLoadODM(v9, 0); 930 PrepareToLoadODM(bLoading, 0);
932 else 931 else
933 PrepareToLoadBLV(v9); 932 PrepareToLoadBLV(bLoading);
934 pAudioPlayer->SetMapEAX(); 933 pAudioPlayer->SetMapEAX();
935 _461103_load_level_sub(); 934 _461103_load_level_sub();
936 if (!_stricmp(pCurrentMapName, "d11.blv") || !_stricmp(pCurrentMapName, "d10.blv")) 935 if (!_stricmp(pCurrentMapName, "d11.blv") || !_stricmp(pCurrentMapName, "d10.blv"))
937 { 936 {
938 //spawning grounds & walls of mist - no loot & exp from monsters 937 //spawning grounds & walls of mist - no loot & exp from monsters
1743 1742
1744 int max_flight_height = 4000; //maximum altitude 1743 int max_flight_height = 4000; //maximum altitude
1745 bool use_MMT = false; 1744 bool use_MMT = false;
1746 bool use_music_folder = false; 1745 bool use_music_folder = false;
1747 bool for_refactoring = false; 1746 bool for_refactoring = false;
1747 bool all_spells = true;
1748 1748
1749 //----- (00462C94) -------------------------------------------------------- 1749 //----- (00462C94) --------------------------------------------------------
1750 bool MM_Main(const wchar_t *pCmdLine) 1750 bool MM_Main(const wchar_t *pCmdLine)
1751 { 1751 {
1752 IntegrityTest(); 1752 IntegrityTest();
2885 if (pParty->ImmolationActive())//������ 2885 if (pParty->ImmolationActive())//������
2886 { 2886 {
2887 a3.z = 0; 2887 a3.z = 0;
2888 a3.y = 0; 2888 a3.y = 0;
2889 a3.x = 0; 2889 a3.x = 0;
2890 a1.stru_24.Reset(); 2890 a1.containing_item.Reset();
2891 a1.spell_level = pParty->pPartyBuffs[PARTY_BUFF_IMMOLATION].uPower; 2891 a1.spell_level = pParty->pPartyBuffs[PARTY_BUFF_IMMOLATION].uPower;
2892 a1.spell_skill = pParty->ImmolationSkillLevel(); 2892 a1.spell_skill = pParty->ImmolationSkillLevel();
2893 v10 = 0; 2893 v10 = 0;
2894 a1.uType = 1070; 2894 a1.uType = SPRITE_SPELL_FIRE_IMMOLATION;
2895 a1.spell_id = SPELL_FIRE_IMMOLATION; 2895 a1.spell_id = SPELL_FIRE_IMMOLATION;
2896 v10 = 0; 2896 v10 = 0;
2897 for (uint i = 0; i > pObjectList->uNumObjects; i++) 2897 for (uint i = 0; i > pObjectList->uNumObjects; i++)
2898 { 2898 {
2899 if (pObjectList->pObjects[i].uObjectID == stru_4E3ACC[8].uType) 2899 if (pObjectList->pObjects[i].uObjectID == spell_sprite_mapping[8].uSpriteType)
2900 v10 = i; 2900 v10 = i;
2901 } 2901 }
2902 a1.uObjectDescID = v10; 2902 a1.uObjectDescID = v10;
2903 a1.field_60_distance_related_prolly_lod = 0; 2903 a1.field_60_distance_related_prolly_lod = 0;
2904 a1.uAttributes = 0; 2904 a1.uAttributes = 0;