comparison Player.cpp @ 2157:c6d8253d4cbc

Слияние
author Ritor1
date Fri, 10 Jan 2014 17:42:57 +0600
parents eaaaa50d34e9 9bd7522cdbbb
children 10f03a70ab6d
comparison
equal deleted inserted replaced
2156:eaaaa50d34e9 2157:c6d8253d4cbc
4644 { 4644 {
4645 ShowStatusBarString(pGlobalTXT_LocalizationStrings[652], 2u);//"You can not do that while you are underwater!" 4645 ShowStatusBarString(pGlobalTXT_LocalizationStrings[652], 2u);//"You can not do that while you are underwater!"
4646 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0); 4646 pAudioPlayer->PlaySound((SoundID)27, 0, 0, -1, 0, 0, 0, 0);
4647 return; 4647 return;
4648 } 4648 }
4649 dword_50C9AC = 1; 4649
4650 scroll_id = pParty->pPickedItem.uItemID - 299; 4650 scroll_id = pParty->pPickedItem.uItemID - 299;
4651 if ( scroll_id == 30 || scroll_id == 4 || scroll_id == 91 || scroll_id == 28 ) //Enchant Item scroll, Vampiric Weapon scroll ,Recharge Item ,Fire Aura 4651 if ( scroll_id == 30 || scroll_id == 4 || scroll_id == 91 || scroll_id == 28 ) //Enchant Item scroll, Vampiric Weapon scroll ,Recharge Item ,Fire Aura
4652 { 4652 {
4653 pMouse->RemoveHoldingItem(); 4653 pMouse->RemoveHoldingItem();
4654 pGUIWindow_CurrentMenu->Release(); 4654 pGUIWindow_CurrentMenu->Release();
7322 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0); //todo extract this branch to a function once Actor::functions are changed to nonstatic actor functions 7322 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0); //todo extract this branch to a function once Actor::functions are changed to nonstatic actor functions
7323 Actor::AggroSurroundingPeasants(uActorID, 1); 7323 Actor::AggroSurroundingPeasants(uActorID, 1);
7324 } 7324 }
7325 else 7325 else
7326 { 7326 {
7327 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pRenderer->pRenderD3D && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS) 7327 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS)
7328 { 7328 {
7329 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius; 7329 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
7330 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0); 7330 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
7331 } 7331 }
7332 Actor::Die(uActorID); 7332 Actor::Die(uActorID);
7514 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0); 7514 Actor::AI_Stun(uActorID, PID(OBJECT_Player,a4), 0);
7515 Actor::AggroSurroundingPeasants(uActorID, 1); 7515 Actor::AggroSurroundingPeasants(uActorID, 1);
7516 } 7516 }
7517 else 7517 else
7518 { 7518 {
7519 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pRenderer->pRenderD3D && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS ) 7519 if ( pMonsterStats->pInfos[actorPtr->pMonsterInfo.uID].bQuestMonster & 1 && pGame->uFlags2 & GAME_FLAGS_2_DRAW_BLOODSPLATS )
7520 { 7520 {
7521 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius; 7521 int splatRadius = byte_4D864C && BYTE2(pGame->uFlags) & 8 ? 10 * actorPtr->uActorRadius : actorPtr->uActorRadius;
7522 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0); 7522 pDecalBuilder->AddBloodsplat(actorPtr->vPosition.x, actorPtr->vPosition.y, actorPtr->vPosition.z, 1.0, 0.0, 0.0, (float)splatRadius, 0, 0);
7523 } 7523 }
7524 Actor::Die(uActorID); 7524 Actor::Die(uActorID);