comparison UICharacter.cpp @ 948:5a2dbb00c399

Code cleaning.
author Nomad
date Wed, 01 May 2013 17:31:10 +0200
parents 9be9afdbeac3
children c0d0656aa662
comparison
equal deleted inserted replaced
947:99aa9c8464cf 948:5a2dbb00c399
148 v85 = pGUIWindow_CurrentMenu->pCurrentPosActiveItem; 148 v85 = pGUIWindow_CurrentMenu->pCurrentPosActiveItem;
149 v86 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0xFFu, 0, 0); 149 v86 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0xFFu, 0, 0);
150 v79 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0, 0xFFu, 0); 150 v79 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0, 0xFFu, 0);
151 pPlayer = &pParty->pPlayers[v1-1]; 151 pPlayer = &pParty->pPlayers[v1-1];
152 v3 = pIcons_LOD->LoadTexture("fr_skill", TEXTURE_16BIT_PALETTE); 152 v3 = pIcons_LOD->LoadTexture("fr_skill", TEXTURE_16BIT_PALETTE);
153 pRenderer->DrawTextureIndexed(8u, 8u, (Texture *)(v3 != -1 ? (int)&pIcons_LOD->pTextures[v3] : 0)); 153 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(v3));
154 v4 = v79; 154 v4 = v79;
155 if ( !pPlayer->uSkillPoints ) 155 if ( !pPlayer->uSkillPoints )
156 v4 = 65535; 156 v4 = 65535;
157 sprintf( 157 sprintf(
158 pTmpBuf, 158 pTmpBuf,
577 577
578 auto player = &pParty->pPlayers[uPlayerID - 1]; 578 auto player = &pParty->pPlayers[uPlayerID - 1];
579 //v1 = uPlayerID; 579 //v1 = uPlayerID;
580 v2 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0xFFu, 0xFFu, 0x9Bu); 580 v2 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0xFFu, 0xFFu, 0x9Bu);
581 award_texture_id = pIcons_LOD->LoadTexture("fr_award", TEXTURE_16BIT_PALETTE); 581 award_texture_id = pIcons_LOD->LoadTexture("fr_award", TEXTURE_16BIT_PALETTE);
582 pRenderer->DrawTextureIndexed(8u, 8u, (Texture *)(award_texture_id != -1 ? &pIcons_LOD->pTextures[award_texture_id] : 0)); 582 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(award_texture_id));
583 sprintfex(pTmpBuf, "%s \f%05d", pGlobalTXT_LocalizationStrings[LOCSTR_AVARDS_FOR], v2); 583 sprintfex(pTmpBuf, "%s \f%05d", pGlobalTXT_LocalizationStrings[LOCSTR_AVARDS_FOR], v2);
584 sprintfex(Source, pGlobalTXT_LocalizationStrings[LOCSTR_S_THE_S], player->pName, pClassNames[player->classType]); 584 sprintfex(Source, pGlobalTXT_LocalizationStrings[LOCSTR_S_THE_S], player->pName, pClassNames[player->classType]);
585 strcat(pTmpBuf, Source); 585 strcat(pTmpBuf, Source);
586 strcat(pTmpBuf, "\f00000"); 586 strcat(pTmpBuf, "\f00000");
587 pGUIWindow_CurrentMenu->DrawText(pFontArrus, 24, 18, 0, pTmpBuf, 0, 0, 0); 587 pGUIWindow_CurrentMenu->DrawText(pFontArrus, 24, 18, 0, pTmpBuf, 0, 0, 0);
769 769
770 v23 = pRenderer->pActiveZBuffer; 770 v23 = pRenderer->pActiveZBuffer;
771 pPlayer = pPlayers[uPlayerID]; 771 pPlayer = pPlayers[uPlayerID];
772 v3 = a2; 772 v3 = a2;
773 pPlayer2 = pPlayers[uPlayerID]; 773 pPlayer2 = pPlayers[uPlayerID];
774 pRenderer->DrawTextureIndexed(8, 8, (Texture *)(uTextureID_507958 != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_507958] : 0)); 774 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(uTextureID_507958));
775 if ( v3 ) 775 if ( v3 )
776 { 776 {
777 v4 = pIcons_LOD->LoadTexture("fr_strip", TEXTURE_16BIT_PALETTE); 777 v4 = pIcons_LOD->LoadTexture("fr_strip", TEXTURE_16BIT_PALETTE);
778 pRenderer->DrawTextureIndexed(8u, 0x131u, (Texture *)(v4 != -1 ? (int)&pIcons_LOD->pTextures[v4] : 0)); 778 pRenderer->DrawTextureIndexed(8u, 0x131u, pIcons_LOD->GetTexture(v4));
779 } 779 }
780 uCellID = 0; 780 uCellID = 0;
781 v26 = (int)pPlayer->pInventoryIndices; 781 v26 = (int)pPlayer->pInventoryIndices;
782 do 782 do
783 { 783 {
790 pItem2 = pItem; 790 pItem2 = pItem;
791 if ( pItem->uItemID ) 791 if ( pItem->uItemID )
792 { 792 {
793 v6 = pIcons_LOD->LoadTexture(pItemsTable->pItems[pItem->uItemID].pIconName, TEXTURE_16BIT_PALETTE); 793 v6 = pIcons_LOD->LoadTexture(pItemsTable->pItems[pItem->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
794 uTextureId = v6; 794 uTextureId = v6;
795 v7 = (Texture *)(v6 != -1 ? (int)&pIcons_LOD->pTextures[v6] : 0); 795 v7 = pIcons_LOD->GetTexture(v6);
796 v8 = (v6 != -1 ? pIcons_LOD->pTextures[v6].uTextureWidth : 24); 796 v8 = v7->uTextureWidth;
797 v9 = v7->uTextureHeight; 797 v9 = v7->uTextureHeight;
798 v10 = v7->uTextureWidth; 798 v10 = v7->uTextureWidth;
799 v11 = v7->uTextureWidth; 799 v11 = v7->uTextureWidth;
800 if ( v10 < 14 ) 800 if ( v10 < 14 )
801 v11 = 14; 801 v11 = 14;
835 if ( (unsigned __int8)(v16 & 0xF0) != 16 ) 835 if ( (unsigned __int8)(v16 & 0xF0) != 16 )
836 { 836 {
837 if ( (unsigned __int8)(v16 & 0xF0) == 32 ) 837 if ( (unsigned __int8)(v16 & 0xF0) == 32 )
838 { 838 {
839 v20 = "sp28a"; 839 v20 = "sp28a";
840 pTexture = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v20, TEXTURE_16BIT_PALETTE)]; 840 pTexture = pIcons_LOD->LoadTexturePtr(v20, TEXTURE_16BIT_PALETTE);
841 dword_50C9A8 -= pEventTimer->uTimeElapsed; 841 dword_50C9A8 -= pEventTimer->uTimeElapsed;
842 if ( dword_50C9A8 <= 0 ) 842 if ( dword_50C9A8 <= 0 )
843 { 843 {
844 dword_50C9A8 = 0; 844 dword_50C9A8 = 0;
845 LOBYTE(pItem2->uAttributes) &= 0xFu; 845 LOBYTE(pItem2->uAttributes) &= 0xFu;
855 continue; 855 continue;
856 } 856 }
857 if ( (unsigned __int8)(v16 & 0xF0) == 64 ) 857 if ( (unsigned __int8)(v16 & 0xF0) == 64 )
858 { 858 {
859 v20 = "sp30a"; 859 v20 = "sp30a";
860 pTexture = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v20, TEXTURE_16BIT_PALETTE)]; 860 pTexture = pIcons_LOD->LoadTexturePtr(v20, TEXTURE_16BIT_PALETTE);
861 dword_50C9A8 -= pEventTimer->uTimeElapsed; 861 dword_50C9A8 -= pEventTimer->uTimeElapsed;
862 if ( dword_50C9A8 <= 0 ) 862 if ( dword_50C9A8 <= 0 )
863 { 863 {
864 dword_50C9A8 = 0; 864 dword_50C9A8 = 0;
865 LOBYTE(pItem2->uAttributes) &= 0xFu; 865 LOBYTE(pItem2->uAttributes) &= 0xFu;
875 continue; 875 continue;
876 } 876 }
877 if ( (unsigned __int8)(v16 & 0xF0) == 128 ) 877 if ( (unsigned __int8)(v16 & 0xF0) == 128 )
878 { 878 {
879 v20 = "sp91a"; 879 v20 = "sp91a";
880 pTexture = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v20, TEXTURE_16BIT_PALETTE)]; 880 pTexture = pIcons_LOD->LoadTexturePtr(v20, TEXTURE_16BIT_PALETTE);
881 dword_50C9A8 -= pEventTimer->uTimeElapsed; 881 dword_50C9A8 -= pEventTimer->uTimeElapsed;
882 if ( dword_50C9A8 <= 0 ) 882 if ( dword_50C9A8 <= 0 )
883 { 883 {
884 dword_50C9A8 = 0; 884 dword_50C9A8 = 0;
885 LOBYTE(pItem2->uAttributes) &= 0xFu; 885 LOBYTE(pItem2->uAttributes) &= 0xFu;
894 v26 += 4; 894 v26 += 4;
895 continue; 895 continue;
896 } 896 }
897 } 897 }
898 v20 = "sptext01"; 898 v20 = "sptext01";
899 pTexture = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v20, TEXTURE_16BIT_PALETTE)]; 899 pTexture = pIcons_LOD->LoadTexturePtr(v20, TEXTURE_16BIT_PALETTE);
900 dword_50C9A8 -= pEventTimer->uTimeElapsed; 900 dword_50C9A8 -= pEventTimer->uTimeElapsed;
901 if ( dword_50C9A8 <= 0 ) 901 if ( dword_50C9A8 <= 0 )
902 { 902 {
903 dword_50C9A8 = 0; 903 dword_50C9A8 = 0;
904 LOBYTE(pItem2->uAttributes) &= 0xFu; 904 LOBYTE(pItem2->uAttributes) &= 0xFu;
1130 case WINDOW_CharacterWindow_Stats: // stats 1130 case WINDOW_CharacterWindow_Stats: // stats
1131 sub_4196A0(); 1131 sub_4196A0();
1132 sub_419379(); 1132 sub_419379();
1133 CharacterUI_StatsTab_Draw(uPlayerIdx); 1133 CharacterUI_StatsTab_Draw(uPlayerIdx);
1134 v7 = pIcons_LOD->LoadTexture("ib-cd1-d", TEXTURE_16BIT_PALETTE); 1134 v7 = pIcons_LOD->LoadTexture("ib-cd1-d", TEXTURE_16BIT_PALETTE);
1135 pTexture = (Texture *)(v7 != -1 ? (int)&pIcons_LOD->pTextures[v7] : 0); 1135 pTexture = pIcons_LOD->GetTexture(v7);
1136 pButton = pCharacterScreen_StatsBtn; 1136 pButton = pCharacterScreen_StatsBtn;
1137 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture); 1137 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture);
1138 break; 1138 break;
1139 case WINDOW_CharacterWindow_Skills: // skills 1139 case WINDOW_CharacterWindow_Skills: // skills
1140 if ( dword_507CC0 != uActiveCharacter ) 1140 if ( dword_507CC0 != uActiveCharacter )
1143 CharacterUI_SkillScreen_Draw(); 1143 CharacterUI_SkillScreen_Draw();
1144 } 1144 }
1145 sub_419379(); 1145 sub_419379();
1146 CharacterUI_SkillsTab_Draw(uPlayerIdx); 1146 CharacterUI_SkillsTab_Draw(uPlayerIdx);
1147 v6 = pIcons_LOD->LoadTexture("ib-cd2-d", TEXTURE_16BIT_PALETTE); 1147 v6 = pIcons_LOD->LoadTexture("ib-cd2-d", TEXTURE_16BIT_PALETTE);
1148 pTexture = (Texture *)(v6 != -1 ? (int)&pIcons_LOD->pTextures[v6] : 0); 1148 pTexture = pIcons_LOD->GetTexture(v6);
1149 pButton = pCharacterScreen_SkillsBtn; 1149 pButton = pCharacterScreen_SkillsBtn;
1150 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture); 1150 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture);
