Mercurial > mm7
comparison UI/UICharacter.cpp @ 1496:ab6bf38b2940
UIGame.cpp cleaning(continue)
author | Ritor1 |
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date | Sun, 01 Sep 2013 17:10:29 +0600 |
parents | f62e6d06acac |
children | a109bb203e28 |
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1488:f62e6d06acac | 1496:ab6bf38b2940 |
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2323 unsigned int v3; // edx@4 | 2323 unsigned int v3; // edx@4 |
2324 unsigned int pSkillType; // esi@5 | 2324 unsigned int pSkillType; // esi@5 |
2325 unsigned __int16 v5; // ax@7 | 2325 unsigned __int16 v5; // ax@7 |
2326 int v7; // esi@27 | 2326 int v7; // esi@27 |
2327 int v8; // eax@29 | 2327 int v8; // eax@29 |
2328 //int v10; // esi@34 | |
2329 //int v12; // esi@38 | |
2330 //char v14; // zf@38 | |
2331 //int v15; // esi@42 | |
2332 int v17; // eax@44 | 2328 int v17; // eax@44 |
2333 unsigned int v18; // ecx@55 | 2329 unsigned int v18; // ecx@55 |
2334 unsigned int v19; // eax@55 | 2330 unsigned int v19; // eax@55 |
2335 //int v20; // esi@60 | |
2336 unsigned int v22; // eax@61 | 2331 unsigned int v22; // eax@61 |
2337 int v23; // eax@62 | 2332 int v23; // eax@62 |
2338 //int v24; // esi@65 | |
2339 //int v25; // eax@65 | |
2340 int v26; // eax@69 | 2333 int v26; // eax@69 |
2341 //int v27; // esi@81 | |
2342 //int v28; // eax@81 | |
2343 //int v29; // esi@84 | |
2344 //int v30; // eax@84 | |
2345 //int v31; // eax@85 | |
2346 unsigned int v32; // ecx@88 | |
2347 unsigned int v33; // eax@88 | |
2348 int v34; // esi@90 | 2334 int v34; // esi@90 |
2349 //unsigned int v35; // eax@91 | |
2350 int v36; // esi@93 | 2335 int v36; // esi@93 |
2351 int v37; // edi@93 | |
2352 ItemGen *v38; // edi@93 | 2336 ItemGen *v38; // edi@93 |
2353 //__int16 v39; // dx@99 | |
2354 ItemGen _this; // [sp+Ch] [bp-40h]@1 | 2337 ItemGen _this; // [sp+Ch] [bp-40h]@1 |
2355 unsigned int v48; // [sp+30h] [bp-1Ch]@88 | 2338 unsigned int v48; // [sp+30h] [bp-1Ch]@88 |
2356 //unsigned int v49; // [sp+34h] [bp-18h]@57 | |
2357 unsigned int v50; // [sp+38h] [bp-14h]@50 | 2339 unsigned int v50; // [sp+38h] [bp-14h]@50 |
2358 int v51; // [sp+3Ch] [bp-10h]@1 | 2340 int v51; // [sp+3Ch] [bp-10h]@1 |
2359 int v52; // [sp+40h] [bp-Ch]@5 | 2341 int v52; // [sp+40h] [bp-Ch]@5 |
2360 ITEM_EQUIP_TYPE pEquipType; | 2342 ITEM_EQUIP_TYPE pEquipType; |
2361 | 2343 |
2362 v51 = 0; | 2344 v51 = 0; |
2363 _this.Reset(); | 2345 _this.Reset(); |
2364 v1 = pPlayers[uActiveCharacter]->pEquipment.uMainHand; | 2346 v1 = pPlayers[uActiveCharacter]->pEquipment.uMainHand; |
2365 v2 = pPlayers[uActiveCharacter]->pEquipment.uShield; | 2347 v2 = pPlayers[uActiveCharacter]->pEquipment.uShield; |
2366 //v54 = pPlayers[uActiveCharacter]->pEquipment.uShield; | |
2367 //v53 = v1; | |
2368 if ( v1 && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1]].uEquipType == EQUIP_MAIN_HAND ) | 2348 if ( v1 && pItemsTable->pItems[*(int *)&pPlayers[uActiveCharacter]->pInventoryItemList[v1 - 1]].uEquipType == EQUIP_MAIN_HAND ) |
2369 v51 = v1; | 2349 v51 = v1; |
2370 v3 = pParty->pPickedItem.uItemID; | 2350 v3 = pParty->pPickedItem.uItemID; |
2371 if ( pParty->pPickedItem.uItemID ) | 2351 if ( pParty->pPickedItem.uItemID ) |
