comparison Indoor.cpp @ 794:4a00901e063c

stru10
author Nomad
date Mon, 25 Mar 2013 11:58:38 +0200
parents 290afbd48b6b
children 472ca68386d4 305ba6e71c71
comparison
equal deleted inserted replaced
793:290afbd48b6b 794:4a00901e063c
287 v3 = 0; 287 v3 = 0;
288 } 288 }
289 else 289 else
290 { 290 {
291 v3 = pBspRenderer->nodes[v2].std__vector_0007AC; 291 v3 = pBspRenderer->nodes[v2].std__vector_0007AC;
292 v6 = pBspRenderer->nodes[v2].pVertices; 292 v6 = pBspRenderer->nodes[v2].pPortalBounding;
293 } 293 }
294 IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID, v3, 4, v6); 294 IndoorLocation::ExecDraw_d3d(pBspRenderer->faces[i].uFaceID, v3, 4, v6);
295 } 295 }
296 } 296 }
297 else 297 else
437 this->uBitmapID = a2->uTextureID; 437 this->uBitmapID = a2->uTextureID;
438 this->pVertexIDs = a2->pVertexIDs; 438 this->pVertexIDs = a2->pVertexIDs;
439 } 439 }
440 440
441 //----- (004B0A25) -------------------------------------------------------- 441 //----- (004B0A25) --------------------------------------------------------
442 void IndoorLocation::ExecDraw_d3d(unsigned int uFaceID, IndoorCameraD3D_Vec4 *pVertices, unsigned int uNumVertices, RenderVertexSoft *a4) 442 void IndoorLocation::ExecDraw_d3d(unsigned int uFaceID, IndoorCameraD3D_Vec4 *pVertices, unsigned int uNumVertices, RenderVertexSoft *pPortalBounding)
443 { 443 {
444 //unsigned int v4; // esi@1 444 //unsigned int v4; // esi@1
445 char *v5; // eax@4 445 char *v5; // eax@4
446 signed int v6; // ecx@4 446 signed int v6; // ecx@4
447 char *v7; // eax@8 447 char *v7; // eax@8
513 static_vertices_F7C228[i].u = (signed short)pFace->pVertexUIDs[i]; 513 static_vertices_F7C228[i].u = (signed short)pFace->pVertexUIDs[i];
514 static_vertices_F7C228[i].v = (signed short)pFace->pVertexVIDs[i]; 514 static_vertices_F7C228[i].v = (signed short)pFace->pVertexVIDs[i];
515 } 515 }
516 516
517 if (!pVertices || 517 if (!pVertices ||
518 (pGame->pStru9Instance->_498377(a4, 4u, pVertices, static_vertices_F7C228, &uNumVerticesa), uNumVerticesa) ) 518 (pGame->pStru9Instance->_498377(pPortalBounding, 4u, pVertices, static_vertices_F7C228, &uNumVerticesa), uNumVerticesa) )
519 { 519 {
520 if (pGame->pIndoorCameraD3D->_437285_prolly_colide_vertices_against_frustrum(static_vertices_F7C228, &uNumVerticesa, 520 if (pGame->pIndoorCameraD3D->_437285_prolly_colide_vertices_against_frustrum(static_vertices_F7C228, &uNumVerticesa,
521 static_vertices_F7B628, pGame->pIndoorCameraD3D->std__vector_000034_prolly_frustrum, 4, false, 0) != 1 || uNumVerticesa ) 521 static_vertices_F7B628, pGame->pIndoorCameraD3D->std__vector_000034_prolly_frustrum, 4, false, 0) != 1 || uNumVerticesa )
522 { 522 {
523 a4a = SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel); 523 a4a = SHIWORD(stru_F8AD28.uCurrentAmbientLightLevel);
1420 nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW; 1420 nodes[num_nodes].uViewportW = pBLVRenderParams->uViewportW;
1421 //v38 = pGame->pStru10Instance; 1421 //v38 = pGame->pStru10Instance;
1422 //a0a = pGame->pIndoorCameraD3D; 1422 //a0a = pGame->pIndoorCameraD3D;
1423 if (p->std__vector_0007A8 == -1 ) 1423 if (p->std__vector_0007A8 == -1 )
1424 { 1424 {
1425 v29 = pGame->pStru10Instance->_49C681_DrawDebugStuff(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pVertices); 1425 v29 = pGame->pStru10Instance->MessWithPortal(pFace, nodes[num_nodes].std__vector_0007AC, nodes[num_nodes].pPortalBounding);
1426 } 1426 }
1427 else 1427 else
1428 { 1428 {
1429 static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64]; 1429 static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64];
1430 static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64]; 1430 static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64];
1457 4, 1457 4,
1458 0, 1458 0,
1459 0); 1459 0);
1460 v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, (int *)&a2, 1460 v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, (int *)&a2,
1461 nodes[num_nodes].std__vector_0007AC, 1461 nodes[num_nodes].std__vector_0007AC,
1462 nodes[num_nodes].pVertices); 1462 nodes[num_nodes].pPortalBounding);
1463 } 1463 }
1464 if ( v29 ) 1464 if ( v29 )
1465 { 1465 {
1466 nodes[num_nodes].std__vector_0007A8 = uFaceID; 1466 nodes[num_nodes].std__vector_0007A8 = uFaceID;
1467 v30 = num_nodes; 1467 v30 = num_nodes;