comparison UI/UICharacter.cpp @ 1496:ab6bf38b2940

UIGame.cpp cleaning(continue)
author Ritor1
date Sun, 01 Sep 2013 17:10:29 +0600
parents f62e6d06acac
children a109bb203e28
comparison
equal deleted inserted replaced
1488:f62e6d06acac 1496:ab6bf38b2940
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 )