Mercurial > mm7
comparison _deleted.cpp @ 1642:8971dc85b8fb
More camera unifications.
author | Nomad |
---|---|
date | Tue, 17 Sep 2013 20:15:56 +0200 |
parents | ccde94f02b75 |
children | 633f81bb3ae7 |
comparison
equal
deleted
inserted
replaced
1641:466c5e15f524 | 1642:8971dc85b8fb |
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1174 v38 = (unsigned __int64)(v37 * (signed __int64)v4) >> 16; | 1174 v38 = (unsigned __int64)(v37 * (signed __int64)v4) >> 16; |
1175 v9 = v3->v_18.x; | 1175 v9 = v3->v_18.x; |
1176 v28 = v3->sTextureDeltaU << 16; | 1176 v28 = v3->sTextureDeltaU << 16; |
1177 v35 = v3->sTextureDeltaV << 16; | 1177 v35 = v3->sTextureDeltaV << 16; |
1178 v10 = v2->field_8; | 1178 v10 = v2->field_8; |
1179 v29 = pODMRenderParams->camera_rotation_y_int_sine; | 1179 v29 = pGame->pIndoorCameraD3D->int_sine_y; |
1180 v32 = pODMRenderParams->camera_rotation_y_int_cosine; | 1180 v32 = pGame->pIndoorCameraD3D->int_cosine_y; |
1181 a1.field_28 = v2->field_C; | 1181 a1.field_28 = v2->field_C; |
1182 v11 = v3->field_24; | 1182 v11 = v3->field_24; |
1183 v37 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v10); | 1183 v37 = pODMRenderParams->int_fov_rad_inv * (pViewport->uScreenCenterX - v10); |
1184 v12 = v3->v_18.y; | 1184 v12 = v3->v_18.y; |
1185 v13 = -v11; | 1185 v13 = -v11; |
2323 v55 = 65536 / SLODWORD(v35); | 2323 v55 = 65536 / SLODWORD(v35); |
2324 v7 = 65536 / SLODWORD(v35) * (a3 - v4->field_A); | 2324 v7 = 65536 / SLODWORD(v35) * (a3 - v4->field_A); |
2325 v8 = v3->ptr_38; | 2325 v8 = v3->ptr_38; |
2326 v42 = ((unsigned __int64)(v3->ptr_38->field_14 * (signed __int64)v7) >> 16) + v8->field_C; | 2326 v42 = ((unsigned __int64)(v3->ptr_38->field_14 * (signed __int64)v7) >> 16) + v8->field_C; |
2327 v40 = ((unsigned __int64)(v8->field_20 * (signed __int64)v7) >> 16) + v3->ptr_38->field_18; | 2327 v40 = ((unsigned __int64)(v8->field_20 * (signed __int64)v7) >> 16) + v3->ptr_38->field_18; |
2328 v38 = pODMRenderParams->camera_rotation_y_int_sine; | 2328 v38 = pGame->pIndoorCameraD3D->int_sine_y; |
2329 HIDWORD(v35) = pODMRenderParams->camera_rotation_y_int_cosine; | 2329 HIDWORD(v35) = pGame->pIndoorCameraD3D->int_cosine_y; |
2330 v45 = v4->field_C; | 2330 v45 = v4->field_C; |
2331 v9 = ((unsigned __int64)(v3->v_18.z * (signed __int64)v7) >> 16) + v3->v_18.x; | 2331 v9 = ((unsigned __int64)(v3->v_18.z * (signed __int64)v7) >> 16) + v3->v_18.x; |
2332 v10 = 65536 / SLODWORD(v35) * (pViewport->uScreenCenterX - v4->field_8); | 2332 v10 = 65536 / SLODWORD(v35) * (pViewport->uScreenCenterX - v4->field_8); |
2333 v48 = 0; | 2333 v48 = 0; |
2334 v50 = 65536 / SLODWORD(v35) * (pViewport->uScreenCenterX - v4->field_8); | 2334 v50 = 65536 / SLODWORD(v35) * (pViewport->uScreenCenterX - v4->field_8); |
10175 stru_F8AD28.vec_20.y = v66.y; | 10175 stru_F8AD28.vec_20.y = v66.y; |
10176 stru_F8AD28.vec_20.z = v66.z; | 10176 stru_F8AD28.vec_20.z = v66.z; |
10177 stru_F8AD28.uDefaultAmbientLightLevel = v2->field_22; | 10177 stru_F8AD28.uDefaultAmbientLightLevel = v2->field_22; |
10178 if ( pBLVRenderParams->sPartyRotX ) | 10178 if ( pBLVRenderParams->sPartyRotX ) |
10179 { | 10179 { |
10180 v74 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10180 v74 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10181 v74 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v74; | 10181 v74 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v74; |
10182 X = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; | 10182 X = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; |
10183 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - X; | 10183 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - X; |
10184 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x | 10184 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x |
10185 * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10185 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10186 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y | 10186 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y |
10187 * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10187 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10188 stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) | 10188 stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) |
10189 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z | 10189 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z |
10190 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); | 10190 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); |
10191 v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10191 v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10192 v74 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v70; | 10192 v74 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v70; |
10193 v70 = (unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; | 10193 v70 = (unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; |
10194 stru_F8AD28.vec_60.y = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v70; | 10194 stru_F8AD28.vec_60.y = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v70; |
