Mercurial > mm7
comparison mm7_5.cpp @ 1458:934074e7fcc1
ModalWindow
__thiscall and __cdecl removed
Some random renames & refactors
author | Nomad |
---|---|
date | Wed, 21 Aug 2013 14:26:36 +0200 |
parents | bfe342ae0c1f |
children | 2ca62c9e7b3c |
comparison
equal
deleted
inserted
replaced
1457:9dc33590f93e | 1458:934074e7fcc1 |
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49 #include "UI\UIHouses.h" | 49 #include "UI\UIHouses.h" |
50 #include "Lights.h" | 50 #include "Lights.h" |
51 #include "Lights.h" | 51 #include "Lights.h" |
52 | 52 |
53 //----- (004304E7) -------------------------------------------------------- | 53 //----- (004304E7) -------------------------------------------------------- |
54 void __cdecl GameUI_MsgProc() | 54 void GameUI_MsgProc() |
55 { | 55 { |
56 //signed int v0; // edi@6 | 56 //signed int v0; // edi@6 |
57 //char *v1; // esi@6 | 57 //char *v1; // esi@6 |
58 unsigned int v2; // edx@7 | 58 unsigned int v2; // edx@7 |
59 Actor *pActor; // ecx@13 | 59 Actor *pActor; // ecx@13 |
888 byte_6BE388_graphicsmode = 1; | 888 byte_6BE388_graphicsmode = 1; |
889 } | 889 } |
890 MM7Initialization(); | 890 MM7Initialization(); |
891 continue; | 891 continue; |
892 } | 892 } |
893 ModalWindow(pNPCTopics[453].pText, 0); | 893 ModalWindow(pNPCTopics[453].pText, UIMSG_0); |
894 continue; | 894 continue; |
895 case UIMSG_GameMenu_ReturnToGame: | 895 case UIMSG_GameMenu_ReturnToGame: |
896 pGUIWindow_CurrentMenu->Release(); | 896 pGUIWindow_CurrentMenu->Release(); |
897 pEventTimer->Resume(); | 897 pEventTimer->Resume(); |
898 pCurrentScreen = SCREEN_GAME; | 898 pCurrentScreen = SCREEN_GAME; |
981 uMessageParam = 1; | 981 uMessageParam = 1; |
982 break; | 982 break; |
983 } | 983 } |
984 break; | 984 break; |
985 } | 985 } |
986 if ( !ptr_507BDC ) | 986 if ( !pModalWindow ) |
987 { | 987 { |
988 pRenderer->ClearZBuffer(0, 479); | 988 pRenderer->ClearZBuffer(0, 479); |
989 viewparams->bRedrawGameUI = 1; | 989 viewparams->bRedrawGameUI = 1; |
990 viewparams->field_48 = 1; | 990 viewparams->field_48 = 1; |
991 if ( pCurrentScreen ) | 991 if ( pCurrentScreen ) |
1390 case SCREEN_VIDEO: | 1390 case SCREEN_VIDEO: |
1391 pVideoPlayer->Unload(); | 1391 pVideoPlayer->Unload(); |
1392 continue; | 1392 continue; |
1393 case SCREEN_CHARACTERS: | 1393 case SCREEN_CHARACTERS: |
1394 CharacterUI_ReleaseButtons(); | 1394 CharacterUI_ReleaseButtons(); |
1395 sub_419379(); | 1395 ReleaseAwardsScrollBar(); |
1396 pIcons_LOD->RemoveTexturesPackFromTextureList(); | 1396 pIcons_LOD->RemoveTexturesPackFromTextureList(); |
1397 if ( pGUIWindow_Settings ) | 1397 if ( pGUIWindow_Settings ) |
1398 { | 1398 { |
1399 if ( pCurrentScreen == SCREEN_CHARACTERS ) | 1399 if ( pCurrentScreen == SCREEN_CHARACTERS ) |
1400 { | 1400 { |
1477 viewparams->bRedrawGameUI = true; | 1477 viewparams->bRedrawGameUI = true; |
1478 pIcons_LOD->RemoveTexturesFromTextureList(); | 1478 pIcons_LOD->RemoveTexturesFromTextureList(); |
1479 continue; | 1479 continue; |
1480 } | 1480 } |
1481 CharacterUI_ReleaseButtons(); | 1481 CharacterUI_ReleaseButtons(); |