1151 break; 1151 break;
1152 case WINDOW_CharacterWindow_Awards: // awards 1152 case WINDOW_CharacterWindow_Awards: // awards
1153 sub_4196A0(); 1153 sub_4196A0();
1154 sub_419379(); 1154 sub_419379();
1155 sub_419220(); 1155 sub_419220();
1156 CharacterUI_AwardsTab_Draw(uPlayerIdx); 1156 CharacterUI_AwardsTab_Draw(uPlayerIdx);
1157 v5 = pIcons_LOD->LoadTexture("ib-cd4-d", TEXTURE_16BIT_PALETTE); 1157 v5 = pIcons_LOD->LoadTexture("ib-cd4-d", TEXTURE_16BIT_PALETTE);
1158 pTexture = (Texture *)(v5 != -1 ? (int)&pIcons_LOD->pTextures[v5] : 0); 1158 pTexture = pIcons_LOD->GetTexture(v5);
1159 pButton = pCharacterScreen_AwardsBtn; 1159 pButton = pCharacterScreen_AwardsBtn;
1160 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture); 1160 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture);
1161 break; 1161 break;
1162 case WINDOW_CharacterWindow_Inventory: // inventory and other 1162 case WINDOW_CharacterWindow_Inventory: // inventory and other
1163 sub_4196A0(); 1163 sub_4196A0();
1164 sub_419379(); 1164 sub_419379();
1165 CharacterUI_InventoryTab_Draw(uPlayerIdx, 0); 1165 CharacterUI_InventoryTab_Draw(uPlayerIdx, 0);
1166 v2 = pIcons_LOD->LoadTexture("ib-cd3-d", TEXTURE_16BIT_PALETTE); 1166 v2 = pIcons_LOD->LoadTexture("ib-cd3-d", TEXTURE_16BIT_PALETTE);
1167 pTexture = (Texture *)(v2 != -1 ? (int)&pIcons_LOD->pTextures[v2] : 0); 1167 pTexture = pIcons_LOD->GetTexture(v2);
1168 pButton = pCharacterScreen_InventoryBtn; 1168 pButton = pCharacterScreen_InventoryBtn;
1169 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture); 1169 pRenderer->DrawTextureIndexed(pButton->uX, pButton->uY, pTexture);
1170 break; 1170 break;
1171 default: 1171 default:
1172 break; 1172 break;
1345 } 1345 }
1346 pRenderer->ResetTextureClipRect(); 1346 pRenderer->ResetTextureClipRect();
1347 pRenderer->DrawTextureIndexed(0x1D3u, 0, pIcons_LOD->GetTexture(uTextureID_BACKDOLL));//Подложка 1347 pRenderer->DrawTextureIndexed(0x1D3u, 0, pIcons_LOD->GetTexture(uTextureID_BACKDOLL));//Подложка
1348 if ( IsPlayerWearingWatersuit[uPlayerID] )//акваланг 1348 if ( IsPlayerWearingWatersuit[uPlayerID] )//акваланг
1349 { 1349 {
1350 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY, 1350 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]));
1351 (Texture *)(papredoll_dbods[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dbods[uPlayerID - 1]] : 0));
1352 if ( !bRingsShownInCharScreen ) 1351 if ( !bRingsShownInCharScreen )
1353 pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, 1352 pRenderer->DrawMaskToZBuffer(pPaperdoll_BodyX, pPaperdoll_BodyY, pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]), pPlayers[uPlayerID]->pEquipment.uArmor);
1354 (Texture *)(papredoll_dbods[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dbods[uPlayerID - 1]] : 0),
1355 pPlayers[uPlayerID]->pEquipment.uArmor);
1356 v6 = pPlayers[uPlayerID]->pEquipment.uMainHand; 1353 v6 = pPlayers[uPlayerID]->pEquipment.uMainHand;
1357 if ( !v6 || (v7 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[v6-1], pItemsTable->pItems[v7].uEquipType != 1) 1354 if ( !v6 || (v7 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[v6-1], pItemsTable->pItems[v7].uEquipType != 1)
1358 && (pItemsTable->pItems[v7].uSkillType != 4 || pPlayers[uPlayerID]->pEquipment.uShield) ) 1355 && (pItemsTable->pItems[v7].uSkillType != 4 || pPlayers[uPlayerID]->pEquipment.uShield) )
1359 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], 1356 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1],
1360 (Texture *)(papredoll_dlads[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dlads[uPlayerID - 1]] : 0)); 1357 pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1]));
1361 pMainHandNum4 = pPlayers[uPlayerID]->pEquipment.uMainHand; 1358 pMainHandNum4 = pPlayers[uPlayerID]->pEquipment.uMainHand;
1362 if ( pMainHandNum4 ) 1359 if ( pMainHandNum4 )
1363 { 1360 {
1364 item_MainHand4 = &pPlayers[uPlayerID]->pInventoryItems[pMainHandNum4 - 1]; 1361 item_MainHand4 = &pPlayers[uPlayerID]->pInventoryItems[pMainHandNum4 - 1];
1365 pX_MainHand4 = pPaperdoll_BodyX + paperdoll_Weapon[pBodyComplection][1][0] - pItemsTable->pItems[item_MainHand4->uItemID].uEquipX; 1362 pX_MainHand4 = pPaperdoll_BodyX + paperdoll_Weapon[pBodyComplection][1][0] - pItemsTable->pItems[item_MainHand4->uItemID].uEquipX;
1370 v166 = pItemsTable->pItems[item_MainHand4->uItemID].pIconName; 1367 v166 = pItemsTable->pItems[item_MainHand4->uItemID].pIconName;
1371 v14 = pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE); 1368 v14 = pIcons_LOD->LoadTexture(v166, TEXTURE_16BIT_PALETTE);
1372 if ( !( item_MainHand4->uAttributes & 0xF0 ) ) 1369 if ( !( item_MainHand4->uAttributes & 0xF0 ) )
1373 { 1370 {
1374 v18 = v14 + 1; 1371 v18 = v14 + 1;
1375 v19 = (char *)&pIcons_LOD->pTextures[v14]; 1372 v19 = (char *)pIcons_LOD->GetTexture(v14);
1376 if ( item_MainHand4->uAttributes & 2 ) 1373 if ( item_MainHand4->uAttributes & 2 )
1377 pRenderer->DrawTransparentRedShade(pX_MainHand4, pY_MainHand4, (Texture *)(v18 != 0 ? (int)v19 : 0)); 1374 pRenderer->DrawTransparentRedShade(pX_MainHand4, pY_MainHand4, (Texture *)v19);
1378 else 1375 else
1379 { 1376 {
1380 if ( item_MainHand4->uAttributes & 1 ) 1377 if ( item_MainHand4->uAttributes & 1 )
1381 pRenderer->DrawTextureTransparent(pX_MainHand4, pY_MainHand4, (Texture *)(v18 != 0 ? (int)v19 : 0)); 1378 pRenderer->DrawTextureTransparent(pX_MainHand4, pY_MainHand4, (Texture *)v19);
1382 else 1379 else
1383 pRenderer->DrawTransparentGreenShade(pX_MainHand4, pY_MainHand4, (Texture *)(v18 != 0 ? (int)v19 : 0)); 1380 pRenderer->DrawTransparentGreenShade(pX_MainHand4, pY_MainHand4, (Texture *)v19);
1384 } 1381 }
1385 } 1382 }
1386 if ( item_MainHand4->uAttributes & 0xF0 ) 1383 if ( item_MainHand4->uAttributes & 0xF0 )
1387 { 1384 {
1388 if ( ( item_MainHand4->uAttributes & 0xF0) == 16 ) 1385 if ( ( item_MainHand4->uAttributes & 0xF0) == 16 )
1391 v167 = "sp28a"; 1388 v167 = "sp28a";
1392 if ( (item_MainHand4->uAttributes & 0xF0) == 64 ) 1389 if ( (item_MainHand4->uAttributes & 0xF0) == 64 )
1393 v167 = "sp30a"; 1390 v167 = "sp30a";
1394 if ( (item_MainHand4->uAttributes & 0xF0) == 128 ) 1391 if ( (item_MainHand4->uAttributes & 0xF0) == 128 )
1395 v167 = "sp91a"; 1392 v167 = "sp91a";
1396 v16 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v167, TEXTURE_16BIT_PALETTE)]; 1393 v16 = pIcons_LOD->LoadTexturePtr(v167, TEXTURE_16BIT_PALETTE);
1397 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1394 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1398 if ( dword_50C9A8 <= 0 ) 1395 if ( dword_50C9A8 <= 0 )
1399 { 1396 {
1400 dword_50C9A8 = 0; 1397 dword_50C9A8 = 0;
1401 item_MainHand4->uAttributes &= 0xFu; 1398 item_MainHand4->uAttributes &= 0xFu;
1402 ptr_50C9A4 = 0; 1399 ptr_50C9A4 = 0;
1403 } 1400 }
1404 v17 = (double)GetTickCount() * 0.1; 1401 v17 = (double)GetTickCount() * 0.1;
1405 pRenderer->_4A63E6(pX_MainHand4, pY_MainHand4, (Texture *)(v14 != -1 ? (int)&pIcons_LOD->pTextures[v14] : 0), v16, (signed __int64)v17, 0, 255); 1402 pRenderer->_4A63E6(pX_MainHand4, pY_MainHand4, pIcons_LOD->GetTexture(v14), v16, (signed __int64)v17, 0, 255);
1406 } 1403 }
1407 if ( !bRingsShownInCharScreen ) 1404 if ( !bRingsShownInCharScreen )
1408 pRenderer->DrawMaskToZBuffer(pX_MainHand4, pY_MainHand4, (Texture *)(v18 != 0 ? (int)v19 : 0), pMainHandNum4); 1405 pRenderer->DrawMaskToZBuffer(pX_MainHand4, pY_MainHand4, (Texture *)v19, pMainHandNum4);
1409 } 1406 }
1410 } 1407 }
1411 else// без акваланга 1408 else// без акваланга
1412 { 1409 {
1413 pBowNum = pPlayers[uPlayerID]->pEquipment.uBow; //сначала рисуется лук 1410 pBowNum = pPlayers[uPlayerID]->pEquipment.uBow; //сначала рисуется лук
1418 pY_Bow = pPaperdoll_BodyY + paperdoll_Weapon[pBodyComplection][2][1] - pItemsTable->pItems[itemBow->uItemID].uEquipY; 1415 pY_Bow = pPaperdoll_BodyY + paperdoll_Weapon[pBodyComplection][2][1] - pItemsTable->pItems[itemBow->uItemID].uEquipY;
1419 pBowTextureNum = pIcons_LOD->LoadTexture(pItemsTable->pItems[itemBow->uItemID].pIconName, TEXTURE_16BIT_PALETTE); 1416 pBowTextureNum = pIcons_LOD->LoadTexture(pItemsTable->pItems[itemBow->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
1420 if ( !(itemBow->uAttributes & 0xF0) )// если не применён закл 1417 if ( !(itemBow->uAttributes & 0xF0) )// если не применён закл
1421 { 1418 {
1422 if ( itemBow->uAttributes & 2 ) 1419 if ( itemBow->uAttributes & 2 )
1423 pRenderer->DrawTransparentRedShade(pX_Bow, pY_Bow, (Texture *)(pBowTextureNum != -1 ? (int)&pIcons_LOD->pTextures[pBowTextureNum] : 0)); 1420 pRenderer->DrawTransparentRedShade(pX_Bow, pY_Bow, pIcons_LOD->GetTexture(pBowTextureNum));
