Mercurial > mm7
comparison mm7_6.cpp @ 1980:c1c74df0a33e
changing most of auto types to their actual types
author | Grumpy7 |
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date | Wed, 30 Oct 2013 00:47:37 -0700 |
parents | 0f62a2b8bd0a |
children | 33787c8938a5 |
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1979:92dfa0cafbe3 | 1980:c1c74df0a33e |
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338 | 338 |
339 //v0 = uActiveCharacter; | 339 //v0 = uActiveCharacter; |
340 //v27 = 6972 * uActiveCharacter; | 340 //v27 = 6972 * uActiveCharacter; |
341 //v1 = &pParty->pPlayers[uActiveCharacter-1]; | 341 //v1 = &pParty->pPlayers[uActiveCharacter-1]; |
342 //result = pParty->pPlayers[uActiveCharacter-1].CanAct(); | 342 //result = pParty->pPlayers[uActiveCharacter-1].CanAct(); |
343 auto player = &pParty->pPlayers[uActiveCharacter - 1]; | 343 Player* player = &pParty->pPlayers[uActiveCharacter - 1]; |
344 if (!player->CanAct()) | 344 if (!player->CanAct()) |
345 return; | 345 return; |
346 | 346 |
347 CastSpellInfoHelpers::_427D48(); | 347 CastSpellInfoHelpers::_427D48(); |
348 //v3 = 0; | 348 //v3 = 0; |
361 int laser_weapon_item_id = 0; | 361 int laser_weapon_item_id = 0; |
362 | 362 |
363 int main_hand_idx = player->pEquipment.uMainHand; | 363 int main_hand_idx = player->pEquipment.uMainHand; |
364 if (main_hand_idx) | 364 if (main_hand_idx) |
365 { | 365 { |
366 auto item = &player->pInventoryItemList[main_hand_idx - 1]; | 366 ItemGen* item = &player->pInventoryItemList[main_hand_idx - 1]; |
367 //v5 = (char *)v1 + 36 * v4; | 367 //v5 = (char *)v1 + 36 * v4; |
368 if (!item->IsBroken()) | 368 if (!item->IsBroken()) |
369 { | 369 { |
370 //v28b = &v1->pInventoryItems[v4].uItemID; | 370 //v28b = &v1->pInventoryItems[v4].uItemID; |
371 //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124); | 371 //v6 = v1->pInventoryItems[v4].uItemID;//*((int *)v5 + 124); |
394 target_pid = stru_50C198.FindClosestActor(5120, 0, 0); | 394 target_pid = stru_50C198.FindClosestActor(5120, 0, 0); |
395 target_type = PID_TYPE(target_pid); | 395 target_type = PID_TYPE(target_pid); |
396 target_id = PID_ID(target_pid); | 396 target_id = PID_ID(target_pid); |
397 } | 397 } |
398 | 398 |
399 auto actor = &pActors[target_id]; | 399 Actor* actor = &pActors[target_id]; |
400 int actor_distance = 0; | 400 int actor_distance = 0; |
401 if (target_type == OBJECT_Actor) | 401 if (target_type == OBJECT_Actor) |
402 { | 402 { |
403 int distance_x = actor->vPosition.x - pParty->vPosition.x, | 403 int distance_x = actor->vPosition.x - pParty->vPosition.x, |
404 distance_y = actor->vPosition.y - pParty->vPosition.y, | 404 distance_y = actor->vPosition.y - pParty->vPosition.y, |
990 PartyAction partyAction; // [sp-14h] [bp-1Ch]@20 | 990 PartyAction partyAction; // [sp-14h] [bp-1Ch]@20 |
991 InputAction inputAction; // [sp+0h] [bp-8h]@7 | 991 InputAction inputAction; // [sp+0h] [bp-8h]@7 |
992 int v24; // [sp+4h] [bp-4h]@87 | 992 int v24; // [sp+4h] [bp-4h]@87 |
993 | 993 |
994 pGame->pKeyboardInstance->EnterCriticalSection(); | 994 pGame->pKeyboardInstance->EnterCriticalSection(); |
995 auto pKeyboard = pGame->pKeyboardInstance; | 995 Keyboard* pKeyboard = pGame->pKeyboardInstance; |
996 if (!bAlwaysRun) | 996 if (!bAlwaysRun) |
997 { | 997 { |
998 if (pKeyboard->IsShiftHeld()) | 998 if (pKeyboard->IsShiftHeld()) |
999 pParty->uFlags2 |= PARTY_FLAGS_2_RUNNING; | 999 pParty->uFlags2 |= PARTY_FLAGS_2_RUNNING; |
1000 else | 1000 else |