comparison Indoor.cpp @ 618:5cfb5dadf330

Margareth righ-click (addded constructor to NPCProfession) and cleaned BLV debug logs
author Nomad
date Fri, 08 Mar 2013 16:06:49 +0200
parents 55d6b756e03a
children 7747161ea5b5 8c595c7a3218 b54755fa0dbc
comparison
equal deleted inserted replaced
617:f2697c2b4109 618:5cfb5dadf330
1231 } 1231 }
1232 return result; 1232 return result;
1233 } 1233 }
1234 1234
1235 //----- (004B0EA8) -------------------------------------------------------- 1235 //----- (004B0EA8) --------------------------------------------------------
1236 void BspRenderer::PrepareFaceRenderList_d3d(int a2, unsigned int uFaceID) 1236 void BspRenderer::AddFaceToRenderList_d3d(int a2, unsigned int uFaceID)
1237 { 1237 {
1238 //unsigned int v3; // edx@1 1238 //unsigned int v3; // edx@1
1239 //stru170 *v4; // ebx@1 1239 //stru170 *v4; // ebx@1
1240 //BLVFace *v5; // eax@1 1240 //BLVFace *v5; // eax@1
1241 //int v6; // ecx@2 1241 //int v6; // ecx@2
1382 field_FA8[std__vector_000FA8].std__vector_0007AC, 1382 field_FA8[std__vector_000FA8].std__vector_0007AC,
1383 field_FA8[std__vector_000FA8].pVertices); 1383 field_FA8[std__vector_000FA8].pVertices);
1384 } 1384 }
1385 else 1385 else
1386 { 1386 {
1387 static RenderVertexSoft static_subPrepareFaceRenderList_d3d_stru_F7AA08[64]; 1387 static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64];
1388 static RenderVertexSoft static_subPrepareFaceRenderList_d3d_stru_F79E08[64]; 1388 static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64];
1389 1389
1390 //v23 = 0; 1390 //v23 = 0;
1391 a2 = pFace->uNumVertices; 1391 a2 = pFace->uNumVertices;
1392 for (uint k = 0; k < pFace->uNumVertices; ++k) 1392 for (uint k = 0; k < pFace->uNumVertices; ++k)
1393 { 1393 {
1394 //v24 = (char *)&static_subPrepareFaceRenderList_d3d_stru_F7AA08[0].vWorldPosition.z; 1394 //v24 = (char *)&static_subAddFaceToRenderList_d3d_stru_F7AA08[0].vWorldPosition.z;
1395 //do 1395 //do
1396 //{ 1396 //{
1397 //v25 = pFace->pVertexIDs[k]; 1397 //v25 = pFace->pVertexIDs[k];
1398 //v26 = &pIndoor->pVertices[pFace->pVertexIDs[k]]; 1398 //v26 = &pIndoor->pVertices[pFace->pVertexIDs[k]];
1399 auto pVertex = &pIndoor->pVertices[pFace->pVertexIDs[k]]; 1399 auto pVertex = &pIndoor->pVertices[pFace->pVertexIDs[k]];
1400 //v27 = (double)v26->z; 1400 //v27 = (double)v26->z;
1401 //v28 = v26->y; 1401 //v28 = v26->y;
1402 //v17 = v39; 1402 //v17 = v39;
1403 static_subPrepareFaceRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pVertex->x; 1403 static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pVertex->x;
1404 static_subPrepareFaceRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pVertex->y; 1404 static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pVertex->y;
1405 static_subPrepareFaceRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pVertex->z; 1405 static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pVertex->z;
1406 //v24 += 48; 1406 //v24 += 48;
1407 //} 1407 //}
1408 //while ( v23 < a2 ); 1408 //while ( v23 < a2 );
1409 } 1409 }
1410 pGame->pIndoorCameraD3D->_437285_prolly_colide_vertices_against_frustrum( 1410 pGame->pIndoorCameraD3D->_437285_prolly_colide_vertices_against_frustrum(
1411 static_subPrepareFaceRenderList_d3d_stru_F7AA08, 1411 static_subAddFaceToRenderList_d3d_stru_F7AA08,
1412 (unsigned int *)&a2, 1412 (unsigned int *)&a2,
1413 static_subPrepareFaceRenderList_d3d_stru_F79E08, 1413 static_subAddFaceToRenderList_d3d_stru_F79E08,
1414 p->std__vector_0007AC, 1414 p->std__vector_0007AC,
1415 4, 1415 4,
1416 0, 1416 0,
1417 0); 1417 0);
1418 v29 = pGame->pStru10Instance->_49C5DA( 1418 v29 = pGame->pStru10Instance->_49C5DA(
1419 pFace, 1419 pFace,
1420 static_subPrepareFaceRenderList_d3d_stru_F79E08, 1420 static_subAddFaceToRenderList_d3d_stru_F79E08,
1421 &a2, 1421 &a2,
1422 field_FA8[std__vector_000FA8].std__vector_0007AC, 1422 field_FA8[std__vector_000FA8].std__vector_0007AC,
1423 field_FA8[std__vector_000FA8].pVertices); 1423 field_FA8[std__vector_000FA8].pVertices);
1424 } 1424 }
1425 if ( v29 ) 1425 if ( v29 )
1449 } 1449 }
1450 } 1450 }
1451 1451
1452 1452
1453 //----- (004AFB86) -------------------------------------------------------- 1453 //----- (004AFB86) --------------------------------------------------------
1454 void BspRenderer::PrepareFaceRenderList_sw(int a2, unsigned int uFaceID) 1454 void BspRenderer::AddFaceToRenderList_sw(int a2, unsigned int uFaceID)
1455 { 1455 {
1456 BspRenderer *v3; // ebx@1 1456 BspRenderer *v3; // ebx@1
1457 BLVFace *v4; // eax@1 1457 BLVFace *v4; // eax@1
1458 char *v5; // ecx@2 1458 char *v5; // ecx@2
1459 unsigned __int16 v6; // ax@11 1459 unsigned __int16 v6; // ax@11
3196 3196
3197 if (pSector->pBounding.x1 <= sX && pSector->pBounding.x2 >= sX) 3197 if (pSector->pBounding.x1 <= sX && pSector->pBounding.x2 >= sX)
3198 if (pSector->pBounding.y1 <= sY && pSector->pBounding.y2 >= sY) 3198 if (pSector->pBounding.y1 <= sY && pSector->pBounding.y2 >= sY)
3199 if (pSector->pBounding.z1 - 64 <= sZ && pSector->pBounding.z2 + 64 >= sZ) 3199 if (pSector->pBounding.z1 - 64 <= sZ && pSector->pBounding.z2 + 64 >= sZ)
3200 { 3200 {
3201 Log::Warning(L"Sector[%u]", i); 3201 //Log::Warning(L"Sector[%u]", i);
3202 v51 = pSector->uNumFloors + pSector->uNumPortals; 3202 v51 = pSector->uNumFloors + pSector->uNumPortals;
3203 if (!v51) 3203 if (!v51)
3204 continue; 3204 continue;
3205 3205
3206 //v9 = pSector->uNumFloors; 3206 //v9 = pSector->uNumFloors;