1482 sub_419379(); | 1482 ReleaseAwardsScrollBar(); |
1483 pIcons_LOD->RemoveTexturesPackFromTextureList(); | 1483 pIcons_LOD->RemoveTexturesPackFromTextureList(); |
1484 } | 1484 } |
1485 if ( pGUIWindow_Settings ) | 1485 if ( pGUIWindow_Settings ) |
1486 { | 1486 { |
1487 if ( pCurrentScreen == SCREEN_CHARACTERS ) | 1487 if ( pCurrentScreen == SCREEN_CHARACTERS ) |
1563 GameUI_Footer_TimeLeft = 0; | 1563 GameUI_Footer_TimeLeft = 0; |
1564 unk_50C9A0 = 0; | 1564 unk_50C9A0 = 0; |
1565 back_to_game(); | 1565 back_to_game(); |
1566 continue; | 1566 continue; |
1567 } | 1567 } |
1568 sub_41426F(); | 1568 ModalWindow_Release(); |
1569 continue; | 1569 continue; |
1570 case UIMSG_ScrollNPCPanel://Right and Left button for NPCPanel | 1570 case UIMSG_ScrollNPCPanel://Right and Left button for NPCPanel |
1571 if ( uMessageParam ) | 1571 if ( uMessageParam ) |
1572 { | 1572 { |
1573 GUIWindow::Create(626, 179, 0, 0, WINDOW_PressedButton2, (int)pBtn_NPCRight, 0); | 1573 GUIWindow::Create(626, 179, 0, 0, WINDOW_PressedButton2, (int)pBtn_NPCRight, 0); |
2247 continue; | 2247 continue; |
2248 case UIMSG_ShowFinalWindow: | 2248 case UIMSG_ShowFinalWindow: |
2249 sprintfex(pFinalMessage.data(), "%s\n \n%s\n \n%s", pGlobalTXT_LocalizationStrings[151],// "Congratulations Adventurer." | 2249 sprintfex(pFinalMessage.data(), "%s\n \n%s\n \n%s", pGlobalTXT_LocalizationStrings[151],// "Congratulations Adventurer." |
2250 pGlobalTXT_LocalizationStrings[118],// "We hope that you've enjoyed playing Might and Magic VII as much as we did making it. We have saved this screen as MM7_WIN.PCX in your MM7 directory. You can print it out as proof of your accomplishment." | 2250 pGlobalTXT_LocalizationStrings[118],// "We hope that you've enjoyed playing Might and Magic VII as much as we did making it. We have saved this screen as MM7_WIN.PCX in your MM7 directory. You can print it out as proof of your accomplishment." |
2251 pGlobalTXT_LocalizationStrings[167]);// "- The Might and Magic VII Development Team." | 2251 pGlobalTXT_LocalizationStrings[167]);// "- The Might and Magic VII Development Team." |
2252 ModalWindow(pFinalMessage.data(), 196); | 2252 ModalWindow(pFinalMessage.data(), UIMSG_OnFinalWindowClose); |
2253 uGameState = GAME_STATE_FINAL_WINDOW; | 2253 uGameState = GAME_STATE_FINAL_WINDOW; |
2254 continue; | 2254 continue; |
2255 case UIMSG_C4: | 2255 case UIMSG_OnFinalWindowClose: |
2256 __debugbreak(); | 2256 __debugbreak(); |
2257 uGameState = GAME_STATE_PLAYING; | 2257 uGameState = GAME_STATE_PLAYING; |
2258 strcpy((char *)pKeyActionMap->pPressedKeysBuffer, "2"); | 2258 strcpy((char *)pKeyActionMap->pPressedKeysBuffer, "2"); |
2259 __debugbreak(); // missed break/continue? | |
2259 case UIMSG_DD: | 2260 case UIMSG_DD: |
2260 __debugbreak(); | 2261 __debugbreak(); |
2261 sprintf(pTmpBuf.data(), "%s", pKeyActionMap->pPressedKeysBuffer); | 2262 sprintf(pTmpBuf.data(), "%s", pKeyActionMap->pPressedKeysBuffer); |
2262 memcpy(&v216, txt_file_frametable_parser((const char *)pKeyActionMap->pPressedKeysBuffer, &v218), sizeof(v216)); | 2263 memcpy(&v216, txt_file_frametable_parser((const char *)pKeyActionMap->pPressedKeysBuffer, &v218), sizeof(v216)); |