1424 else 1421 else
1425 { 1422 {
1426 v30 = (char *)&pIcons_LOD->pTextures[pBowTextureNum]; 1423 v30 = (char *)pIcons_LOD->GetTexture(pBowTextureNum);
1427 if ( !(itemBow->uAttributes & 1) )//не опознанный лук зелёный 1424 if ( !(itemBow->uAttributes & 1) )//не опознанный лук зелёный
1428 pRenderer->DrawTransparentGreenShade(pX_Bow, pY_Bow, (Texture *)(pBowTextureNum != -1 ? (int)v30 : 0)); 1425 pRenderer->DrawTransparentGreenShade(pX_Bow, pY_Bow, (Texture *)v30);
1429 else // опознанный лук 1426 else // опознанный лук
1430 pRenderer->DrawTextureTransparent(pX_Bow, pY_Bow, (Texture *)(pBowTextureNum != -1 ? (int)v30 : 0)); 1427 pRenderer->DrawTextureTransparent(pX_Bow, pY_Bow, (Texture *)v30);
1431 } 1428 }
1432 } 1429 }
1433 else 1430 else
1434 { 1431 {
1435 if ( (itemBow->uAttributes & 0xF0) == 16 ) 1432 if ( (itemBow->uAttributes & 0xF0) == 16 )
1438 v168 = "sp28a"; 1435 v168 = "sp28a";
1439 if ( (itemBow->uAttributes & 0xF0) == 64 ) 1436 if ( (itemBow->uAttributes & 0xF0) == 64 )
1440 v168 = "sp30a"; 1437 v168 = "sp30a";
1441 if ( (itemBow->uAttributes & 0xF0) == 128 ) 1438 if ( (itemBow->uAttributes & 0xF0) == 128 )
1442 v168 = "sp91a"; 1439 v168 = "sp91a";
1443 a2b = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v168, TEXTURE_16BIT_PALETTE)]; 1440 a2b = pIcons_LOD->LoadTexturePtr(v168, TEXTURE_16BIT_PALETTE);
1444 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1441 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1445 if ( dword_50C9A8 <= 0 ) 1442 if ( dword_50C9A8 <= 0 )
1446 { 1443 {
1447 dword_50C9A8 = 0; 1444 dword_50C9A8 = 0;
1448 itemBow->uAttributes &= 0xFu; 1445 itemBow->uAttributes &= 0xFu;
1449 ptr_50C9A4 = 0; 1446 ptr_50C9A4 = 0;
1450 } 1447 }
1451 v28 = (double)GetTickCount() * 0.1; 1448 v28 = (double)GetTickCount() * 0.1;
1452 pRenderer->_4A63E6(pX_Bow, pY_Bow, (Texture *)(pBowTextureNum != -1 ? (int)&pIcons_LOD->pTextures[pBowTextureNum] : 0), a2b, (signed __int64)v28, 0, 255); 1449 pRenderer->_4A63E6(pX_Bow, pY_Bow, pIcons_LOD->GetTexture(pBowTextureNum), a2b, (signed __int64)v28, 0, 255);
1453 } 1450 }
1454 if ( !bRingsShownInCharScreen ) 1451 if ( !bRingsShownInCharScreen )
1455 pRenderer->DrawMaskToZBuffer(pX_Bow, pY_Bow, (Texture *)(pBowTextureNum != -1 ? (int)&pIcons_LOD->pTextures[pBowTextureNum] : 0), pBowNum); 1452 pRenderer->DrawMaskToZBuffer(pX_Bow, pY_Bow, pIcons_LOD->GetTexture(pBowTextureNum), pBowNum);
1456 } 1453 }
1457 pCloakNum = pPlayers[uPlayerID]->pEquipment.uCloak;// потом плащ 1454 pCloakNum = pPlayers[uPlayerID]->pEquipment.uCloak;// потом плащ
1458 if ( pCloakNum ) 1455 if ( pCloakNum )
1459 { 1456 {
1460 item_Cloak = &pPlayers[uPlayerID]->pInventoryItems[pCloakNum - 1]; 1457 item_Cloak = &pPlayers[uPlayerID]->pInventoryItems[pCloakNum - 1];
1486 pY_Cloak = pPaperdoll_BodyY + paperdoll_Cloak[pBodyComplection][v33][1]; 1483 pY_Cloak = pPaperdoll_BodyY + paperdoll_Cloak[pBodyComplection][v33][1];
1487 if ( !(item_Cloak->uAttributes & 0xF0) ) 1484 if ( !(item_Cloak->uAttributes & 0xF0) )
1488 { 1485 {
1489 v41 = v35 + 1; 1486 v41 = v35 + 1;
1490 if ( item_Cloak->uAttributes & 2 ) 1487 if ( item_Cloak->uAttributes & 2 )
1491 pRenderer->DrawTransparentRedShade(pX_Cloak, pY_Cloak, (Texture *)(v41 != 0 ? (int)&pIcons_LOD->pTextures[v35] : 0)); 1488 pRenderer->DrawTransparentRedShade(pX_Cloak, pY_Cloak, pIcons_LOD->GetTexture(v35));
1492 else 1489 else
1493 pRenderer->DrawTextureTransparent(pX_Cloak, pY_Cloak, (Texture *)(v41 != 0 ? (int)&pIcons_LOD->pTextures[v35] : 0)); 1490 pRenderer->DrawTextureTransparent(pX_Cloak, pY_Cloak, pIcons_LOD->GetTexture(v35));
1494 } 1491 }
1495 else 1492 else
1496 { 1493 {
1497 if ( (item_Cloak->uAttributes & 0xF0) == 16 ) 1494 if ( (item_Cloak->uAttributes & 0xF0) == 16 )
1498 v169 = "sptext01"; 1495 v169 = "sptext01";
1500 v169 = "sp28a"; 1497 v169 = "sp28a";
1501 if ( (item_Cloak->uAttributes & 0xF0) != 64 ) 1498 if ( (item_Cloak->uAttributes & 0xF0) != 64 )
1502 v169 = "sp30a"; 1499 v169 = "sp30a";
1503 if ( (item_Cloak->uAttributes & 0xF0) == 128 ) 1500 if ( (item_Cloak->uAttributes & 0xF0) == 128 )
1504 v169 = "sp91a"; 1501 v169 = "sp91a";
1505 v39 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v169, TEXTURE_16BIT_PALETTE)]; 1502 v39 = pIcons_LOD->LoadTexturePtr(v169, TEXTURE_16BIT_PALETTE);
1506 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1503 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1507 if ( dword_50C9A8 <= 0 ) 1504 if ( dword_50C9A8 <= 0 )
1508 { 1505 {
1509 dword_50C9A8 = 0; 1506 dword_50C9A8 = 0;
1510 item_Cloak->uAttributes &= 0xFu; 1507 item_Cloak->uAttributes &= 0xFu;
1511 ptr_50C9A4 = 0; 1508 ptr_50C9A4 = 0;
1512 } 1509 }
1513 v40 = (double)GetTickCount() * 0.1; 1510 v40 = (double)GetTickCount() * 0.1;
1514 pRenderer->_4A63E6(pX_Cloak, pY_Cloak, (Texture *)(v35 != -1 ? (int)&pIcons_LOD->pTextures[v35] : 0), v39, (signed __int64)v40, 0, 255); 1511 pRenderer->_4A63E6(pX_Cloak, pY_Cloak, pIcons_LOD->GetTexture(v35), v39, (signed __int64)v40, 0, 255);
1515 } 1512 }
1516 if ( !bRingsShownInCharScreen ) 1513 if ( !bRingsShownInCharScreen )
1517 pRenderer->DrawMaskToZBuffer(pX_Cloak, pY_Cloak, (Texture *)(v41 != 0 ? (int)&pIcons_LOD->pTextures[v35] : 0), pCloakNum); 1514 pRenderer->DrawMaskToZBuffer(pX_Cloak, pY_Cloak, pIcons_LOD->GetTexture(v35), pCloakNum);
1518 } 1515 }
1519 } 1516 }
1520 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY,//рисуется кукла 1517 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX, pPaperdoll_BodyY,//рисуется кукла
1521 (Texture *)(papredoll_dbods[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dbods[uPlayerID - 1]] : 0)); 1518 pIcons_LOD->GetTexture(papredoll_dbods[uPlayerID - 1]));
1522 pArmorNum = pPlayers[uPlayerID]->pEquipment.uArmor;// потом броня 1519 pArmorNum = pPlayers[uPlayerID]->pEquipment.uArmor;// потом броня
1523 if ( pArmorNum ) 1520 if ( pArmorNum )
1524 { 1521 {
1525 item_Armor = &pPlayers[uPlayerID]->pInventoryItems[pArmorNum - 1]; 1522 item_Armor = &pPlayers[uPlayerID]->pInventoryItems[pArmorNum - 1];
1526 switch ( item_Armor->uItemID ) 1523 switch ( item_Armor->uItemID )
1548 v48 = paperdoll_armor_texture[pBodyComplection][v45][0]; 1545 v48 = paperdoll_armor_texture[pBodyComplection][v45][0];
1549 if ( !(item_Armor->uAttributes & 0xF0) ) 1546 if ( !(item_Armor->uAttributes & 0xF0) )
1550 { 1547 {
1551 v53 = v48 + 1; 1548 v53 = v48 + 1;
1552 if ( item_Armor->uAttributes & 2 ) 1549 if ( item_Armor->uAttributes & 2 )
1553 pRenderer->DrawTransparentRedShade(pX_Armor, pY_Armor, (Texture *)(v53 != 0 ? (int)&pIcons_LOD->pTextures[v48] : 0)); 1550 pRenderer->DrawTransparentRedShade(pX_Armor, pY_Armor, pIcons_LOD->GetTexture(v48));
1554 else 1551 else
1555 { 1552 {
1556 v55 = (char *)&pIcons_LOD->pTextures[v48]; 1553 v55 = (char *)&pIcons_LOD->pTextures[v48];
1557 if ( !(item_Armor->uAttributes & 1) ) 1554 if ( !(item_Armor->uAttributes & 1) )
1558 pRenderer->DrawTransparentGreenShade(pX_Armor, pY_Armor, (Texture *)(v53 != 0 ? (int)v55 : 0)); 1555 pRenderer->DrawTransparentGreenShade(pX_Armor, pY_Armor, (Texture *)v55);
1559 else 1556 else
1560 pRenderer->DrawTextureTransparent(pX_Armor, pY_Armor, (Texture *)(v53 != 0 ? (int)v55 : 0)); 1557 pRenderer->DrawTextureTransparent(pX_Armor, pY_Armor, (Texture *)v55);
1561 } 1558 }
1562 } 1559 }
1563 else 1560 else
1564 { 1561 {
1565 if ( (item_Armor->uAttributes & 0xF0) == 16 ) 1562 if ( (item_Armor->uAttributes & 0xF0) == 16 )
1568 v170 = "sp28a"; 1565 v170 = "sp28a";
1569 if ( (item_Armor->uAttributes & 0xF0) == 64 ) 1566 if ( (item_Armor->uAttributes & 0xF0) == 64 )
1570 v170 = "sp30a"; 1567 v170 = "sp30a";
1571 if ( (item_Armor->uAttributes & 0xF0) == 128 ) 1568 if ( (item_Armor->uAttributes & 0xF0) == 128 )
1572 v170 = "sp91a"; 1569 v170 = "sp91a";
1573 v51 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v170, TEXTURE_16BIT_PALETTE)]; 1570 v51 = pIcons_LOD->LoadTexturePtr(v170, TEXTURE_16BIT_PALETTE);
1574 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1571 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1575 if ( dword_50C9A8 <= 0 ) 1572 if ( dword_50C9A8 <= 0 )
1576 { 1573 {
1577 dword_50C9A8 = 0; 1574 dword_50C9A8 = 0;
1578 item_Armor->uAttributes &= 0xFu; 1575 item_Armor->uAttributes &= 0xFu;
1579 ptr_50C9A4 = 0; 1576 ptr_50C9A4 = 0;
1580 } 1577 }
1581 v52 = (double)GetTickCount() * 0.1; 1578 v52 = (double)GetTickCount() * 0.1;
1582 pRenderer->_4A63E6(pX_Armor, pY_Armor, (Texture *)(v48 != -1 ? (int)&pIcons_LOD->pTextures[v48] : 0), v51, (signed __int64)v52, 0, 255); 1579 pRenderer->_4A63E6(pX_Armor, pY_Armor, pIcons_LOD->GetTexture(v48), v51, (signed __int64)v52, 0, 255);
