comparison Engine/Objects/Actor.cpp @ 2543:b6140dfeac27

GameOver h/cpp
author a.parshin
date Sun, 10 May 2015 03:21:14 +0200
parents a902abdfc7f2
children b8a56afc6ba1
comparison
equal deleted inserted replaced
2542:bacf9809126a 2543:b6140dfeac27
1901 a4 = &a3; 1901 a4 = &a3;
1902 } 1902 }
1903 1903
1904 actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength; 1904 actor->uCurrentActionLength = 8 * pSpriteFrameTable->pSpriteSFrames[actor->pSpriteIDs[ANIM_Bored]].uAnimLength;
1905 1905
1906 v7 = stru_5C6E00->Atan2(actor->vPosition.x - pEngine->pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pEngine->pIndoorCameraD3D->vPartyPos.y); 1906 v7 = stru_5C6E00->Atan2(actor->vPosition.x - pIndoorCameraD3D->vPartyPos.x, actor->vPosition.y - pIndoorCameraD3D->vPartyPos.y);
1907 v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7; 1907 v9 = stru_5C6E00->uIntegerPi + actor->uYawAngle + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v7;
1908 1908
1909 if ( v9 & 0x700 ) // turned away - just stand 1909 if ( v9 & 0x700 ) // turned away - just stand
1910 Actor::AI_Stand(uActorID, uObjID, actor->uCurrentActionLength, a4); 1910 Actor::AI_Stand(uActorID, uObjID, actor->uCurrentActionLength, a4);
1911 else // facing player - play bored anim 1911 else // facing player - play bored anim