2263 if ( v216.uPropCount == 1 ) | 2264 if ( v216.uPropCount == 1 ) |
2477 case UIMSG_RestWindow: | 2478 case UIMSG_RestWindow: |
2478 if ( pMessageQueue_50CBD0->uNumMessages ) | 2479 if ( pMessageQueue_50CBD0->uNumMessages ) |
2479 pMessageQueue_50CBD0->uNumMessages = pMessageQueue_50CBD0->pMessages[0].field_8 != 0; | 2480 pMessageQueue_50CBD0->uNumMessages = pMessageQueue_50CBD0->pMessages[0].field_8 != 0; |
2480 if ( pCurrentScreen ) | 2481 if ( pCurrentScreen ) |
2481 continue; | 2482 continue; |
2482 if ( sub_42F4DA() ) | 2483 if ( _42F4DA_check_actor_proximity() ) |
2483 { | 2484 { |
2484 if ( pParty->bTurnBasedModeOn == 1 ) | 2485 if ( pParty->bTurnBasedModeOn == 1 ) |
2485 { | 2486 { |
2486 ShowStatusBarString(pGlobalTXT_LocalizationStrings[478], 2);// "You can't rest in turn-based mode!" | 2487 ShowStatusBarString(pGlobalTXT_LocalizationStrings[478], 2);// "You can't rest in turn-based mode!" |
2487 continue; | 2488 continue; |
2883 OnPaperdollLeftClick(); | 2884 OnPaperdollLeftClick(); |
2884 continue; | 2885 continue; |
2885 case UIMSG_ClickStatsBtn: | 2886 case UIMSG_ClickStatsBtn: |
2886 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 100; | 2887 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 100; |
2887 CharacterUI_ReleaseButtons(); | 2888 CharacterUI_ReleaseButtons(); |
2888 sub_419379(); | 2889 ReleaseAwardsScrollBar(); |
2889 GUIWindow::Create(pCharacterScreen_StatsBtn->uX, pCharacterScreen_StatsBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_StatsBtn, 0); | 2890 GUIWindow::Create(pCharacterScreen_StatsBtn->uX, pCharacterScreen_StatsBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_StatsBtn, 0); |
2890 continue; | 2891 continue; |
2891 case UIMSG_ClickSkillsBtn: | 2892 case UIMSG_ClickSkillsBtn: |
2892 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 101; | 2893 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 101; |
2893 CharacterUI_ReleaseButtons(); | 2894 CharacterUI_ReleaseButtons(); |
2894 sub_419379(); | 2895 ReleaseAwardsScrollBar(); |
2895 CharacterUI_SkillsTab_CreateButtons(); | 2896 CharacterUI_SkillsTab_CreateButtons(); |
2896 GUIWindow::Create(pCharacterScreen_SkillsBtn->uX, pCharacterScreen_SkillsBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_SkillsBtn, 0); | 2897 GUIWindow::Create(pCharacterScreen_SkillsBtn->uX, pCharacterScreen_SkillsBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_SkillsBtn, 0); |
2897 continue; | 2898 continue; |
2898 case UIMSG_SkillUp: | 2899 case UIMSG_SkillUp: |
2899 pPlayer4 = pPlayers[uActiveCharacter]; | 2900 pPlayer4 = pPlayers[uActiveCharacter]; |
2918 } | 2919 } |
2919 ShowStatusBarString(v87, 2); | 2920 ShowStatusBarString(v87, 2); |
2920 continue; | 2921 continue; |
2921 case UIMSG_ClickInventoryBtn: | 2922 case UIMSG_ClickInventoryBtn: |
2922 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 103; | 2923 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 103; |
2923 sub_419379(); | 2924 ReleaseAwardsScrollBar(); |
