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
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 {