Mercurial > mm7
comparison Render.cpp @ 519:8f70e52646eb
Merge
author | Gloval |
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date | Fri, 01 Mar 2013 22:18:22 +0400 |
parents | cb0ad52d6a26 |
children | 7e8f5124056c |
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518:9c984eef0a7d | 519:8f70e52646eb |
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12 #include "Time.h" | 12 #include "Time.h" |
13 #include "Game.h" | 13 #include "Game.h" |
14 #include "LightmapBuilder.h" | 14 #include "LightmapBuilder.h" |
15 #include "stru220.h" | 15 #include "stru220.h" |
16 #include "ObjectList.h" | 16 #include "ObjectList.h" |
17 #include "LayingItem.h" | 17 #include "SpriteObject.h" |
18 #include "DecorationList.h" | 18 #include "DecorationList.h" |
19 #include "Allocator.h" | 19 #include "Allocator.h" |
20 #include "OSInfo.h" | 20 #include "OSInfo.h" |
21 #include "Actor.h" | 21 #include "Actor.h" |
22 #include "Log.h" | 22 #include "Log.h" |
3048 } | 3048 } |
3049 } | 3049 } |
3050 | 3050 |
3051 | 3051 |
3052 //----- (0047AF11) -------------------------------------------------------- | 3052 //----- (0047AF11) -------------------------------------------------------- |
3053 void Render::DrawLayingItems_Shooting_Magic_ODM() | 3053 void Render::DrawSpriteObjects_ODM() |
3054 { | 3054 { |
3055 //char *v0; // edi@2 | 3055 //char *v0; // edi@2 |
3056 //ObjectDesc *v1; // ebx@4 | 3056 //ObjectDesc *v1; // ebx@4 |
3057 __int16 v2; // cx@5 | 3057 __int16 v2; // cx@5 |
3058 RenderBillboard *v3; // esi@10 | 3058 RenderBillboard *v3; // esi@10 |
3099 int x; // [sp+34h] [bp-Ch]@10 | 3099 int x; // [sp+34h] [bp-Ch]@10 |
3100 int z; // [sp+38h] [bp-8h]@10 | 3100 int z; // [sp+38h] [bp-8h]@10 |
3101 signed __int16 v46; // [sp+3Ch] [bp-4h]@12 | 3101 signed __int16 v46; // [sp+3Ch] [bp-4h]@12 |
3102 | 3102 |
3103 //v41 = 0; | 3103 //v41 = 0; |
3104 for (int i = 0; i < uNumLayingItems; ++i) | 3104 for (int i = 0; i < uNumSpriteObjects; ++i) |
3105 { | 3105 { |
3106 auto object = pLayingItems + i; | 3106 auto object = pSpriteObjects + i; |
3107 //auto v0 = (char *)&pLayingItems[i].uSectorID; | 3107 //auto v0 = (char *)&pSpriteObjects[i].uSectorID; |
3108 //v0 = (char *)&pLayingItems[0].uSectorID; | 3108 //v0 = (char *)&pSpriteObjects[0].uSectorID; |
3109 //do | 3109 //do |
3110 //{ | 3110 //{ |
3111 if (!object->uObjectDescID) // item probably pciked up | 3111 if (!object->uObjectDescID) // item probably pciked up |
3112 continue; | 3112 continue; |
3113 | 3113 |
3118 | 3118 |
3119 //v1 = &pObjectList->pObjects[*((short *)v0 - 13)]; | 3119 //v1 = &pObjectList->pObjects[*((short *)v0 - 13)]; |
3120 //if ( !(v1->uFlags & 1) ) | 3120 //if ( !(v1->uFlags & 1) ) |
3121 //{ | 3121 //{ |
3122 //v2 = *((short *)v0 - 14) | 3122 //v2 = *((short *)v0 - 14) |
3123 v2 = object->uItemType; | 3123 v2 = object->uType; |
3124 if ( (v2 < 1000 || v2 >= 10000) && (v2 < 500 || v2 >= 600) || pGame->pStru6Instance->_4A81CA(object) ) | 3124 if ( (v2 < 1000 || v2 >= 10000) && (v2 < 500 || v2 >= 600) || pGame->pStru6Instance->_4A81CA(object) ) |
3125 { | 3125 { |
3126 //a5 = *(short *)v0; | 3126 //a5 = *(short *)v0; |
3127 x = object->vPosition.x; | 3127 x = object->vPosition.x; |
3128 y = object->vPosition.y; | 3128 y = object->vPosition.y; |
3247 LABEL_34: | 3247 LABEL_34: |
3248 ; | 3248 ; |
3249 //++v41; | 3249 //++v41; |
3250 //v0 += 112; | 3250 //v0 += 112; |
3251 //} | 3251 //} |
3252 //while ( v41 < (signed int)uNumLayingItems ); | 3252 //while ( v41 < (signed int)uNumSpriteObjects ); |
3253 } | 3253 } |
3254 } | 3254 } |
3255 // 4E94D3: using guessed type char byte_4E94D3; | 3255 // 4E94D3: using guessed type char byte_4E94D3; |
3256 // 5187E4: using guessed type int uNumSpritesDrawnThisFrame; | 3256 // 5187E4: using guessed type int uNumSpritesDrawnThisFrame; |
3257 | 3257 |