2924 CharacterUI_ReleaseButtons(); | 2925 CharacterUI_ReleaseButtons(); |
2925 GUIWindow::Create(pCharacterScreen_InventoryBtn->uX, pCharacterScreen_InventoryBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_InventoryBtn, 0); | 2926 GUIWindow::Create(pCharacterScreen_InventoryBtn->uX, pCharacterScreen_InventoryBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_InventoryBtn, 0); |
2926 continue; | 2927 continue; |
2927 case UIMSG_ClickExitCharacterWindowBtn: | 2928 case UIMSG_ClickExitCharacterWindowBtn: |
2928 GUIWindow::Create(pCharacterScreen_ExitBtn->uX, pCharacterScreen_ExitBtn->uY, 0, 0, WINDOW_ExitCharacterWindow, (int)pCharacterScreen_ExitBtn, 0); | 2929 GUIWindow::Create(pCharacterScreen_ExitBtn->uX, pCharacterScreen_ExitBtn->uY, 0, 0, WINDOW_ExitCharacterWindow, (int)pCharacterScreen_ExitBtn, 0); |
2929 continue; | 2930 continue; |
2930 case UIMSG_ClickAwardsBtn: | 2931 case UIMSG_ClickAwardsBtn: |
2931 sub_419379(); | 2932 ReleaseAwardsScrollBar(); |
2932 CharacterUI_ReleaseButtons(); | 2933 CharacterUI_ReleaseButtons(); |
2933 CreateAwardsScrollBar(); | 2934 CreateAwardsScrollBar(); |
2934 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 102; | 2935 pWindowList_at_506F50_minus1_indexing_buttons____and_an_int_[0] = 102; |
2935 GUIWindow::Create(pCharacterScreen_AwardsBtn->uX, pCharacterScreen_AwardsBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_AwardsBtn, 0); | 2936 GUIWindow::Create(pCharacterScreen_AwardsBtn->uX, pCharacterScreen_AwardsBtn->uY, 0, 0, WINDOW_CharactersPressedButton, (int)pCharacterScreen_AwardsBtn, 0); |
2936 FillAwardsData(); | 2937 FillAwardsData(); |
3236 } | 3237 } |
3237 pCastSpellInfo.data()->_427E01_cast_spell(); | 3238 pCastSpellInfo.data()->_427E01_cast_spell(); |
3238 } | 3239 } |
3239 | 3240 |
3240 //----- (004356FF) -------------------------------------------------------- | 3241 //----- (004356FF) -------------------------------------------------------- |
3241 void __cdecl back_to_game() | 3242 void back_to_game() |
3242 { | 3243 { |
3243 dword_507BF0_is_there_popup_onscreen = 0; | 3244 dword_507BF0_is_there_popup_onscreen = 0; |
3244 dword_4E455C = 1; | 3245 dword_4E455C = 1; |
3245 dword_50CDCC = 0; | 3246 dword_50CDCC = 0; |
3246 if ( pGUIWindow_ScrollWindow ) | 3247 if ( pGUIWindow_ScrollWindow ) |
3249 pEventTimer->Resume(); | 3250 pEventTimer->Resume(); |
3250 viewparams->bRedrawGameUI = 1; | 3251 viewparams->bRedrawGameUI = 1; |
3251 } | 3252 } |
3252 | 3253 |
3253 //----- (00435748) -------------------------------------------------------- | 3254 //----- (00435748) -------------------------------------------------------- |
3254 void __cdecl GUI_MainMenuMessageProc() | 3255 void GUI_MainMenuMessageProc() |
3255 { | 3256 { |
3256 Player *pPlayer; // ebx@2 | 3257 Player *pPlayer; // ebx@2 |
3257 void *v3; // edi@21 | 3258 void *v3; // edi@21 |
3258 signed int v4; // eax@29 | 3259 signed int v4; // eax@29 |
3259 int v5; // ecx@29 | 3260 int v5; // ecx@29 |
3418 break; | 3419 break; |
3419 case UIMSG_ChangeCursor: | 3420 case UIMSG_ChangeCursor: |
3420 pMouse->SetCursorBitmap("MICON2"); | 3421 pMouse->SetCursorBitmap("MICON2"); |
