Mercurial > mm7
comparison Indoor.cpp @ 618:5cfb5dadf330
Margareth righ-click (addded constructor to NPCProfession) and cleaned BLV debug logs
author | Nomad |
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date | Fri, 08 Mar 2013 16:06:49 +0200 |
parents | 55d6b756e03a |
children | 7747161ea5b5 8c595c7a3218 b54755fa0dbc |
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617:f2697c2b4109 | 618:5cfb5dadf330 |
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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; |