10195 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10195 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10196 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10196 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10197 stru_F8AD28.field_6C = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) | 10197 stru_F8AD28.field_6C = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) |
10198 + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); | 10198 + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); |
10199 v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10199 v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10200 v74 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) - v70; | 10200 v74 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) - v70; |
10201 X = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10201 X = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10202 v72 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16; | 10202 v72 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; |
10203 v70 = (unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; | 10203 v70 = (unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; |
10204 stru_F8AD28.vec_70.x = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v70; | 10204 stru_F8AD28.vec_70.x = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v70; |
10205 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10205 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10206 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10206 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10207 stru_F8AD28.vec_70.z = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) | 10207 stru_F8AD28.vec_70.z = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) |
10208 + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); | 10208 + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); |
10209 v74 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y | 10209 v74 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y |
10210 - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; | 10210 - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; |
10211 v11 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y | 10211 v11 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y |
10212 + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); | 10212 + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); |
10213 v73 = -65536 * pBLVRenderParams->vPartyPos.z; | 10213 v73 = -65536 * pBLVRenderParams->vPartyPos.z; |
10214 v70 = (unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; | 10214 v70 = (unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; |
10215 v12 = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) - v70; | 10215 v12 = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) - v70; |
10216 v69 = (unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16; | 10216 v69 = (unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16; |
10217 v13 = pBLVRenderParams->vPartyPos.y; | 10217 v13 = pBLVRenderParams->vPartyPos.y; |
10218 v70 = ((unsigned __int64)(v74 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) | 10218 v70 = ((unsigned __int64)(v74 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) |
10219 + ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); | 10219 + ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); |
10220 v14 = pBLVRenderParams->vPartyPos.x; | 10220 v14 = pBLVRenderParams->vPartyPos.x; |
10221 } | 10221 } |
10222 else | 10222 else |
10223 { | 10223 { |
10224 v70 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10224 v70 = (unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10225 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x | 10225 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x |
10226 * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10226 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10227 - v70; | 10227 - v70; |
10228 stru_F8AD28.rotated_normal.z = stru_F8AD28.plane_4.vNormal.z; | 10228 stru_F8AD28.rotated_normal.z = stru_F8AD28.plane_4.vNormal.z; |
10229 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x | 10229 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x |
10230 * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10230 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10231 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y | 10231 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y |
10232 * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10232 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10233 v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10233 v70 = (unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10234 stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10234 stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10235 - v70; | 10235 - v70; |
10236 stru_F8AD28.field_6C = stru_F8AD28.vec_14.z; | 10236 stru_F8AD28.field_6C = stru_F8AD28.vec_14.z; |
