comparison Player.cpp @ 2154:9bd7522cdbbb

Render decoupling. Unsorted variables cleaning.
author Nomad
date Thu, 09 Jan 2014 14:36:48 +0200
parents d28d3c006077
children c6d8253d4cbc
comparison
equal deleted inserted replaced
2153:d28d3c006077 2154:9bd7522cdbbb
4679 { 4679 {
4680 ShowStatusBarString(pGlobalTXT_LocalizationStrings[652], 2u);//"You can not do that while you are underwater!" 4680 ShowStatusBarString(pGlobalTXT_LocalizationStrings[652], 2u);//"You can not do that while you are underwater!"
4681 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0); 4681 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4682 return; 4682 return;
4683 } 4683 }
4684 dword_50C9AC = 1; 4684
4685 scroll_id = pParty->pPickedItem.uItemID - 299; 4685 scroll_id = pParty->pPickedItem.uItemID - 299;
4686 if ( scroll_id == 30 || scroll_id == 4 || scroll_id == 91 || scroll_id == 28 ) //Enchant Item scroll, Vampiric Weapon scroll ,Recharge Item ,Fire Aura 4686 if ( scroll_id == 30 || scroll_id == 4 || scroll_id == 91 || scroll_id == 28 ) //Enchant Item scroll, Vampiric Weapon scroll ,Recharge Item ,Fire Aura
4687 { 4687 {
4688 pMouse->RemoveHoldingItem(); 4688 pMouse->RemoveHoldingItem();
4689 pGUIWindow_CurrentMenu->Release(); 4689 pGUIWindow_CurrentMenu->Release();
7365 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0); //todo extract this branch to a function once Actor::functions are changed to nonstatic actor functions 7365 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0); //todo extract this branch to a function once Actor::functions are changed to nonstatic actor functions
7366 Actor::AggroSurroundingPeasants(uActorID, 1); 7366 Actor::AggroSurroundingPeasants(uActorID, 1);
7367 } 7367 }
7368 else 7368 else
7369 { 7369 {
7370 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pRenderer->pRenderD3D && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS) 7370 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS)
7371 { 7371 {
7372 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius; 7372 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
7373 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0); 7373 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
7374 } 7374 }
7375 Actor::Die(uActorID); 7375 Actor::Die(uActorID);
7557 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0); 7557 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0);
7558 Actor::AggroSurroundingPeasants(uActorID, 1); 7558 Actor::AggroSurroundingPeasants(uActorID, 1);
7559 } 7559 }
7560 else 7560 else
7561 { 7561 {
7562 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pRenderer->pRenderD3D && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS ) 7562 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS )
7563 { 7563 {
7564 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius; 7564 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
7565 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0); 7565 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
7566 } 7566 }
7567 Actor::Die(uActorID); 7567 Actor::Die(uActorID);