1583 } 1580 }
1584 if ( pPlayers[uPlayerID]->pEquipment.uMainHand //далее плечи брони 1581 if ( pPlayers[uPlayerID]->pEquipment.uMainHand //далее плечи брони
1585 && (pPlayers[uPlayerID]->GetEquippedItemEquipType(EQUIP_MAIN_HAND) == EQUIP_MAIN_HAND || 1582 && (pPlayers[uPlayerID]->GetEquippedItemEquipType(EQUIP_MAIN_HAND) == EQUIP_MAIN_HAND ||
1586 pPlayers[uPlayerID]->GetEquippedItemSkillType(EQUIP_MAIN_HAND) == EQUIP_SHIELD && 1583 pPlayers[uPlayerID]->GetEquippedItemSkillType(EQUIP_MAIN_HAND) == EQUIP_SHIELD &&
1587 !pPlayers[uPlayerID]->pEquipment.uShield) ) 1584 !pPlayers[uPlayerID]->pEquipment.uShield) )
1599 pY_shoulder = pPaperdoll_BodyY + dword_4E5270[v45][1]; 1596 pY_shoulder = pPaperdoll_BodyY + dword_4E5270[v45][1];
1600 } 1597 }
1601 if ( !(item_Armor->uAttributes & 0xF0) ) 1598 if ( !(item_Armor->uAttributes & 0xF0) )
1602 { 1599 {
1603 v98 = v94 + 1; 1600 v98 = v94 + 1;
1604 v99 = (char *)&pIcons_LOD->pTextures[v94]; 1601 v99 = (char *)pIcons_LOD->GetTexture(v94);
1605 if ( item_Armor->uAttributes & 2 ) 1602 if ( item_Armor->uAttributes & 2 )
1606 pRenderer->DrawTransparentRedShade(pX_shoulder, pY_shoulder, (Texture *)(v98 != 0 ? (int)v99 : 0)); 1603 pRenderer->DrawTransparentRedShade(pX_shoulder, pY_shoulder, (Texture *)v99);
1607 else 1604 else
1608 { 1605 {
1609 if ( item_Armor->uAttributes & 1 ) 1606 if ( item_Armor->uAttributes & 1 )
1610 pRenderer->DrawTextureTransparent(pX_shoulder, pY_shoulder, (Texture *)(v98 != 0 ? (int)v99 : 0)); 1607 pRenderer->DrawTextureTransparent(pX_shoulder, pY_shoulder, (Texture *)v99);
1611 else 1608 else
1612 pRenderer->DrawTransparentGreenShade(pX_shoulder, pY_shoulder, (Texture *)(v98 != 0 ? (int)v99 : 0)); 1609 pRenderer->DrawTransparentGreenShade(pX_shoulder, pY_shoulder, (Texture *)v99);
1613 } 1610 }
1614 } 1611 }
1615 else 1612 else
1616 { 1613 {
1617 if ( v94 != pIcons_LOD->FindTextureByName("pending") ) 1614 if ( v94 != pIcons_LOD->FindTextureByName("pending") )
1624 v173 = "sp28a"; 1621 v173 = "sp28a";
1625 if ( ( item_Armor->uAttributes & 0xF0) == 64 ) 1622 if ( ( item_Armor->uAttributes & 0xF0) == 64 )
1626 v173 = "sp30a"; 1623 v173 = "sp30a";
1627 if ( (item_Armor->uAttributes & 0xF0) == 128 ) 1624 if ( (item_Armor->uAttributes & 0xF0) == 128 )
1628 v173 = "sp91a"; 1625 v173 = "sp91a";
1629 v96 = (char *)&pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v173, TEXTURE_16BIT_PALETTE)]; 1626 v96 = (char *)pIcons_LOD->LoadTexturePtr(v173, TEXTURE_16BIT_PALETTE);
1630 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1627 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1631 if ( dword_50C9A8 <= 0 ) 1628 if ( dword_50C9A8 <= 0 )
1632 { 1629 {
1633 dword_50C9A8 = 0; 1630 dword_50C9A8 = 0;
1634 item_Armor->uAttributes &= 0xFu; 1631 item_Armor->uAttributes &= 0xFu;
1635 ptr_50C9A4 = 0; 1632 ptr_50C9A4 = 0;
1636 } 1633 }
1637 v97 = (double)GetTickCount(); 1634 v97 = (double)GetTickCount();
1638 pRenderer->_4A63E6(pX_shoulder, pY_shoulder, (Texture *)(v94 != -1 ? (int)&pIcons_LOD->pTextures[v94] : 0), (Texture *)v96, (signed __int64)(v97 * 0.1), 0, 255); 1635 pRenderer->_4A63E6(pX_shoulder, pY_shoulder, pIcons_LOD->GetTexture(v94), (Texture *)v96, (signed __int64)(v97 * 0.1), 0, 255);
1639 } 1636 }
1640 } 1637 }
1641 } 1638 }
1642 } 1639 }
1643 else 1640 else
1648 pX_ArmorShoulder = pPaperdoll_BodyX + paperdoll_shoulder[pBodyComplection][v45][0]; 1645 pX_ArmorShoulder = pPaperdoll_BodyX + paperdoll_shoulder[pBodyComplection][v45][0];
1649 pY_ArmorShoulder = pPaperdoll_BodyY + paperdoll_shoulder[pBodyComplection][v45][1]; 1646 pY_ArmorShoulder = pPaperdoll_BodyY + paperdoll_shoulder[pBodyComplection][v45][1];
1650 if ( !(item_Armor->uAttributes & 0xF0) ) 1647 if ( !(item_Armor->uAttributes & 0xF0) )
1651 { 1648 {
1652 v109 = v94 + 1; 1649 v109 = v94 + 1;
1653 v110 = (char *)&pIcons_LOD->pTextures[v94]; 1650 v110 = (char *)pIcons_LOD->GetTexture(v94);
1654 if ( item_Armor->uAttributes & 2 ) 1651 if ( item_Armor->uAttributes & 2 )
1655 pRenderer->DrawTransparentRedShade(pX_ArmorShoulder, pY_ArmorShoulder, (Texture *)(v109 != 0 ? (int)v110 : 0)); 1652 pRenderer->DrawTransparentRedShade(pX_ArmorShoulder, pY_ArmorShoulder, (Texture *)v110);
1656 else 1653 else
1657 { 1654 {
1658 if ( item_Armor->uAttributes & 1 ) 1655 if ( item_Armor->uAttributes & 1 )
1659 pRenderer->DrawTextureTransparent(pX_ArmorShoulder, pY_ArmorShoulder, (Texture *)(v109 != 0 ? (int)v110 : 0)); 1656 pRenderer->DrawTextureTransparent(pX_ArmorShoulder, pY_ArmorShoulder, (Texture *)v110);
1660 else 1657 else
1661 pRenderer->DrawTransparentGreenShade(pX_ArmorShoulder, pY_ArmorShoulder, (Texture *)(v109 != 0 ? (int)v110 : 0)); 1658 pRenderer->DrawTransparentGreenShade(pX_ArmorShoulder, pY_ArmorShoulder, (Texture *)v110);
1662 } 1659 }
1663 } 1660 }
1664 else 1661 else
1665 { 1662 {
1666 if ( (item_Armor->uAttributes & 0xF0) == 16 ) 1663 if ( (item_Armor->uAttributes & 0xF0) == 16 )
1669 v178 = "sp28a"; 1666 v178 = "sp28a";
1670 if ( (item_Armor->uAttributes & 0xF0) == 64 ) 1667 if ( (item_Armor->uAttributes & 0xF0) == 64 )
1671 v178 = "sp30a"; 1668 v178 = "sp30a";
1672 if ( (item_Armor->uAttributes & 0xF0) == 128 ) 1669 if ( (item_Armor->uAttributes & 0xF0) == 128 )
1673 v178 = "sp91a"; 1670 v178 = "sp91a";
1674 v96 = (char *)&pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v178, TEXTURE_16BIT_PALETTE)]; 1671 v96 = (char *)pIcons_LOD->LoadTexturePtr(v178, TEXTURE_16BIT_PALETTE);
1675 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1672 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1676 if ( dword_50C9A8 <= 0 ) 1673 if ( dword_50C9A8 <= 0 )
1677 { 1674 {
1678 dword_50C9A8 = 0; 1675 dword_50C9A8 = 0;
1679 item_Armor->uAttributes &= 0xFu; 1676 item_Armor->uAttributes &= 0xFu;
1680 ptr_50C9A4 = 0; 1677 ptr_50C9A4 = 0;
1681 } 1678 }
1682 v97 = (double)GetTickCount(); 1679 v97 = (double)GetTickCount();
1683 pRenderer->_4A63E6(pX_ArmorShoulder, pY_ArmorShoulder, (Texture *)(v94 != -1 ? (int)&pIcons_LOD->pTextures[v94] : 0), (Texture *)v96, (signed __int64)(v97 * 0.1), 0, 255); 1680 pRenderer->_4A63E6(pX_ArmorShoulder, pY_ArmorShoulder, pIcons_LOD->GetTexture(v94), (Texture *)v96, (signed __int64)(v97 * 0.1), 0, 255);
1684 } 1681 }
1685 } 1682 }
1686 } 1683 }
1687 if ( !bRingsShownInCharScreen ) 1684 if ( !bRingsShownInCharScreen )
1688 pRenderer->DrawMaskToZBuffer(pX_Armor, pY_Armor, (Texture *)(v53 != 0 ? (int)v55 : 0), pArmorNum); 1685 pRenderer->DrawMaskToZBuffer(pX_Armor, pY_Armor, (Texture *)v55, pArmorNum);
1689 } 1686 }
1690 } 1687 }
1691 pBootNum = pPlayers[uPlayerID]->pEquipment.uBoot;//далее обувь 1688 pBootNum = pPlayers[uPlayerID]->pEquipment.uBoot;//далее обувь
1692 if ( pBootNum ) 1689 if ( pBootNum )
1693 { 1690 {
1712 pX_Boot = pPaperdoll_BodyX + paperdoll_Boot[pBodyComplection][v60][0]; 1709 pX_Boot = pPaperdoll_BodyX + paperdoll_Boot[pBodyComplection][v60][0];
1713 pY_Boot = pPaperdoll_BodyY + paperdoll_Boot[pBodyComplection][v60][1]; 1710 pY_Boot = pPaperdoll_BodyY + paperdoll_Boot[pBodyComplection][v60][1];
1714 if ( !(item_Boot->uAttributes & 0xF0) ) 1711 if ( !(item_Boot->uAttributes & 0xF0) )
1715 { 1712 {
1716 v65 = v59 + 1; 1713 v65 = v59 + 1;
1717 v66 = (char *)&pIcons_LOD->pTextures[v59]; 1714 v66 = (char *)pIcons_LOD->GetTexture(v59);
1718 if ( item_Boot->uAttributes & 2 ) 1715 if ( item_Boot->uAttributes & 2 )
1719 pRenderer->DrawTransparentRedShade(pX_Boot, pY_Boot, (Texture *)(v65 != 0 ? (int)v66 : 0)); 1716 pRenderer->DrawTransparentRedShade(pX_Boot, pY_Boot, (Texture *)v66);
1720 else 1717 else
1721 { 1718 {
1722 if ( item_Boot->uAttributes & 1 ) 1719 if ( item_Boot->uAttributes & 1 )
1723 pRenderer->DrawTextureTransparent(pX_Boot, pY_Boot, (Texture *)(v65 != 0 ? (int)v66 : 0)); 1720 pRenderer->DrawTextureTransparent(pX_Boot, pY_Boot, (Texture *)v66);
1724 else 1721 else
1725 pRenderer->DrawTransparentGreenShade(pX_Boot, pY_Boot, (Texture *)(v65 != 0 ? (int)v66 : 0)); 1722 pRenderer->DrawTransparentGreenShade(pX_Boot, pY_Boot, (Texture *)v66);
1726 } 1723 }
1727 } 1724 }
1728 else 1725 else
1729 { 1726 {
1730 if ( (item_Boot->uAttributes & 0xF0) == 16 ) 1727 if ( (item_Boot->uAttributes & 0xF0) == 16 )
1733 v171 = "sp28a"; 1730 v171 = "sp28a";
1734 if ( (item_Boot->uAttributes & 0xF0) == 64 ) 1731 if ( (item_Boot->uAttributes & 0xF0) == 64 )
1735 v171 = "sp30a"; 1732 v171 = "sp30a";
1736 if ( (item_Boot->uAttributes & 0xF0) == 128 ) 1733 if ( (item_Boot->uAttributes & 0xF0) == 128 )
1737 v171 = "sp91a"; 1734 v171 = "sp91a";
1738 v63 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v171, TEXTURE_16BIT_PALETTE)]; 1735 v63 = pIcons_LOD->LoadTexturePtr(v171, TEXTURE_16BIT_PALETTE);