10237 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10237 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10238 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10238 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10239 v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10239 v70 = (unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10240 stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10240 stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10241 - v70; | 10241 - v70; |
10242 v69 = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16; | 10242 v69 = (unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10243 v14 = pBLVRenderParams->vPartyPos.x; | 10243 v14 = pBLVRenderParams->vPartyPos.x; |
10244 stru_F8AD28.vec_70.z = stru_F8AD28.vec_20.z; | 10244 stru_F8AD28.vec_70.z = stru_F8AD28.vec_20.z; |
10245 v13 = pBLVRenderParams->vPartyPos.y; | 10245 v13 = pBLVRenderParams->vPartyPos.y; |
10246 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10246 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10247 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10247 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10248 v12 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y | 10248 v12 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y |
10249 - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; | 10249 - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; |
10250 v11 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y | 10250 v11 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y |
10251 + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); | 10251 + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); |
10252 v70 = -65536 * pBLVRenderParams->vPartyPos.z; | 10252 v70 = -65536 * pBLVRenderParams->vPartyPos.z; |
10253 } | 10253 } |
10254 stru_F8AD28.field_7C = stru_F8AD28.rotated_normal.x; | 10254 stru_F8AD28.field_7C = stru_F8AD28.rotated_normal.x; |
10255 stru_F8AD28.vec_60.x = stru_F8AD28.plane_4.vNormal.z * pBLVRenderParams->vPartyPos.z | 10255 stru_F8AD28.vec_60.x = stru_F8AD28.plane_4.vNormal.z * pBLVRenderParams->vPartyPos.z |
10256 + stru_F8AD28.plane_4.dist | 10256 + stru_F8AD28.plane_4.dist |
10601 stru_F8AD28.vec_20.x = 0; | 10601 stru_F8AD28.vec_20.x = 0; |
10602 stru_F8AD28.vec_20.z = 0; | 10602 stru_F8AD28.vec_20.z = 0; |
10603 stru_F8AD28.uDefaultAmbientLightLevel = 0; | 10603 stru_F8AD28.uDefaultAmbientLightLevel = 0; |
10604 if ( pBLVRenderParams->sPartyRotX ) | 10604 if ( pBLVRenderParams->sPartyRotX ) |
10605 { | 10605 { |
10606 v0 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10606 v0 = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10607 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); | 10607 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); |
10608 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v0 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) | 10608 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(v0 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) |
10609 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z | 10609 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z |
10610 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); | 10610 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); |
10611 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x | 10611 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x |
10612 * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10612 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10613 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y | 10613 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y |
10614 * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10614 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10615 stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v0 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) | 10615 stru_F8AD28.rotated_normal.z = ((unsigned __int64)(v0 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) |
10616 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z | 10616 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.z |
10617 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); | 10617 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); |
10618 v1 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10618 v1 = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10619 - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); | 10619 - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); |
10620 stru_F8AD28.vec_60.y = ((unsigned __int64)(v1 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) | 10620 stru_F8AD28.vec_60.y = ((unsigned __int64)(v1 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) |
10621 - ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); | 10621 - ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); |