3421 break; | 3422 break; |
3422 case UIMSG_3A: | 3423 case UIMSG_3A: |
3423 SetCurrentMenuID(MENU_10); | 3424 SetCurrentMenuID(MENU_DebugBLVLevel); |
3424 break; | 3425 break; |
3425 case UIMSG_LoadGame: | 3426 case UIMSG_LoadGame: |
3426 if (!pSavegameUsedSlots[uLoadGameUI_SelectedSlot]) | 3427 if (!pSavegameUsedSlots[uLoadGameUI_SelectedSlot]) |
3427 break; | 3428 break; |
3428 SetCurrentMenuID(MENU_LoadingProcInMainMenu); | 3429 SetCurrentMenuID(MENU_LoadingProcInMainMenu); |
3477 GUIWindow::Create(pMainMenu_BtnNew->uX, pMainMenu_BtnNew->uY, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnNew, 0); | 3478 GUIWindow::Create(pMainMenu_BtnNew->uX, pMainMenu_BtnNew->uY, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnNew, 0); |
3478 SetCurrentMenuID(MENU_LoadingProcInMainMenu); | 3479 SetCurrentMenuID(MENU_LoadingProcInMainMenu); |
3479 break; | 3480 break; |
3480 case UIMSG_AE: | 3481 case UIMSG_AE: |
3481 GUIWindow::Create(pMainMenu_BtnExit->uX, pMainMenu_BtnExit->uY, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnExit, 0); | 3482 GUIWindow::Create(pMainMenu_BtnExit->uX, pMainMenu_BtnExit->uY, 0, 0, WINDOW_PressedButton2, (int)pMainMenu_BtnExit, 0); |
3482 SetCurrentMenuID(MENU_10); | 3483 SetCurrentMenuID(MENU_DebugBLVLevel); |
3483 break; | 3484 break; |
3484 case UIMSG_Escape: | 3485 case UIMSG_Escape: |
3485 if ( ptr_507BDC ) | 3486 if ( pModalWindow ) |
3486 { | 3487 { |
3487 sub_41426F(); | 3488 ModalWindow_Release(); |
3488 break; | 3489 break; |
3489 } | 3490 } |
3490 if ( !(BYTE1(dword_6BE364_game_settings_1) & 0x40) ) | 3491 if ( !(BYTE1(dword_6BE364_game_settings_1) & 0x40) ) |
3491 break; | 3492 break; |
3492 v15 = 1; | 3493 v15 = 1; |
3577 while ( pMessageQueue_50CBD0->uNumMessages ); | 3578 while ( pMessageQueue_50CBD0->uNumMessages ); |
3578 } | 3579 } |
3579 } | 3580 } |
3580 | 3581 |
3581 //----- (00436427) -------------------------------------------------------- | 3582 //----- (00436427) -------------------------------------------------------- |
3582 double __cdecl get_shading_dist_mist() | 3583 double get_shading_dist_mist() |
3583 { | 3584 { |
3584 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) | 3585 if (uCurrentlyLoadedLevelType == LEVEL_Outdoor) |
3585 return (double)pOutdoorCamera->shading_dist_mist; | 3586 return (double)pOutdoorCamera->shading_dist_mist; |
3586 else | 3587 else |
3587 return 16192.0; | 3588 return 16192.0; |
4624 int v28; // [sp+8h] [bp-14h]@14 | 4625 int v28; // [sp+8h] [bp-14h]@14 |
4625 int v29; // [sp+10h] [bp-Ch]@14 | 4626 int v29; // [sp+10h] [bp-Ch]@14 |
4626 signed int a3a; // [sp+24h] [bp+8h]@14 | 4627 signed int a3a; // [sp+24h] [bp+8h]@14 |
4627 int a4a; // [sp+28h] [bp+Ch]@2 | 4628 int a4a; // [sp+28h] [bp+Ch]@2 |
4628 | 4629 |
4630 __debugbreak(); | |
4631 | |
4629 v4 = a4; | 4632 v4 = a4; |
4630 v5 = a4->uAttributes; | 4633 v5 = a4->uAttributes; |
4631 if ( v5 & 0x100 ) | 4634 if ( v5 & 0x100 ) |
4632 { | 4635 { |
4633 v6 = 0; | 4636 v6 = 0; |
4756 signed __int64 v23; // qtt@22 | 4759 signed __int64 v23; // qtt@22 |