1739 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1736 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1740 if ( dword_50C9A8 <= 0 ) 1737 if ( dword_50C9A8 <= 0 )
1741 { 1738 {
1742 dword_50C9A8 = 0; 1739 dword_50C9A8 = 0;
1743 item_Boot->uAttributes &= 0xFu; 1740 item_Boot->uAttributes &= 0xFu;
1744 ptr_50C9A4 = 0; 1741 ptr_50C9A4 = 0;
1745 } 1742 }
1746 v64 = (double)GetTickCount() * 0.1; 1743 v64 = (double)GetTickCount() * 0.1;
1747 pRenderer->_4A63E6(pX_Boot, pY_Boot, (Texture *)(v59 != -1 ? (int)&pIcons_LOD->pTextures[v59] : 0), v63, (signed __int64)v64, 0, 255); 1744 pRenderer->_4A63E6(pX_Boot, pY_Boot, pIcons_LOD->GetTexture(v59), v63, (signed __int64)v64, 0, 255);
1748 } 1745 }
1749 if ( !bRingsShownInCharScreen ) 1746 if ( !bRingsShownInCharScreen )
1750 pRenderer->DrawMaskToZBuffer(pX_Boot, pY_Boot, (Texture *)(v65 != 0 ? (int)v66 : 0), pBootNum); 1747 pRenderer->DrawMaskToZBuffer(pX_Boot, pY_Boot, (Texture *)v66, pBootNum);
1751 } 1748 }
1752 } 1749 }
1753 pMainHandNum = pPlayers[uPlayerID]->pEquipment.uMainHand; 1750 pMainHandNum = pPlayers[uPlayerID]->pEquipment.uMainHand;
1754 if ( !pMainHandNum || (v70 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[pMainHandNum -1], pItemsTable->pItems[v70].uEquipType != 1) 1751 if ( !pMainHandNum || (v70 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[pMainHandNum -1], pItemsTable->pItems[v70].uEquipType != 1)
1755 && (pItemsTable->pItems[v70].uSkillType != 4 || pPlayers[uPlayerID]->pEquipment.uShield) ) 1752 && (pItemsTable->pItems[v70].uSkillType != 4 || pPlayers[uPlayerID]->pEquipment.uShield) )
1756 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0], 1753 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_LeftHand[pBodyComplection][0],
1757 pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1], 1754 pPaperdoll_BodyY + pPaperdoll_LeftHand[pBodyComplection][1],
1758 (Texture *)(papredoll_dlads[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dlads[uPlayerID - 1]] : 0)); 1755 pIcons_LOD->GetTexture(papredoll_dlads[uPlayerID - 1]));
1759 pBeltNum = pPlayers[uPlayerID]->pEquipment.uBelt;// далее пояс 1756 pBeltNum = pPlayers[uPlayerID]->pEquipment.uBelt;// далее пояс
1760 if ( pBeltNum ) 1757 if ( pBeltNum )
1761 { 1758 {
1762 item_Belt = &pPlayers[uPlayerID]->pInventoryItems[pBeltNum - 1]; 1759 item_Belt = &pPlayers[uPlayerID]->pInventoryItems[pBeltNum - 1];
1763 switch ( item_Belt->uItemID ) 1760 switch ( item_Belt->uItemID )
1781 else 1778 else
1782 v75 = paperdoll_belt_texture[pBodyComplection - 2][v73]; 1779 v75 = paperdoll_belt_texture[pBodyComplection - 2][v73];
1783 if ( !(item_Belt->uAttributes & 0xF0) ) 1780 if ( !(item_Belt->uAttributes & 0xF0) )
1784 { 1781 {
1785 v79 = v75 + 1; 1782 v79 = v75 + 1;
1786 v80 = (char *)&pIcons_LOD->pTextures[v75]; 1783 v80 = (char *)pIcons_LOD->GetTexture(v75);
1787 if ( item_Belt->uAttributes & 2 ) 1784 if ( item_Belt->uAttributes & 2 )
1788 pRenderer->DrawTransparentRedShade(pX_Belt, pY_Belt, (Texture *)(v79 != 0 ? (int)v80 : 0)); 1785 pRenderer->DrawTransparentRedShade(pX_Belt, pY_Belt, (Texture *)v80);
1789 else 1786 else
1790 { 1787 {
1791 if ( item_Belt->uAttributes & 1 ) 1788 if ( item_Belt->uAttributes & 1 )
1792 pRenderer->DrawTextureTransparent(pX_Belt, pY_Belt, (Texture *)(v79 != 0 ? (int)v80 : 0)); 1789 pRenderer->DrawTextureTransparent(pX_Belt, pY_Belt, (Texture *)v80);
1793 else 1790 else
1794 pRenderer->DrawTransparentGreenShade(pX_Belt, pY_Belt, (Texture *)(v79 != 0 ? (int)v80 : 0)); 1791 pRenderer->DrawTransparentGreenShade(pX_Belt, pY_Belt, (Texture *)v80);
1795 } 1792 }
1796 if ( !bRingsShownInCharScreen ) 1793 if ( !bRingsShownInCharScreen )
1797 pRenderer->DrawMaskToZBuffer(pX_Belt, pY_Belt, (Texture *)(v79 != 0 ? (int)v80 : 0), pBeltNum); 1794 pRenderer->DrawMaskToZBuffer(pX_Belt, pY_Belt, (Texture *)v80, pBeltNum);
1798 } 1795 }
1799 else 1796 else
1800 { 1797 {
1801 if ( (item_Belt->uAttributes & 0xF0) == 16 ) 1798 if ( (item_Belt->uAttributes & 0xF0) == 16 )
1802 v172 = "sptext01"; 1799 v172 = "sptext01";
1804 v172 = "sp28a"; 1801 v172 = "sp28a";
1805 if ( (item_Belt->uAttributes & 0xF0) == 64 ) 1802 if ( (item_Belt->uAttributes & 0xF0) == 64 )
1806 v172 = "sp30a"; 1803 v172 = "sp30a";
1807 if ( (item_Belt->uAttributes & 0xF0) == 128 ) 1804 if ( (item_Belt->uAttributes & 0xF0) == 128 )
1808 v172 = "sp91a"; 1805 v172 = "sp91a";
1809 v77 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v172, TEXTURE_16BIT_PALETTE)]; 1806 v77 = pIcons_LOD->LoadTexturePtr(v172, TEXTURE_16BIT_PALETTE);
1810 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1807 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1811 if ( dword_50C9A8 <= 0 ) 1808 if ( dword_50C9A8 <= 0 )
1812 { 1809 {
1813 dword_50C9A8 = 0; 1810 dword_50C9A8 = 0;
1814 item_Belt->uAttributes &= 0xFu; 1811 item_Belt->uAttributes &= 0xFu;
1815 ptr_50C9A4 = 0; 1812 ptr_50C9A4 = 0;
1816 } 1813 }
1817 v78 = (double)GetTickCount() * 0.1; 1814 v78 = (double)GetTickCount() * 0.1;
1818 pRenderer->_4A63E6(pX_Belt, pY_Belt, (Texture *)(v75 != -1 ? (int)&pIcons_LOD->pTextures[v75] : 0), v77, (signed __int64)v78, 0, 255); 1815 pRenderer->_4A63E6(pX_Belt, pY_Belt, pIcons_LOD->GetTexture(v75), v77, (signed __int64)v78, 0, 255);
1819 } 1816 }
1820 } 1817 }
1821 } 1818 }
1822 pMainHandNum2 = pPlayers[uPlayerID]->pEquipment.uMainHand; 1819 pMainHandNum2 = pPlayers[uPlayerID]->pEquipment.uMainHand;
1823 if ( pMainHandNum2 ) 1820 if ( pMainHandNum2 )
1825 v83 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[pMainHandNum2 - 1]; 1822 v83 = *(int *)&pPlayers[uPlayerID]->pInventoryItems[pMainHandNum2 - 1];
1826 if ( pItemsTable->pItems[v83].uEquipType == 1 1823 if ( pItemsTable->pItems[v83].uEquipType == 1
1827 || pItemsTable->pItems[v83].uSkillType == 4 && !pPlayers[uPlayerID]->pEquipment.uShield ) 1824 || pItemsTable->pItems[v83].uSkillType == 4 && !pPlayers[uPlayerID]->pEquipment.uShield )
1828 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], 1825 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0],
1829 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], 1826 pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1],
1830 (Texture *)(papredoll_dlaus[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dlaus[uPlayerID - 1]] : 0)); 1827 pIcons_LOD->GetTexture(papredoll_dlaus[uPlayerID - 1]));
1831 } 1828 }
1832 pCloakCollarNum = pPlayers[uPlayerID]->pEquipment.uCloak;//далее воротник плаща 1829 pCloakCollarNum = pPlayers[uPlayerID]->pEquipment.uCloak;//далее воротник плаща
1833 if ( pCloakCollarNum ) 1830 if ( pCloakCollarNum )
1834 { 1831 {
1835 item_CloakCollar = &pPlayers[uPlayerID]->pInventoryItems[pCloakCollarNum - 1]; 1832 item_CloakCollar = &pPlayers[uPlayerID]->pInventoryItems[pCloakCollarNum - 1];
1861 if ( v116 != pIcons_LOD->FindTextureByName("pending") ) 1858 if ( v116 != pIcons_LOD->FindTextureByName("pending") )
1862 { 1859 {
1863 if ( !(item_CloakCollar->uAttributes & 0xF0) ) 1860 if ( !(item_CloakCollar->uAttributes & 0xF0) )
1864 { 1861 {
1865 v119 = v116 + 1; 1862 v119 = v116 + 1;
1866 v120 = (char *)&pIcons_LOD->pTextures[v116]; 1863 v120 = (char *)pIcons_LOD->GetTexture(v116);
1867 if ( item_CloakCollar->uAttributes & 2 ) 1864 if ( item_CloakCollar->uAttributes & 2 )
1868 pRenderer->DrawTransparentRedShade(pX_CloakCollar, pY_CloakCollar, (Texture *)(v119 != 0 ? (int)v120 : 0)); 1865 pRenderer->DrawTransparentRedShade(pX_CloakCollar, pY_CloakCollar, (Texture *)v120);
1869 else 1866 else
1870 pRenderer->DrawTextureTransparent(pX_CloakCollar, pY_CloakCollar, (Texture *)(v119 != 0 ? (int)v120 : 0)); 1867 pRenderer->DrawTextureTransparent(pX_CloakCollar, pY_CloakCollar, (Texture *)v120);
1871 if ( !bRingsShownInCharScreen ) 1868 if ( !bRingsShownInCharScreen )
1872 pRenderer->DrawMaskToZBuffer(pX_CloakCollar, pY_CloakCollar, (Texture *)(v119 != 0 ? (int)v120 : 0), pCloakCollarNum); 1869 pRenderer->DrawMaskToZBuffer(pX_CloakCollar, pY_CloakCollar, (Texture *)v120, pCloakCollarNum);
1873 } 1870 }
1874 else 1871 else
1875 { 1872 {
1876 if ( (item_CloakCollar->uAttributes & 0xF0) == 16 ) 1873 if ( (item_CloakCollar->uAttributes & 0xF0) == 16 )
1877 v179 = "sptext01"; 1874 v179 = "sptext01";
1879 v179 = "sp28a"; 1876 v179 = "sp28a";
1880 if ( (item_CloakCollar->uAttributes & 0xF0) == 64 ) 1877 if ( (item_CloakCollar->uAttributes & 0xF0) == 64 )
1881 v179 = "sp30a"; 1878 v179 = "sp30a";
1882 if ( (item_CloakCollar->uAttributes & 0xF0) == 128 ) 1879 if ( (item_CloakCollar->uAttributes & 0xF0) == 128 )
1883 v179 = "sp91a"; 1880 v179 = "sp91a";