10622 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10622 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10623 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10623 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10624 stru_F8AD28.field_6C = ((unsigned __int64)(v1 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) | 10624 stru_F8AD28.field_6C = ((unsigned __int64)(v1 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) |
10625 + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); | 10625 + ((unsigned __int64)(stru_F8AD28.vec_14.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); |
10626 v2 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10626 v2 = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10627 - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); | 10627 - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); |
10628 stru_F8AD28.vec_70.x = ((unsigned __int64)(v2 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) | 10628 stru_F8AD28.vec_70.x = ((unsigned __int64)(v2 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) |
10629 - ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); | 10629 - ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); |
10630 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10630 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10631 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10631 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10632 stru_F8AD28.vec_70.z = ((unsigned __int64)(v2 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16) | 10632 stru_F8AD28.vec_70.z = ((unsigned __int64)(v2 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16) |
10633 + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16); | 10633 + ((unsigned __int64)(stru_F8AD28.vec_20.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16); |
10634 v3 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y | 10634 v3 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y |
10635 + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); | 10635 + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); |
10636 v4 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y | 10636 v4 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y |
10637 - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; | 10637 - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; |
10638 v5 = ((unsigned __int64)(v4 * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) | 10638 v5 = ((unsigned __int64)(v4 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) |
10639 - ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); | 10639 - ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); |
10640 v6 = pBLVRenderParams->vPartyPos.z; | 10640 v6 = pBLVRenderParams->vPartyPos.z; |
10641 v7 = ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pBLVRenderParams->sCosineNegX) >> 16) | 10641 v7 = ((unsigned __int64)(-65536 * pBLVRenderParams->vPartyPos.z * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_x) >> 16) |
10642 + ((unsigned __int64)(v4 * (signed __int64)pBLVRenderParams->sSineNegX) >> 16); | 10642 + ((unsigned __int64)(v4 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_x) >> 16); |
10643 v8 = pBLVRenderParams->vPartyPos.y; | 10643 v8 = pBLVRenderParams->vPartyPos.y; |
10644 v9 = pBLVRenderParams->vPartyPos.x; | 10644 v9 = pBLVRenderParams->vPartyPos.x; |
10645 } | 10645 } |
10646 else | 10646 else |
10647 { | 10647 { |
10648 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x | 10648 stru_F8AD28.rotated_normal.x = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x |
10649 * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10649 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10650 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y | 10650 - ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y |
10651 * (signed __int64)pBLVRenderParams->sSineY) >> 16); | 10651 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); |
10652 stru_F8AD28.rotated_normal.z = stru_F8AD28.plane_4.vNormal.z; | 10652 stru_F8AD28.rotated_normal.z = stru_F8AD28.plane_4.vNormal.z; |
10653 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x | 10653 stru_F8AD28.rotated_normal.y = ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.x |
10654 * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10654 * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10655 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y | 10655 + ((unsigned __int64)(stru_F8AD28.plane_4.vNormal.y |
10656 * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10656 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10657 stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10657 stru_F8AD28.vec_60.y = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10658 - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); | 10658 - ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); |
10659 stru_F8AD28.field_6C = stru_F8AD28.vec_14.z; | 10659 stru_F8AD28.field_6C = stru_F8AD28.vec_14.z; |