4757 bool result; // eax@25 | 4760 bool result; // eax@25 |
4758 int v25; // [sp+14h] [bp-8h]@14 | 4761 int v25; // [sp+14h] [bp-8h]@14 |
4759 int a4a; // [sp+28h] [bp+Ch]@2 | 4762 int a4a; // [sp+28h] [bp+Ch]@2 |
4760 signed int a5a; // [sp+2Ch] [bp+10h]@14 | 4763 signed int a5a; // [sp+2Ch] [bp+10h]@14 |
4764 | |
4765 __debugbreak(); | |
4761 | 4766 |
4762 v5 = a4; | 4767 v5 = a4; |
4763 v6 = a4->uAttributes; | 4768 v6 = a4->uAttributes; |
4764 v7 = 0; | 4769 v7 = 0; |
4765 if ( v6 & 0x100 ) | 4770 if ( v6 & 0x100 ) |
4893 return ((unsigned int)b >> (8 - LOBYTE(pRenderer->uTargetBBits))) | pRenderer->uTargetGMask & (g << (LOBYTE(pRenderer->uTargetGBits) + | 4898 return ((unsigned int)b >> (8 - LOBYTE(pRenderer->uTargetBBits))) | pRenderer->uTargetGMask & (g << (LOBYTE(pRenderer->uTargetGBits) + |
4894 LOBYTE(pRenderer->uTargetBBits) - 8)) | pRenderer->uTargetRMask & (r << (LOBYTE(pRenderer->uTargetGBits) + | 4899 LOBYTE(pRenderer->uTargetBBits) - 8)) | pRenderer->uTargetRMask & (r << (LOBYTE(pRenderer->uTargetGBits) + |
4895 LOBYTE(pRenderer->uTargetRBits) + LOBYTE(pRenderer->uTargetBBits) - 8)); | 4900 LOBYTE(pRenderer->uTargetRBits) + LOBYTE(pRenderer->uTargetBBits) - 8)); |
4896 } | 4901 } |
4897 | 4902 |
4898 //----- (0040DFA7) -------------------------------------------------------- | |
4899 int __stdcall retzero_sub_40DFA7(int a1) | |
4900 { | |
4901 return 0; | |
4902 } | |
4903 // 40DFA7: using guessed type int __stdcall retzero_sub_40DFA7(int); | |
4904 | |
4905 | 4903 |
4906 | 4904 |
4907 //----- (0040F82D) -------------------------------------------------------- | 4905 //----- (0040F82D) -------------------------------------------------------- |
4908 void __fastcall ZBuffer_Fill(int *pZBuffer, int uTextureId, int iZValue) | 4906 void __fastcall ZBuffer_Fill(int *pZBuffer, int uTextureId, int iZValue) |
4909 { | 4907 { |
4962 free(v12); | 4960 free(v12); |
4963 } | 4961 } |
4964 } | 4962 } |
4965 | 4963 |
4966 //----- (0040F92A) -------------------------------------------------------- | 4964 //----- (0040F92A) -------------------------------------------------------- |
4967 void __fastcall sub_40F92A(int *pZBuffer, Texture *a2, int a3) | 4965 void __fastcall ZBuffer_DoFill2(int *pZBuffer, Texture *a2, int a3) |
4968 { | 4966 { |
4969 Texture *v3; // esi@1 | 4967 Texture *v3; // esi@1 |
4970 void *v4; // eax@3 | 4968 void *v4; // eax@3 |
4971 int *v5; // edi@5 | 4969 int *v5; // edi@5 |
4972 int v6; // ecx@6 | 4970 int v6; // ecx@6 |
5003 free(v4); | 5001 free(v4); |
5004 } | 5002 } |
5005 } | 5003 } |
5006 | 5004 |
5007 //----- (00410D99) -------------------------------------------------------- | 5005 //----- (00410D99) -------------------------------------------------------- |
5008 signed int __fastcall sub_410D99_get_map_index(int a1) | 5006 int __fastcall sub_410D99_get_map_index(int a1) |
5009 { | 5007 { |
5010 int v1; // edi@1 | 5008 int v1; // edi@1 |
5011 signed int v2; // ebp@1 | 5009 signed int v2; // ebp@1 |
5012 const char **v3; // esi@2 | 5010 const char **v3; // esi@2 |
5013 char *v4; // ebx@2 | 5011 char *v4; // ebx@2 |