1884 a2i = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v179, TEXTURE_16BIT_PALETTE)]; 1881 a2i = pIcons_LOD->LoadTexturePtr(v179, TEXTURE_16BIT_PALETTE);
1885 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1882 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1886 if ( dword_50C9A8 <= 0 ) 1883 if ( dword_50C9A8 <= 0 )
1887 { 1884 {
1888 dword_50C9A8 = 0; 1885 dword_50C9A8 = 0;
1889 item_CloakCollar->uAttributes &= 0xFu; 1886 item_CloakCollar->uAttributes &= 0xFu;
1890 ptr_50C9A4 = 0; 1887 ptr_50C9A4 = 0;
1891 } 1888 }
1892 v118 = (double)GetTickCount() * 0.1; 1889 v118 = (double)GetTickCount() * 0.1;
1893 pRenderer->_4A63E6(pX_CloakCollar, pY_CloakCollar, (Texture *)(v116 != -1 ? (int)&pIcons_LOD->pTextures[v116] : 0), a2i, (signed __int64)v118, 0, 255); 1890 pRenderer->_4A63E6(pX_CloakCollar, pY_CloakCollar, pIcons_LOD->GetTexture(v116), a2i, (signed __int64)v118, 0, 255);
1894 } 1891 }
1895 } 1892 }
1896 } 1893 }
1897 } 1894 }
1898 if ( pPlayers[uPlayerID]->uFace == 12 || pPlayers[uPlayerID]->uFace == 13 ) 1895 if ( pPlayers[uPlayerID]->uFace == 12 || pPlayers[uPlayerID]->uFace == 13 )
1899 { 1896 {
1900 v122 = papredoll_dbrds[pPlayers[uPlayerID]->uFace]; 1897 v122 = papredoll_dbrds[pPlayers[uPlayerID]->uFace];
1901 if ( v122 != pIcons_LOD->FindTextureByName("Pending") ) 1898 if ( v122 != pIcons_LOD->FindTextureByName("Pending") )
1902 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_Beards[2 * pPlayers[uPlayerID]->uFace - 24], 1899 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_Beards[2 * pPlayers[uPlayerID]->uFace - 24],
1903 pPaperdoll_BodyY + pPaperdoll_Beards[2 * pPlayers[uPlayerID]->uFace - 23], 1900 pPaperdoll_BodyY + pPaperdoll_Beards[2 * pPlayers[uPlayerID]->uFace - 23],
1904 (Texture *)(v122 != -1 ? (int)&pIcons_LOD->pTextures[v122] : 0)); 1901 pIcons_LOD->GetTexture(v122));
1905 } 1902 }
1906 pHelmNum = pPlayers[uPlayerID]->pEquipment.uHelm;//далее шлем 1903 pHelmNum = pPlayers[uPlayerID]->pEquipment.uHelm;//далее шлем
1907 if ( pHelmNum ) 1904 if ( pHelmNum )
1908 { 1905 {
1909 item_Helm = &pPlayers[uPlayerID]->pInventoryItems[pHelmNum-1]; 1906 item_Helm = &pPlayers[uPlayerID]->pInventoryItems[pHelmNum-1];
1943 v180 = "sp28a"; 1940 v180 = "sp28a";
1944 if ( (item_Helm->uAttributes & 0xF0) == 64 ) 1941 if ( (item_Helm->uAttributes & 0xF0) == 64 )
1945 v180 = "sp30a"; 1942 v180 = "sp30a";
1946 if ( (item_Helm->uAttributes & 0xF0) == 128 ) 1943 if ( (item_Helm->uAttributes & 0xF0) == 128 )
1947 v180 = "sp91a"; 1944 v180 = "sp91a";
1948 v129 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v180, TEXTURE_16BIT_PALETTE)]; 1945 v129 = pIcons_LOD->LoadTexturePtr(v180, TEXTURE_16BIT_PALETTE);
1949 dword_50C9A8 -= pEventTimer->uTimeElapsed; 1946 dword_50C9A8 -= pEventTimer->uTimeElapsed;
1950 if ( dword_50C9A8 <= 0 ) 1947 if ( dword_50C9A8 <= 0 )
1951 { 1948 {
1952 dword_50C9A8 = 0; 1949 dword_50C9A8 = 0;
1953 item_Helm->uAttributes &= 0xFu; 1950 item_Helm->uAttributes &= 0xFu;
1954 ptr_50C9A4 = 0; 1951 ptr_50C9A4 = 0;
1955 } 1952 }
1956 v130 = (double)GetTickCount() * 0.1; 1953 v130 = (double)GetTickCount() * 0.1;
1957 pRenderer->_4A63E6(pX_Helm, pY_Helm, (Texture *)(v127 != -1 ? (int)&pIcons_LOD->pTextures[v127] : 0), v129, (signed __int64)v130, 0, 255); 1954 pRenderer->_4A63E6(pX_Helm, pY_Helm, pIcons_LOD->GetTexture(v127), v129, (signed __int64)v130, 0, 255);
1958 } 1955 }
1959 else 1956 else
1960 { 1957 {
1961 v131 = v127 + 1; 1958 v131 = v127 + 1;
1962 v132 = (char *)&pIcons_LOD->pTextures[v127]; 1959 v132 = (char *)pIcons_LOD->GetTexture(v127);
1963 if ( item_Helm->uAttributes & 2 ) 1960 if ( item_Helm->uAttributes & 2 )
1964 pRenderer->DrawTransparentRedShade(pX_Helm, pY_Helm, (Texture *)(v131 != 0 ? (int)v132 : 0)); 1961 pRenderer->DrawTransparentRedShade(pX_Helm, pY_Helm, (Texture *)v132);
1965 else 1962 else
1966 { 1963 {
1967 if ( item_Helm->uAttributes & 1 ) 1964 if ( item_Helm->uAttributes & 1 )
1968 pRenderer->DrawTextureTransparent(pX_Helm, pY_Helm, (Texture *)(v131 != 0 ? (int)v132 : 0)); 1965 pRenderer->DrawTextureTransparent(pX_Helm, pY_Helm, (Texture *)v132);
1969 else 1966 else
1970 pRenderer->DrawTransparentGreenShade(pX_Helm, pY_Helm, (Texture *)(v131 != 0 ? (int)v132 : 0)); 1967 pRenderer->DrawTransparentGreenShade(pX_Helm, pY_Helm, (Texture *)v132);
1971 } 1968 }
1972 } 1969 }
1973 if ( !bRingsShownInCharScreen ) 1970 if ( !bRingsShownInCharScreen )
1974 pRenderer->DrawMaskToZBuffer(pX_Helm, pY_Helm, (Texture *)(v131 != 0 ? (int)v132 : 0), pHelmNum); 1971 pRenderer->DrawMaskToZBuffer(pX_Helm, pY_Helm, (Texture *)v132, pHelmNum);
1975 } 1972 }
1976 } 1973 }
1977 pMainHandNum3 = pPlayers[uPlayerID]->pEquipment.uMainHand;//weapon in right hand 1974 pMainHandNum3 = pPlayers[uPlayerID]->pEquipment.uMainHand;//weapon in right hand
1978 if ( pMainHandNum3 ) 1975 if ( pMainHandNum3 )
1979 { 1976 {
1986 v181 = pItemsTable->pItems[item_MainHand3->uItemID].pIconName; 1983 v181 = pItemsTable->pItems[item_MainHand3->uItemID].pIconName;
1987 v138 = pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE); 1984 v138 = pIcons_LOD->LoadTexture(v181, TEXTURE_16BIT_PALETTE);
1988 if ( !(item_MainHand3->uAttributes & 0xF0) ) 1985 if ( !(item_MainHand3->uAttributes & 0xF0) )
1989 { 1986 {
1990 v142 = v138 + 1; 1987 v142 = v138 + 1;
1991 v143 = (char *)&pIcons_LOD->pTextures[v138]; 1988 v143 = (char *)pIcons_LOD->GetTexture(v138);
1992 if ( item_MainHand3->uAttributes & 2 ) 1989 if ( item_MainHand3->uAttributes & 2 )
1993 pRenderer->DrawTransparentRedShade(pX_MainHand3, pY_MainHand3, (Texture *)(v142 != 0 ? (int)v143 : 0)); 1990 pRenderer->DrawTransparentRedShade(pX_MainHand3, pY_MainHand3, (Texture *)v143);
1994 else 1991 else
1995 { 1992 {
1996 if ( item_MainHand3->uAttributes & 1 ) 1993 if ( item_MainHand3->uAttributes & 1 )
1997 pRenderer->DrawTextureTransparent(pX_MainHand3, pY_MainHand3, (Texture *)(v142 != 0 ? (int)v143 : 0)); 1994 pRenderer->DrawTextureTransparent(pX_MainHand3, pY_MainHand3, (Texture *)v143);
1998 else 1995 else
1999 pRenderer->DrawTransparentGreenShade(pX_MainHand3, pY_MainHand3, (Texture *)(v142 != 0 ? (int)v143 : 0)); 1996 pRenderer->DrawTransparentGreenShade(pX_MainHand3, pY_MainHand3, (Texture *)v143);
2000 } 1997 }
2001 } 1998 }
2002 else 1999 else
2003 { 2000 {
2004 if ( (item_MainHand3->uAttributes & 0xF0) == 16 ) 2001 if ( (item_MainHand3->uAttributes & 0xF0) == 16 )
2007 v182 = "sp28a"; 2004 v182 = "sp28a";
2008 if ( (item_MainHand3->uAttributes & 0xF0) == 64 ) 2005 if ( (item_MainHand3->uAttributes & 0xF0) == 64 )
2009 v182 = "sp30a"; 2006 v182 = "sp30a";
2010 if ( (item_MainHand3->uAttributes & 0xF0) == 128 ) 2007 if ( (item_MainHand3->uAttributes & 0xF0) == 128 )
2011 v182 = "sp91a"; 2008 v182 = "sp91a";
2012 v140 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v182, TEXTURE_16BIT_PALETTE)]; 2009 v140 = pIcons_LOD->LoadTexturePtr(v182, TEXTURE_16BIT_PALETTE);
2013 dword_50C9A8 -= pEventTimer->uTimeElapsed; 2010 dword_50C9A8 -= pEventTimer->uTimeElapsed;
2014 if ( dword_50C9A8 <= 0 ) 2011 if ( dword_50C9A8 <= 0 )
2015 { 2012 {
2016 dword_50C9A8 = 0; 2013 dword_50C9A8 = 0;
2017 item_MainHand3->uAttributes &= 0xFu; 2014 item_MainHand3->uAttributes &= 0xFu;
2018 ptr_50C9A4 = 0; 2015 ptr_50C9A4 = 0;
2019 } 2016 }
2020 v141 = (double)GetTickCount() * 0.1; 2017 v141 = (double)GetTickCount() * 0.1;
2021 pRenderer->_4A63E6(pX_MainHand3, pY_MainHand3, (Texture *)(v138 != -1 ? (int)&pIcons_LOD->pTextures[v138] : 0), v140, (signed __int64)v141, 0, 255); 2018 pRenderer->_4A63E6(pX_MainHand3, pY_MainHand3, pIcons_LOD->GetTexture(v138), v140, (signed __int64)v141, 0, 255);
2022 } 2019 }
2023 if ( !bRingsShownInCharScreen ) 2020 if ( !bRingsShownInCharScreen )
2024 pRenderer->DrawMaskToZBuffer(pX_MainHand3, pY_MainHand3, (Texture *)(v142 != 0 ? (int)v143 : 0), pMainHandNum3); 2021 pRenderer->DrawMaskToZBuffer(pX_MainHand3, pY_MainHand3, (Texture *)v143, pMainHandNum3);
2025 } 2022 }
2026 pShieldNum = pPlayers[uPlayerID]->pEquipment.uShield;// далее щит 2023 pShieldNum = pPlayers[uPlayerID]->pEquipment.uShield;// далее щит
2027 if ( pShieldNum ) 2024 if ( pShieldNum )
2028 { 2025 {
2029 item_Shield = &pPlayers[uPlayerID]->pInventoryItems[pShieldNum - 1]; 2026 item_Shield = &pPlayers[uPlayerID]->pInventoryItems[pShieldNum - 1];
2059 } 2056 }
2060 v153 = pIcons_LOD->LoadTexture(pItemsTable->pItems[item_Shield->uItemID].pIconName, TEXTURE_16BIT_PALETTE); 2057 v153 = pIcons_LOD->LoadTexture(pItemsTable->pItems[item_Shield->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
2061 if ( !(item_Shield->uAttributes & 0xF0) ) 2058 if ( !(item_Shield->uAttributes & 0xF0) )
2062 { 2059 {
2063 if ( item_Shield->uAttributes & 2 ) 2060 if ( item_Shield->uAttributes & 2 )
