comparison UI/UICharacter.cpp @ 1567:9f8b3e904e14

Player::ReceiveDamage, very small edits; prepended "Is" to item functions returning bool values (broken, indetified, stolen)
author Grumpy7
date Sun, 08 Sep 2013 05:22:33 +0200
parents c4ab816fcc5e
children 75fafd8ced59
comparison
equal deleted inserted replaced
1566:1e5086f7d401 1567:9f8b3e904e14
1591 pRenderer->DrawAura(uCellX, uCellY, pTexture, pTexture, GetTickCount() * 0.1, 0, 255); 1591 pRenderer->DrawAura(uCellX, uCellY, pTexture, pTexture, GetTickCount() * 0.1, 0, 255);
1592 ZBuffer_Fill(&pRenderer->pActiveZBuffer[v17], item_texture_id, player->pInventoryMatrix[i]); 1592 ZBuffer_Fill(&pRenderer->pActiveZBuffer[v17], item_texture_id, player->pInventoryMatrix[i]);
1593 } 1593 }
1594 else 1594 else
1595 { 1595 {
1596 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].Identified() || pCurrentScreen != SCREEN_HOUSE) 1596 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].IsIdentified() || pCurrentScreen != SCREEN_HOUSE)
1597 { 1597 {
1598 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].Broken()) 1598 if (player->pInventoryItemList[player->pInventoryMatrix[i] - 1].IsBroken())
1599 pRenderer->DrawTransparentRedShade(uCellX, uCellY, pTexture); 1599 pRenderer->DrawTransparentRedShade(uCellX, uCellY, pTexture);
1600 else 1600 else
1601 pRenderer->DrawTextureTransparent(uCellX, uCellY, pTexture); 1601 pRenderer->DrawTextureTransparent(uCellX, uCellY, pTexture);
1602 } 1602 }
1603 else 1603 else
1632 } 1632 }
1633 pRenderer->DrawAura(x, y, item_texture, enchantment_texture, GetTickCount() * 0.1, 0, 255); 1633 pRenderer->DrawAura(x, y, item_texture, enchantment_texture, GetTickCount() * 0.1, 0, 255);
1634 } 1634 }
1635 else 1635 else
1636 { 1636 {
1637 if (item->Broken()) 1637 if (item->IsBroken())
1638 pRenderer->DrawTransparentRedShade(x, y, item_texture); 1638 pRenderer->DrawTransparentRedShade(x, y, item_texture);
1639 else if (!item->Identified()) 1639 else if (!item->IsIdentified())
1640 pRenderer->DrawTransparentGreenShade(x, y, item_texture); 1640 pRenderer->DrawTransparentGreenShade(x, y, item_texture);
1641 else 1641 else
1642 pRenderer->DrawTextureTransparent(x, y, item_texture); 1642 pRenderer->DrawTextureTransparent(x, y, item_texture);
1643 1643
1644 pRenderer->ZBuffer_Fill_2(x, y, item_texture, id); 1644 pRenderer->ZBuffer_Fill_2(x, y, item_texture, id);