comparison mm7_6.cpp @ 1384:b51332ab228f

changed a few member variables in Player to slightly less confusing names
author Grumpy7
date Tue, 16 Jul 2013 20:51:29 +0200
parents 22cb507446a4
children cc9a3a24d61d
comparison
equal deleted inserted replaced
1383:0a4254e80036 1384:b51332ab228f
2071 if (pParty->Invisible()) 2071 if (pParty->Invisible())
2072 pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset(); 2072 pParty->pPartyBuffs[PARTY_BUFF_INVISIBILITY].Reset();
2073 2073
2074 //v31 = player->pEquipment.uBow; 2074 //v31 = player->pEquipment.uBow;
2075 int bow_idx = player->pEquipment.uBow; 2075 int bow_idx = player->pEquipment.uBow;
2076 if (bow_idx && player->pInventoryItems[bow_idx - 1].Broken()) 2076 if (bow_idx && player->pInventoryItemList[bow_idx - 1].Broken())
2077 bow_idx = 0; 2077 bow_idx = 0;
2078 2078
2079 //v32 = 0; 2079 //v32 = 0;
2080 int wand_item_id = 0; 2080 int wand_item_id = 0;
2081 //v33 = 0; 2081 //v33 = 0;
2083 int laser_weapon_item_id = 0; 2083 int laser_weapon_item_id = 0;
2084 2084
2085 int main_hand_idx = player->pEquipment.uMainHand; 2085 int main_hand_idx = player->pEquipment.uMainHand;
2086 if (main_hand_idx) 2086 if (main_hand_idx)
2087 { 2087 {
2088 auto item = &player->pInventoryItems[main_hand_idx - 1]; 2088 auto item = &player->pInventoryItemList[main_hand_idx - 1];
2089 //v5 = (char *)v1 + 36 * v4; 2089 //v5 = (char *)v1 + 36 * v4;
2090 if (!item->Broken()) 2090 if (!item->Broken())
2091 { 2091 {
2092 //v28b = &v1->pInventoryItems[v4].uItemID; 2092 //v28b = &v1->pInventoryItems[v4].uItemID;
2093 //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124); 2093 //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124);
2142 else if (wand_item_id) 2142 else if (wand_item_id)
2143 { 2143 {
2144 shooting_wand = true; 2144 shooting_wand = true;
2145 2145
2146 int main_hand_idx = player->pEquipment.uMainHand; 2146 int main_hand_idx = player->pEquipment.uMainHand;
2147 _42777D_CastSpell_UseWand_ShootArrow(wand_spell_ids[player->pInventoryItems[main_hand_idx - 1].uItemID - ITEM_WAND_FIRE], uActiveCharacter - 1, 8, 0, uActiveCharacter + 8); 2147 _42777D_CastSpell_UseWand_ShootArrow(wand_spell_ids[player->pInventoryItemList[main_hand_idx - 1].uItemID - ITEM_WAND_FIRE], uActiveCharacter - 1, 8, 0, uActiveCharacter + 8);
2148 2148
2149 if (!--player->pInventoryItems[main_hand_idx - 1].uNumCharges) 2149 if (!--player->pInventoryItemList[main_hand_idx - 1].uNumCharges)
2150 player->pEquipment.uMainHand = 0; 2150 player->pEquipment.uMainHand = 0;
2151 } 2151 }
2152 else if (target_type == OBJECT_Actor && actor_distance <= 407.2) 2152 else if (target_type == OBJECT_Actor && actor_distance <= 407.2)
2153 { 2153 {
2154 melee_attack = true; 2154 melee_attack = true;
2199 v34 = 7; 2199 v34 = 7;
2200 else 2200 else
2201 { 2201 {
2202 int main_hand_idx = player->pEquipment.uMainHand; 2202 int main_hand_idx = player->pEquipment.uMainHand;
2203 if (player->HasItemEquipped(EQUIP_MAIN_HAND)) 2203 if (player->HasItemEquipped(EQUIP_MAIN_HAND))
2204 v34 = pItemsTable->pItems[*(int *)&player->pInventoryItems[main_hand_idx - 1]].uSkillType; 2204 v34 = pItemsTable->pItems[*(int *)&player->pInventoryItemList[main_hand_idx - 1]].uSkillType;
2205 pTurnEngine->_40471C(); 2205 pTurnEngine->_40471C();
2206 } 2206 }
2207 2207
2208 switch (v34) 2208 switch (v34)
2209 { 2209 {