2064 pRenderer->DrawTransparentRedShade(pX_Shield, pY_Shield, (Texture *)(v153 != -1 ? (int)&pIcons_LOD->pTextures[v153] : 0)); 2061 pRenderer->DrawTransparentRedShade(pX_Shield, pY_Shield, pIcons_LOD->GetTexture(v153));
2065 else 2062 else
2066 { 2063 {
2067 v160 = (char *)&pIcons_LOD->pTextures[v153]; 2064 v160 = (char *)pIcons_LOD->GetTexture(v153);
2068 if ( !(item_Shield->uAttributes & 1) ) 2065 if ( !(item_Shield->uAttributes & 1) )
2069 pRenderer->DrawTransparentGreenShade(pX_Shield, pY_Shield, (Texture *)(v153 != -1 ? (int)v160 : 0)); 2066 pRenderer->DrawTransparentGreenShade(pX_Shield, pY_Shield, (Texture *)v160);
2070 else 2067 else
2071 pRenderer->DrawTextureTransparent(pX_Shield, pY_Shield, (Texture *)(v153 != -1 ? (int)v160 : 0)); 2068 pRenderer->DrawTextureTransparent(pX_Shield, pY_Shield, (Texture *)v160);
2072 } 2069 }
2073 } 2070 }
2074 else 2071 else
2075 { 2072 {
2076 if ( (item_Shield->uAttributes & 0xF0) == 16 ) 2073 if ( (item_Shield->uAttributes & 0xF0) == 16 )
2079 v183 = "sp28a"; 2076 v183 = "sp28a";
2080 if ( (item_Shield->uAttributes & 0xF0) == 64 ) 2077 if ( (item_Shield->uAttributes & 0xF0) == 64 )
2081 v183 = "sp30a"; 2078 v183 = "sp30a";
2082 if ( (item_Shield->uAttributes & 0xF0) == 128 ) 2079 if ( (item_Shield->uAttributes & 0xF0) == 128 )
2083 v183 = "sp91a"; 2080 v183 = "sp91a";
2084 v157 = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(v183, TEXTURE_16BIT_PALETTE)]; 2081 v157 = pIcons_LOD->LoadTexturePtr(v183, TEXTURE_16BIT_PALETTE);
2085 dword_50C9A8 -= pEventTimer->uTimeElapsed; 2082 dword_50C9A8 -= pEventTimer->uTimeElapsed;
2086 if ( dword_50C9A8 <= 0 ) 2083 if ( dword_50C9A8 <= 0 )
2087 { 2084 {
2088 dword_50C9A8 = 0; 2085 dword_50C9A8 = 0;
2089 item_Shield->uAttributes &= 0xFu; 2086 item_Shield->uAttributes &= 0xFu;
2090 ptr_50C9A4 = 0; 2087 ptr_50C9A4 = 0;
2091 } 2088 }
2092 v158 = (double)GetTickCount() * 0.1; 2089 v158 = (double)GetTickCount() * 0.1;
2093 pRenderer->_4A63E6(pX_Shield, pY_Shield, (Texture *)(v153 != -1 ? (int)&pIcons_LOD->pTextures[v153] : 0), v157, (signed __int64)v158, 0, 255); 2090 pRenderer->_4A63E6(pX_Shield, pY_Shield, pIcons_LOD->GetTexture(v153), v157, (signed __int64)v158, 0, 255);
2094 if ( v245 ) 2091 if ( v245 )
2095 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdollLeftEmptyHand[pBodyComplection][0], 2092 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdollLeftEmptyHand[pBodyComplection][0],
2096 pPaperdoll_BodyY + pPaperdollLeftEmptyHand[pBodyComplection][1], 2093 pPaperdoll_BodyY + pPaperdollLeftEmptyHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlhs[uPlayerID - 1]));
2097 (Texture *)(papredoll_dlhs[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dlhs[uPlayerID - 1]] : 0));
2098 } 2094 }
2099 if ( !bRingsShownInCharScreen ) 2095 if ( !bRingsShownInCharScreen )
2100 pRenderer->DrawMaskToZBuffer(pX_Shield, pY_Shield, (Texture *)(v153 != -1 ? (int)&pIcons_LOD->pTextures[v153] : 0), pShieldNum); 2096 pRenderer->DrawMaskToZBuffer(pX_Shield, pY_Shield, pIcons_LOD->GetTexture(v153), pShieldNum);
2101 } 2097 }
2102 } 2098 }
2103 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_RightHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_RightHand[pBodyComplection][1], 2099 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_RightHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_RightHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_drhs[uPlayerID - 1]));
2104 (Texture *)(papredoll_drhs[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_drhs[uPlayerID - 1]] : 0));
2105 pMainHandNum5 = pPlayers[uPlayerID]->pEquipment.uMainHand; 2100 pMainHandNum5 = pPlayers[uPlayerID]->pEquipment.uMainHand;
2106 if ( pMainHandNum5 ) 2101 if ( pMainHandNum5 )
2107 { 2102 {
2108 item_MainHand5 = &pPlayers[uPlayerID]->pInventoryItems[pMainHandNum5 - 1]; 2103 item_MainHand5 = &pPlayers[uPlayerID]->pInventoryItems[pMainHandNum5 - 1];
2109 if ( pItemsTable->pItems[item_MainHand5->uItemID].uEquipType == 1 || pItemsTable->pItems[item_MainHand5->uItemID].uSkillType == 4 && !pPlayers[uPlayerID]->pEquipment.uShield ) 2104 if ( pItemsTable->pItems[item_MainHand5->uItemID].uEquipType == 1 || pItemsTable->pItems[item_MainHand5->uItemID].uSkillType == 4 && !pPlayers[uPlayerID]->pEquipment.uShield )
2110 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], 2105 pRenderer->DrawTextureTransparent(pPaperdoll_BodyX + pPaperdoll_SecondLeftHand[pBodyComplection][0], pPaperdoll_BodyY + pPaperdoll_SecondLeftHand[pBodyComplection][1], pIcons_LOD->GetTexture(papredoll_dlhus[uPlayerID - 1]));
2111 (Texture *)(papredoll_dlhus[uPlayerID - 1] != -1 ? (int)&pIcons_LOD->pTextures[papredoll_dlhus[uPlayerID - 1]] : 0));
2112 } 2106 }
2113 if ( !bRingsShownInCharScreen )//рисование лупы 2107 if ( !bRingsShownInCharScreen )//рисование лупы
2114 pRenderer->DrawTextureTransparent(603, 299, (Texture *)(uTextureID_MAGNIF_B != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_MAGNIF_B] : 0)); 2108 pRenderer->DrawTextureTransparent(603, 299, pIcons_LOD->GetTexture(uTextureID_MAGNIF_B));
2115 pRenderer->DrawTextureTransparent(468, 0, (Texture *)(uTextureID_right_panel_loop != -1 ? (int)&pIcons_LOD->pTextures[uTextureID_right_panel_loop] : 0));//обрамление 2109 pRenderer->DrawTextureTransparent(468, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop));//обрамление
2116 } 2110 }
2117 2111
2118 //----- (0043E825) -------------------------------------------------------- 2112 //----- (0043E825) --------------------------------------------------------
2119 void __fastcall CharacterUI_DrawPaperdollWithRingOverlay(unsigned int uPlayerID) 2113 void __fastcall CharacterUI_DrawPaperdollWithRingOverlay(unsigned int uPlayerID)
2120 { 2114 {
2121 int v3; // ecx@1 2115 int v3; // ecx@1
2122 unsigned int pItemTextureNum; // ebx@3 2116 unsigned int pItemTextureNum; // ebx@3
2123 int v9; // edi@17 2117 //int v9; // edi@17
2124 char v13; // sf@24 2118 char v13; // sf@24
2125 unsigned __int8 v14; // of@24 2119 unsigned __int8 v14; // of@24
2126 unsigned int pItemNum; // eax@25 2120 unsigned int pItemNum; // eax@25
2127 int v20; // edi@40 2121 //int v20; // edi@40
2128 int v21; // eax@41 2122 //int v21; // eax@41
2129 int v33; // esi@61 2123 //int v33; // esi@61
2130 const char *spell_texture_name; // [sp-8h] [bp-38h]@8 2124 const char *spell_texture_name; // [sp-8h] [bp-38h]@8
2131 Texture *spell_texture; // [sp+10h] [bp-20h]@14 2125 Texture *spell_texture; // [sp+10h] [bp-20h]@14
2132 int v41; // [sp+10h] [bp-20h]@26 2126 int v41; // [sp+10h] [bp-20h]@26
2133 unsigned int pY_Ring; // [sp+14h] [bp-1Ch]@3 2127 unsigned int pY_Ring; // [sp+14h] [bp-1Ch]@3
2134 unsigned int pX_Ring; // [sp+18h] [bp-18h]@3 2128 unsigned int pX_Ring; // [sp+18h] [bp-18h]@3
2135 int v48; // [sp+24h] [bp-Ch]@1 2129 int v48; // [sp+24h] [bp-Ch]@1
2136 ItemGen *item; 2130 ItemGen *item;
2137 2131
2138 pIcons_LOD->LoadTexture("sptext01", TEXTURE_16BIT_PALETTE); 2132 pIcons_LOD->LoadTexture("sptext01", TEXTURE_16BIT_PALETTE);
2139 CharacterUI_DrawPaperdoll(uPlayerID); 2133 CharacterUI_DrawPaperdoll(uPlayerID);
2140 pRenderer->DrawTextureTransparent(0x1D9u, 0, (Texture *)(uTextureID_BACKHAND != -1 ? &pIcons_LOD->pTextures[uTextureID_BACKHAND] : 0)); 2134 pRenderer->DrawTextureTransparent(0x1D9u, 0, pIcons_LOD->GetTexture(uTextureID_BACKHAND));
2141 pRenderer->DrawTextureTransparent(0x1D4u, 0, (Texture *)(uTextureID_right_panel_loop != -1 ? &pIcons_LOD->pTextures[uTextureID_right_panel_loop] : 0)); 2135 pRenderer->DrawTextureTransparent(0x1D4u, 0, pIcons_LOD->GetTexture(uTextureID_right_panel_loop));
2142 pRenderer->DrawTextureIndexed(pCharacterScreen_DetalizBtn->uX, pCharacterScreen_DetalizBtn->uY, 2136 pRenderer->DrawTextureIndexed(pCharacterScreen_DetalizBtn->uX, pCharacterScreen_DetalizBtn->uY, pIcons_LOD->GetTexture(uTextureID_detaliz_close_button));
2143 (Texture *)(uTextureID_detaliz_close_button != -1 ? &pIcons_LOD->pTextures[uTextureID_detaliz_close_button] : 0));
2144 v3 = 0; 2137 v3 = 0;
2145 v48 = 0; 2138 v48 = 0;
2146 do 2139 do
2147 { 2140 {
2148 pItemNum = pPlayers[uPlayerID]->pEquipment.uRings[v3]; 2141 pItemNum = pPlayers[uPlayerID]->pEquipment.uRings[v3];
2160 spell_texture_name = "sp28a"; 2153 spell_texture_name = "sp28a";
2161 if ( (item->uAttributes & 0xF0) == 64 ) 2154 if ( (item->uAttributes & 0xF0) == 64 )
2162 spell_texture_name = "sp30a"; 2155 spell_texture_name = "sp30a";
2163 if ( (item->uAttributes & 0xF0) == 128 ) 2156 if ( (item->uAttributes & 0xF0) == 128 )
2164 spell_texture_name = "sp91a"; 2157 spell_texture_name = "sp91a";
