Mercurial > mm7
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 } |