Mercurial > mm7
comparison mm7_5.cpp @ 515:cb0ad52d6a26
LayingItem -> SpriteObject (long-waited rename, old name was inaccurate and confused people)
Some object-related subs moved to SpriteObject.cpp
author | Nomad |
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date | Fri, 01 Mar 2013 21:13:12 +0200 |
parents | 3ee1e351e710 |
children | 663c4f618f56 |
comparison
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deleted
inserted
replaced
514:0bbc39457b25 | 515:cb0ad52d6a26 |
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20 #include "Allocator.h" | 20 #include "Allocator.h" |
21 #include "Events.h" | 21 #include "Events.h" |
22 #include "Viewport.h" | 22 #include "Viewport.h" |
23 #include "FrameTableInc.h" | 23 #include "FrameTableInc.h" |
24 #include "Math.h" | 24 #include "Math.h" |
25 #include "LayingItem.h" | 25 #include "SpriteObject.h" |
26 #include "ObjectList.h" | 26 #include "ObjectList.h" |
27 #include "Chest.h" | 27 #include "Chest.h" |
28 #include "PaletteManager.h" | 28 #include "PaletteManager.h" |
29 #include "DecorationList.h" | 29 #include "DecorationList.h" |
30 #include "SaveLoad.h" | 30 #include "SaveLoad.h" |
1781 back_to_game(); | 1781 back_to_game(); |
1782 continue; | 1782 continue; |
1783 } | 1783 } |
1784 if ( v45 == 2 ) | 1784 if ( v45 == 2 ) |
1785 { | 1785 { |
1786 v47 = (pObjectList->pObjects[pLayingItems[v46].uObjectDescID].uFlags & 0x10) == 0; | 1786 v47 = (pObjectList->pObjects[pSpriteObjects[v46].uObjectDescID].uFlags & 0x10) == 0; |
1787 //LABEL_400: | 1787 //LABEL_400: |
1788 if ( !v47 ) | 1788 if ( !v47 ) |
1789 continue; | 1789 continue; |
1790 //goto LABEL_415; | 1790 //goto LABEL_415; |
1791 v51 = pGUIWindow_Settings->ptr_1C; | 1791 v51 = pGUIWindow_Settings->ptr_1C; |
4677 { | 4677 { |
4678 int v0; // edx@1 | 4678 int v0; // edx@1 |
4679 char *v1; // esi@2 | 4679 char *v1; // esi@2 |
4680 int v2; // ecx@3 | 4680 int v2; // ecx@3 |
4681 signed int v3; // eax@3 | 4681 signed int v3; // eax@3 |
4682 LayingItem *v4; // eax@4 | 4682 SpriteObject *v4; // eax@4 |
4683 signed int v5; // eax@4 | 4683 signed int v5; // eax@4 |
4684 signed int v6; // eax@6 | 4684 signed int v6; // eax@6 |
4685 unsigned int v7; // edi@6 | 4685 unsigned int v7; // edi@6 |
4686 int v8; // eax@6 | 4686 int v8; // eax@6 |
4687 __int16 v9; // bx@8 | 4687 __int16 v9; // bx@8 |
4709 int v31; // edx@29 | 4709 int v31; // edx@29 |
4710 int v32; // eax@29 | 4710 int v32; // eax@29 |
4711 int v33; // ST24_4@29 | 4711 int v33; // ST24_4@29 |
4712 Vec3_int_ v34; // ST04_12@30 | 4712 Vec3_int_ v34; // ST04_12@30 |
4713 Vec3_int_ *v35; // eax@31 | 4713 Vec3_int_ *v35; // eax@31 |
4714 LayingItem *v36; // [sp+0h] [bp-28h]@0 | 4714 SpriteObject *v36; // [sp+0h] [bp-28h]@0 |
4715 signed int v37; // [sp+4h] [bp-24h]@5 | 4715 signed int v37; // [sp+4h] [bp-24h]@5 |
4716 int v38; // [sp+4h] [bp-24h]@15 | 4716 int v38; // [sp+4h] [bp-24h]@15 |
4717 signed int v39; // [sp+8h] [bp-20h]@3 | 4717 signed int v39; // [sp+8h] [bp-20h]@3 |