2165 spell_texture = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(spell_texture_name, TEXTURE_16BIT_PALETTE)]; 2158 spell_texture = pIcons_LOD->LoadTexturePtr(spell_texture_name, TEXTURE_16BIT_PALETTE);
2166 dword_50C9A8 -= pEventTimer->uTimeElapsed; 2159 dword_50C9A8 -= pEventTimer->uTimeElapsed;
2167 if ( dword_50C9A8 <= 0 ) 2160 if ( dword_50C9A8 <= 0 )
2168 { 2161 {
2169 dword_50C9A8 = 0; 2162 dword_50C9A8 = 0;
2170 item->uAttributes &= 0xFu; 2163 item->uAttributes &= 0xFu;
2171 ptr_50C9A4 = 0; 2164 ptr_50C9A4 = 0;
2172 } 2165 }
2173 pRenderer->_4A63E6(pX_Ring, pY_Ring, (Texture *)(pItemTextureNum != -1 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0), spell_texture, GetTickCount() * 0.1, 0, 255); 2166 pRenderer->_4A63E6(pX_Ring, pY_Ring, pIcons_LOD->GetTexture(pItemTextureNum), spell_texture, GetTickCount() * 0.1, 0, 255);
2174 } 2167 }
2175 else 2168 else
2176 { 2169 {
2177 v9 = pItemTextureNum + 1; 2170 if (item->Broken())
2178 if ( item->uAttributes & 2 ) 2171 pRenderer->DrawTransparentRedShade(pX_Ring, pY_Ring, pIcons_LOD->GetTexture(pItemTextureNum));
2179 pRenderer->DrawTransparentRedShade(pX_Ring, pY_Ring, (Texture *)(v9 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0)); 2172 else if (!item->Identified())
2173 pRenderer->DrawTransparentGreenShade(pX_Ring, pY_Ring, pIcons_LOD->GetTexture(pItemTextureNum));
2180 else 2174 else
2181 { 2175 pRenderer->DrawTextureTransparent(pX_Ring, pY_Ring, pIcons_LOD->GetTexture(pItemTextureNum));
2182 if ( (item->uAttributes & 1) == 0 ) 2176
2183 pRenderer->DrawTransparentGreenShade(pX_Ring, pY_Ring, (Texture *)(v9 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0)); 2177 pRenderer->_4A601E(pX_Ring, pY_Ring, pIcons_LOD->GetTexture(pItemTextureNum), pItemNum);
2184 else
2185 pRenderer->DrawTextureTransparent(pX_Ring, pY_Ring, (Texture *)(v9 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0));
2186 }
2187 pRenderer->_4A601E(pX_Ring, pY_Ring, (Texture *)(v9 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0), pItemNum);
2188 } 2178 }
2189 } 2179 }
2190 v3++; 2180 v3++;
2191 pItemNum = pPlayers[uPlayerID]->pEquipment.uRings[v3]; 2181 pItemNum = pPlayers[uPlayerID]->pEquipment.uRings[v3];
2192 v14 = (v48 + 1) > 5; 2182 v14 = (v48 + 1) > 5;
2208 spell_texture_name = "sp28a"; 2198 spell_texture_name = "sp28a";
2209 if ( (item->uAttributes & 0xF0) == 64 ) 2199 if ( (item->uAttributes & 0xF0) == 64 )
2210 spell_texture_name = "sp30a"; 2200 spell_texture_name = "sp30a";
2211 if ( (item->uAttributes & 0xF0) == 128 ) 2201 if ( (item->uAttributes & 0xF0) == 128 )
2212 spell_texture_name = "sp91a"; 2202 spell_texture_name = "sp91a";
2213 spell_texture = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(spell_texture_name, TEXTURE_16BIT_PALETTE)]; 2203 spell_texture = pIcons_LOD->LoadTexturePtr(spell_texture_name, TEXTURE_16BIT_PALETTE);
2214 dword_50C9A8 -= pEventTimer->uTimeElapsed; 2204 dword_50C9A8 -= pEventTimer->uTimeElapsed;
2215 if ( dword_50C9A8 <= 0 ) 2205 if ( dword_50C9A8 <= 0 )
2216 { 2206 {
2217 dword_50C9A8 = 0; 2207 dword_50C9A8 = 0;
2218 item->uAttributes &= 0xFu; 2208 item->uAttributes &= 0xFu;
2219 ptr_50C9A4 = 0; 2209 ptr_50C9A4 = 0;
2220 } 2210 }
2221 pRenderer->_4A63E6(493, 91, (Texture *)(pItemTextureNum != -1 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0), spell_texture, GetTickCount() * 0.1, 0, 255); 2211 pRenderer->_4A63E6(493, 91, pIcons_LOD->GetTexture(pItemTextureNum), spell_texture, GetTickCount() * 0.1, 0, 255);
2222 } 2212 }
2223 else 2213 else
2224 { 2214 {
2225 v20 = pItemTextureNum + 1; 2215 if (item->Broken())
2226 if ( item->uAttributes & 2 ) 2216 pRenderer->DrawTransparentRedShade(493, 91, pIcons_LOD->GetTexture(pItemTextureNum));
2227 { 2217 else if (!item->Identified())
2228 v21 = 9 * pItemTextureNum; 2218 pRenderer->DrawTransparentGreenShade(493, 91, pIcons_LOD->GetTexture(pItemTextureNum));
2229 pRenderer->DrawTransparentRedShade(493, 91, (Texture *)(v20 != 0 ? (int)&pIcons_LOD->pTextures[8 * v21 / 0x48u] : 0));
2230 }
2231 else 2219 else
2232 { 2220 pRenderer->DrawTextureTransparent(493, 91, pIcons_LOD->GetTexture(pItemTextureNum));
2233 v21 = 9 * pItemTextureNum; 2221
2234 if ( !(item->uAttributes & 1) ) 2222 pRenderer->_4A601E(493, 91, pIcons_LOD->GetTexture(pItemTextureNum), v41);
2235 pRenderer->DrawTransparentGreenShade(493, 91, (Texture *)(v20 != 0 ? (int)&pIcons_LOD->pTextures[8 * v21 / 0x48u] : 0));
2236 else
2237 pRenderer->DrawTextureTransparent(493, 91, (Texture *)(v20 != 0 ? (int)&pIcons_LOD->pTextures[8 * v21 / 0x48u] : 0));
2238 }
2239 pRenderer->_4A601E(493, 91, (Texture *)(v20 != 0 ? (int)&pIcons_LOD->pTextures[8 * v21 / 0x48u] : 0), v41);
2240 } 2223 }
2241 } 2224 }
2242 pItemNum = pPlayers[uPlayerID]->pEquipment.uGlove; 2225 pItemNum = pPlayers[uPlayerID]->pEquipment.uGlove;
2243 if ( !pItemNum ) 2226 if ( !pItemNum )
2244 return; 2227 return;
2245 item = &pPlayers[uPlayerID]->pInventoryItems[pItemNum - 1]; 2228 item = &pPlayers[uPlayerID]->pInventoryItems[pItemNum - 1];
2246 pItemTextureNum = pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE); 2229 pItemTextureNum = pIcons_LOD->LoadTexture(pItemsTable->pItems[item->uItemID].pIconName, TEXTURE_16BIT_PALETTE);
2247 if ( !(item->uAttributes & 0xF0) ) 2230 if ( !(item->uAttributes & 0xF0) )
2248 { 2231 {
2249 v33 = pItemTextureNum + 1; 2232 if (item->Broken())
2250 if ( item->uAttributes & 2 ) 2233 pRenderer->DrawTransparentRedShade(586, 88, pIcons_LOD->GetTexture(pItemTextureNum));
2251 pRenderer->DrawTransparentRedShade(586, 88, (Texture *)(v33 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0)); 2234 else if (!item->Identified())
2235 pRenderer->DrawTransparentGreenShade(586, 88, pIcons_LOD->GetTexture(pItemTextureNum));
2252 else 2236 else
2253 { 2237 pRenderer->DrawTextureTransparent(586, 88, pIcons_LOD->GetTexture(pItemTextureNum));
2254 if ( !(item->uAttributes & 1) ) 2238
2255 pRenderer->DrawTransparentGreenShade(586, 88, (Texture *)(v33 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0)); 2239 pRenderer->_4A601E(586, 88,pIcons_LOD->GetTexture(pItemTextureNum), pItemNum);
2256 else
2257 pRenderer->DrawTextureTransparent(586, 88, (Texture *)(v33 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0));
2258 }
2259 pRenderer->_4A601E(586, 88, (Texture *)(v33 != 0 ? (int)&pIcons_LOD->pTextures[pItemTextureNum] : 0), pItemNum);
2260 } 2240 }
2261 else 2241 else
2262 { 2242 {
2263 if ( (item->uAttributes & 0xF0) == 16 ) 2243 if ( (item->uAttributes & 0xF0) == 16 )
2264 spell_texture_name = "sptext01"; 2244 spell_texture_name = "sptext01";
2266 spell_texture_name = "sp28a"; 2246 spell_texture_name = "sp28a";
2267 if ( (item->uAttributes & 0xF0) == 64 ) 2247 if ( (item->uAttributes & 0xF0) == 64 )
2268 spell_texture_name = "sp30a"; 2248 spell_texture_name = "sp30a";
2269 if ( (item->uAttributes & 0xF0) == 128 ) 2249 if ( (item->uAttributes & 0xF0) == 128 )
2270 spell_texture_name = "sp91a"; 2250 spell_texture_name = "sp91a";
2271 spell_texture = &pIcons_LOD->pTextures[pIcons_LOD->LoadTexture(spell_texture_name, TEXTURE_16BIT_PALETTE)]; 2251 spell_texture = pIcons_LOD->LoadTexturePtr(spell_texture_name, TEXTURE_16BIT_PALETTE);
2272 dword_50C9A8 -= pEventTimer->uTimeElapsed; 2252 dword_50C9A8 -= pEventTimer->uTimeElapsed;
2273 if ( dword_50C9A8 <= 0 ) 2253 if ( dword_50C9A8 <= 0 )
2274 { 2254 {
2275 dword_50C9A8 = 0; 2255 dword_50C9A8 = 0;
2276 item->uAttributes &= 0xFu; 2256 item->uAttributes &= 0xFu;
2795 int v137; // [sp+1Ch] [bp-4h]@27 2775 int v137; // [sp+1Ch] [bp-4h]@27
2796 int v138; // [sp+1Ch] [bp-4h]@33 2776 int v138; // [sp+1Ch] [bp-4h]@33
2797 2777
2798 pPlayer = &pParty->pPlayers[uPlayerID-1]; 2778 pPlayer = &pParty->pPlayers[uPlayerID-1];
2799 v2 = pIcons_LOD->LoadTexture("fr_stats", TEXTURE_16BIT_PALETTE); 2779 v2 = pIcons_LOD->LoadTexture("fr_stats", TEXTURE_16BIT_PALETTE);
2800 pRenderer->DrawTextureIndexed(8, 8, (Texture *)(v2 != -1 ? (int)&pIcons_LOD->pTextures[v2] : 0)); 2780 pRenderer->DrawTextureIndexed(8, 8, pIcons_LOD->GetTexture(v2));
2801 v3 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0xFFu, 0xFFu, 0x9Bu); 2781 v3 = GenerateColorAsCloseAsPossibleToR8G8B8InTargetFormat(0xFFu, 0xFFu, 0x9Bu);
2802 sprintf(pTmpBuf, "\f%05d", v3); 2782 sprintf(pTmpBuf, "\f%05d", v3);
2803 sprintfex(pTmpBuf2, pGlobalTXT_LocalizationStrings[429], pPlayer->pName, pClassNames[pPlayer->classType]);//^Pi[%s] %s 2783 sprintfex(pTmpBuf2, pGlobalTXT_LocalizationStrings[429], pPlayer->pName, pClassNames[pPlayer->classType]);//^Pi[%s] %s
2804 strcat(pTmpBuf, pTmpBuf2); 2784 strcat(pTmpBuf, pTmpBuf2);
2805 if ( pPlayer->uSkillPoints ) 2785 if ( pPlayer->uSkillPoints )