Mercurial > mm7
comparison Player.cpp @ 2154:9bd7522cdbbb
Render decoupling.
Unsorted variables cleaning.
author | Nomad |
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date | Thu, 09 Jan 2014 14:36:48 +0200 |
parents | d28d3c006077 |
children | c6d8253d4cbc |
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2153:d28d3c006077 | 2154:9bd7522cdbbb |
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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); |