2372 { | 2352 { |
2409 { | 2389 { |
2410 pPlayers[uActiveCharacter]->EquipBody((ITEM_EQUIP_TYPE)3); | 2390 pPlayers[uActiveCharacter]->EquipBody((ITEM_EQUIP_TYPE)3); |
2411 WetsuitOn(uActiveCharacter); | 2391 WetsuitOn(uActiveCharacter); |
2412 return; | 2392 return; |
2413 } | 2393 } |
2414 //v6 = v52; | |
2415 switch ( pEquipType ) | 2394 switch ( pEquipType ) |
2416 { | 2395 { |
2417 case EQUIP_BOW: | 2396 case EQUIP_BOW: |
2418 case EQUIP_ARMOUR: | 2397 case EQUIP_ARMOUR: |
2419 case EQUIP_HELMET: | 2398 case EQUIP_HELMET: |
2509 v17 = v52 + 1; | 2488 v17 = v52 + 1; |
2510 memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v52], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v52])); | 2489 memcpy(&pPlayers[uActiveCharacter]->pInventoryItemList[v52], &pParty->pPickedItem, sizeof(pPlayers[uActiveCharacter]->pInventoryItemList[v52])); |
2511 pPlayers[uActiveCharacter]->pEquipment.uShield = v17; | 2490 pPlayers[uActiveCharacter]->pEquipment.uShield = v17; |
2512 pMouse->RemoveHoldingItem(); | 2491 pMouse->RemoveHoldingItem(); |
2513 return; | 2492 return; |
2514 }//ставим щит когда держит двуручный меч | 2493 } |
2515 v1--; | 2494 v1--;//ставим щит когда держит двуручный меч |
2516 memcpy(&_this, &pParty->pPickedItem, sizeof(_this)); | 2495 memcpy(&_this, &pParty->pPickedItem, sizeof(_this)); |
2517 pPlayers[uActiveCharacter]->pInventoryItemList[v1].uBodyAnchor = 0; | 2496 pPlayers[uActiveCharacter]->pInventoryItemList[v1].uBodyAnchor = 0; |
2518 pParty->pPickedItem.Reset(); | 2497 pParty->pPickedItem.Reset(); |
2519 pParty->SetHoldingItem(&pPlayers[uActiveCharacter]->pInventoryItemList[v1]); | 2498 pParty->SetHoldingItem(&pPlayers[uActiveCharacter]->pInventoryItemList[v1]); |
2520 _this.uBodyAnchor = 1; | 2499 _this.uBodyAnchor = 1; |
2683 } | 2662 } |
2684 } | 2663 } |
2685 return; | 2664 return; |
2686 //------------------------------------------------------------------------------- | 2665 //------------------------------------------------------------------------------- |
2687 default: | 2666 default: |
2688 pPlayers[uActiveCharacter]->UseItem_DrinkPotion_etc(uActiveCharacter, 0); | 2667 pPlayers[uActiveCharacter]->UseItem_DrinkPotion_etc(uActiveCharacter, 0);//выпить напиток и др. |
2689 return; | 2668 return; |
2690 } | 2669 } |
2691 return; | 2670 return; |
2692 } | 2671 } |
2693 | 2672 |
2694 v32 = pMouse->uMouseClickX; | 2673 v34 = pRenderer->pActiveZBuffer[pMouse->uMouseClickX + pSRZBufferLineOffsets[pMouse->uMouseClickY]] & 0xFFFF; |
2695 v33 = pMouse->uMouseClickY; | |
2696 v34 = pRenderer->pActiveZBuffer[v32 + pSRZBufferLineOffsets[v33]] & 0xFFFF; | |
2697 if ( v34 ) | 2674 if ( v34 ) |
2698 { | 2675 { |
2699 v36 = v34 - 1; | 2676 v36 = v34 - 1; |
2700 v37 = (int)((char *)pPlayers[uActiveCharacter] + 36 * v36); | |
2701 v38 = &pPlayers[uActiveCharacter]->pInventoryItemList[v36]; | 2677 v38 = &pPlayers[uActiveCharacter]->pInventoryItemList[v36]; |
2702 pEquipType = pItemsTable->pItems[v38->uItemID].uEquipType; | 2678 pEquipType = pItemsTable->pItems[v38->uItemID].uEquipType; |
2703 if ( v38->uItemID == ITEM_WETSUIT ) | 2679 if ( v38->uItemID == ITEM_WETSUIT ) |
2704 { | 2680 { |
2705 if ( bUnderwater ) | 2681 if ( bUnderwater ) |