comparison stru10.cpp @ 1507:a109bb203e28

UIGame.cpp cleaning(continue) GameUI_DrawMinimap
author Ritor1
date Mon, 02 Sep 2013 17:30:50 +0600
parents 2ddb0af0f437
children c4ab816fcc5e
comparison
equal deleted inserted replaced
1506:c76c0f6974bc 1507:a109bb203e28
680 } 680 }
681 681
682 //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS) 682 //if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)
683 //{ 683 //{
684 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20 684 RenderVertexSoft v26; // [sp+40h] [bp-60h]@20
685 if (!bDoNotDrawPortalFrustum) 685 extern bool draw_debug_line;
686 if ( draw_debug_line )
686 { 687 {
687 v26.vWorldPosition.x = pParty->vPosition.x; 688 if (!bDoNotDrawPortalFrustum)
688 v26.vWorldPosition.y = pParty->vPosition.y; 689 {
689 v26.vWorldPosition.z = pParty->vPosition.z + pParty->sEyelevel; // frustum 690 v26.vWorldPosition.x = pParty->vPosition.x;
690 691 v26.vWorldPosition.y = pParty->vPosition.y;
691 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF0000u, &pOutBounding[0], 0xFF0000u, 0, 0); 692 v26.vWorldPosition.z = pParty->vPosition.z + pParty->sEyelevel; // frustum
692 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF00u, &pOutBounding[1], 0xFF00u, 0, 0); 693
693 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFu, &pOutBounding[2], 0xFFu, 0, 0); 694 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF0000u, &pOutBounding[0], 0xFF0000u, 0, 0);
694 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFFFFFu, &pOutBounding[3], 0xFFFFFFu, 0, 0); 695 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFF00u, &pOutBounding[1], 0xFF00u, 0, 0);
695 bDoNotDrawPortalFrustum = true; 696 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFu, &pOutBounding[2], 0xFFu, 0, 0);
697 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v26, 0xFFFFFFu, &pOutBounding[3], 0xFFFFFFu, 0, 0);
698 bDoNotDrawPortalFrustum = true;
699 }
700 pGame->pIndoorCameraD3D->debug_outline_sw(pOutBounding, uNumVertices, 0x1EFF1Eu, 0.00019999999); // bounding
696 } 701 }
697 pGame->pIndoorCameraD3D->debug_outline_sw(pOutBounding, uNumVertices, 0x1EFF1Eu, 0.00019999999); // bounding
698 //} 702 //}
699 703
700 //pGame->pIndoorCameraD3D->debug_outline_sw(pFaceLimits, 4, 0xFFF14040, 0.000099999997); // limits 704 //pGame->pIndoorCameraD3D->debug_outline_sw(pFaceLimits, 4, 0xFFF14040, 0.000099999997); // limits
701 705
702 /*if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS) 706 /*if ( byte_4D864C && pGame->uFlags & GAME_FLAGS_1_DRAW_BLV_DEBUGS)
723 727
724 v26.vWorldPosition.x = face_center_x + a1.x * 400.0f; 728 v26.vWorldPosition.x = face_center_x + a1.x * 400.0f;
725 v26.vWorldPosition.y = face_center_y + a1.y * 400.0f; 729 v26.vWorldPosition.y = face_center_y + a1.y * 400.0f;
726 v26.vWorldPosition.z = face_center_z + a1.z * 400.0f; 730 v26.vWorldPosition.z = face_center_z + a1.z * 400.0f;
727 731
728 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v25, 0xFFFFFFFFu, &v26, 0xFFFF00u, 0, 0); 732 extern bool draw_debug_line;
733 if ( draw_debug_line )
734 pGame->pIndoorCameraD3D->do_draw_debug_line_sw(&v25, 0xFFFFFFFFu, &v26, 0xFFFF00u, 0, 0);
729 } 735 }
730 //} 736 //}
731 737
732 return true; 738 return true;
733 } 739 }