10660 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10660 stru_F8AD28.vec_60.z = ((unsigned __int64)(stru_F8AD28.vec_14.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10661 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10661 + ((unsigned __int64)(stru_F8AD28.vec_14.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10662 stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sCosineY) >> 16) | 10662 stru_F8AD28.vec_70.x = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16) |
10663 - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sSineY) >> 16); | 10663 - ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16); |
10664 v8 = pBLVRenderParams->vPartyPos.y; | 10664 v8 = pBLVRenderParams->vPartyPos.y; |
10665 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pBLVRenderParams->sSineY) >> 16) | 10665 stru_F8AD28.vec_70.y = ((unsigned __int64)(stru_F8AD28.vec_20.x * (signed __int64)pGame->pIndoorCameraD3D->int_sine_y) >> 16) |
10666 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pBLVRenderParams->sCosineY) >> 16); | 10666 + ((unsigned __int64)(stru_F8AD28.vec_20.y * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16); |
10667 stru_F8AD28.vec_70.z = stru_F8AD28.vec_20.z; | 10667 stru_F8AD28.vec_70.z = stru_F8AD28.vec_20.z; |
10668 v9 = pBLVRenderParams->vPartyPos.x; | 10668 v9 = pBLVRenderParams->vPartyPos.x; |
10669 v5 = pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.y | 10669 v5 = pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.y |
10670 - pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.x; | 10670 - pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.x; |
10671 v6 = pBLVRenderParams->vPartyPos.z; | 10671 v6 = pBLVRenderParams->vPartyPos.z; |
10672 v3 = -(pBLVRenderParams->sCosineY * pBLVRenderParams->vPartyPos.y | 10672 v3 = -(pGame->pIndoorCameraD3D->int_cosine_y * pBLVRenderParams->vPartyPos.y |
10673 + pBLVRenderParams->sSineY * pBLVRenderParams->vPartyPos.x); | 10673 + pGame->pIndoorCameraD3D->int_sine_y * pBLVRenderParams->vPartyPos.x); |
10674 v7 = -65536 * pBLVRenderParams->vPartyPos.z; | 10674 v7 = -65536 * pBLVRenderParams->vPartyPos.z; |
10675 } | 10675 } |
10676 stru_F8AD28.field_7C = stru_F8AD28.rotated_normal.x; | 10676 stru_F8AD28.field_7C = stru_F8AD28.rotated_normal.x; |
10677 stru_F8AD28.vec_60.x = stru_F8AD28.plane_4.vNormal.y * v8 | 10677 stru_F8AD28.vec_60.x = stru_F8AD28.plane_4.vNormal.y * v8 |
10678 + stru_F8AD28.plane_4.dist | 10678 + stru_F8AD28.plane_4.dist |
10854 v16 = v14->field_0; | 10854 v16 = v14->field_0; |
10855 v14->field_4 += (32 * pBLVRenderParams->vPartyPos.y + v15) << 11; | 10855 v14->field_4 += (32 * pBLVRenderParams->vPartyPos.y + v15) << 11; |
10856 v45 = v14->field_4 >> 3; | 10856 v45 = v14->field_4 >> 3; |
10857 v44 = v16 >> 3; | 10857 v44 = v16 >> 3; |
10858 v17 = (signed int)((unsigned __int64)(SLODWORD(pBLVRenderParams->field_44) * (signed __int64)v14->field_28) >> 16) >> 3; | 10858 v17 = (signed int)((unsigned __int64)(SLODWORD(pBLVRenderParams->field_44) * (signed __int64)v14->field_28) >> 16) >> 3; |
10859 v52 = (unsigned __int64)(v17 * (signed __int64)-pBLVRenderParams->sSineY) >> 16; | 10859 v52 = (unsigned __int64)(v17 * (signed __int64)-pGame->pIndoorCameraD3D->int_sine_y) >> 16; |
10860 v53 = (unsigned __int64)(v17 * (signed __int64)pBLVRenderParams->sCosineY) >> 16; | 10860 v53 = (unsigned __int64)(v17 * (signed __int64)pGame->pIndoorCameraD3D->int_cosine_y) >> 16; |
10861 v18 = v14->field_28; | 10861 v18 = v14->field_28; |
10862 v19 = *(__int16 *)((char *)stru_F8A590.viewport_left_side + v13); | 10862 v19 = *(__int16 *)((char *)stru_F8A590.viewport_left_side + v13); |
10863 LOWORD(v18) = 0; | 10863 LOWORD(v18) = 0; |
10864 v46 = stru_F8AD28.field_0 | v18; | 10864 v46 = stru_F8AD28.field_0 | v18; |
10865 v61 = *(__int16 *)((char *)stru_F8A590.viewport_right_side + v13) - v19; | 10865 v61 = *(__int16 *)((char *)stru_F8A590.viewport_right_side + v13) - v19; |
13196 //v7 = stru_5C6E00->SinCos(sRotationX - stru_5C6E00->uIntegerHalfPi); | 13196 //v7 = stru_5C6E00->SinCos(sRotationX - stru_5C6E00->uIntegerHalfPi); |
13197 //v8 = sRotationX; | 13197 //v8 = sRotationX; |
13198 _int_sine_2 = stru_5C6E00->Sin(sRotationX); | 13198 _int_sine_2 = stru_5C6E00->Sin(sRotationX); |
13199 _int_cosine_2 = stru_5C6E00->Cos(sRotationX); | 13199 _int_cosine_2 = stru_5C6E00->Cos(sRotationX); |
13200 } | 13200 } |
13201 // 4D864C: using guessed type char byte_4D864C; | 13201 //----- (0048600E) -------------------------------------------------------- |
13202 | 13202 void ODMRenderParams::RotationToInts() |
13203 | 13203 { |
13204 camera_rotation_y_int_sine = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); | |
13205 camera_rotation_y_int_cosine = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); | |
13206 camera_rotation_x_int_sine = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); | |
13207 camera_rotation_x_int_cosine = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); | |
13208 } | |
13204 | 13209 |
13205 | 13210 |
13206 | 13211 |
13207 const wchar_t *UIMessage2String(UIMessageType msg) | 13212 const wchar_t *UIMessage2String(UIMessageType msg) |
13208 { | 13213 { |