4718 int v40; // [sp+8h] [bp-20h]@15 | 4718 int v40; // [sp+8h] [bp-20h]@15 |
4719 int v41; // [sp+Ch] [bp-1Ch]@5 | 4719 int v41; // [sp+Ch] [bp-1Ch]@5 |
4736 v2 = *((short *)v1 - 300) & 7; | 4736 v2 = *((short *)v1 - 300) & 7; |
4737 v3 = (signed int)*((short *)v1 - 300) >> 3; | 4737 v3 = (signed int)*((short *)v1 - 300) >> 3; |
4738 v39 = (signed int)*((short *)v1 - 300) >> 3; | 4738 v39 = (signed int)*((short *)v1 - 300) >> 3; |
4739 if ( v2 == 2 ) | 4739 if ( v2 == 2 ) |
4740 { | 4740 { |
4741 v4 = &pLayingItems[v3]; | 4741 v4 = &pSpriteObjects[v3]; |
4742 v36 = v4; | 4742 v36 = v4; |
4743 v5 = v4->field_58_pid; | 4743 v5 = v4->field_58_pid; |
4744 v2 = v5 & 7; | 4744 v2 = v5 & 7; |
4745 v3 = v5 >> 3; | 4745 v3 = v5 >> 3; |
4746 } | 4746 } |
4902 | 4902 |
4903 //----- (00439474) -------------------------------------------------------- | 4903 //----- (00439474) -------------------------------------------------------- |
4904 void DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, Vec3_int_ *pVelocity) | 4904 void DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, Vec3_int_ *pVelocity) |
4905 { | 4905 { |
4906 //signed int v3; // eax@1 | 4906 //signed int v3; // eax@1 |
4907 LayingItem *v4; // ebx@1 | 4907 SpriteObject *v4; // ebx@1 |
4908 //int v5; // edx@3 | 4908 //int v5; // edx@3 |
4909 //bool uPlayerID; // eax@3 | 4909 //bool uPlayerID; // eax@3 |
4910 //Player *pPlayer; // edi@4 | 4910 //Player *pPlayer; // edi@4 |
4911 Actor *pMonster; // esi@7 | 4911 Actor *pMonster; // esi@7 |
4912 LayingItem *v9; // ebx@12 | 4912 SpriteObject *v9; // ebx@12 |
4913 int v10; // eax@12 | 4913 int v10; // eax@12 |
4914 int v11; // ebx@12 | 4914 int v11; // ebx@12 |
4915 unsigned int v12; // ecx@12 | 4915 unsigned int v12; // ecx@12 |
4916 int v13; // edx@15 | 4916 int v13; // edx@15 |
4917 int v14; // edx@17 | 4917 int v14; // edx@17 |
4976 v61 = 0; | 4976 v61 = 0; |
4977 v59 = 0; | 4977 v59 = 0; |
4978 v62 = 0; | 4978 v62 = 0; |
4979 if ( (a1 & 7) == OBJECT_Item) | 4979 if ( (a1 & 7) == OBJECT_Item) |
4980 { | 4980 { |
4981 v4 = &pLayingItems[a1 >> 3]; | 4981 v4 = &pSpriteObjects[a1 >> 3]; |
4982 //uDamageAmount = (int)v4; | 4982 //uDamageAmount = (int)v4; |
4983 v61 = v4->field_60_distance_related_prolly_lod; | 4983 v61 = v4->field_60_distance_related_prolly_lod; |
4984 a1 = v4->field_58_pid; | 4984 a1 = v4->field_58_pid; |
4985 //v54 = v4->field_58_pid; | 4985 //v54 = v4->field_58_pid; |
4986 } | 4986 } |
5052 | 5052 |
5053 v19 = v4->field_48 == 99; | 5053 v19 = v4->field_48 == 99; |
5054 v61 = v4->field_60_distance_related_prolly_lod; | 5054 v61 = v4->field_60_distance_related_prolly_lod; |
5055 if ( !v19 ) | 5055 if ( !v19 ) |
5056 { | 5056 { |
5057 v9 = (LayingItem *)uDamageAmount; | 5057 v9 = (SpriteObject *)uDamageAmount; |
5058 v50 = pParty->vPosition.x - *(int *)(uDamageAmount + 4); | 5058 v50 = pParty->vPosition.x - *(int *)(uDamageAmount + 4); |
5059 //v55 = abs(v50); | 5059 //v55 = abs(v50); |
5060 pMonsterName = (char *)(pParty->vPosition.y - v9->vPosition.y); | 5060 pMonsterName = (char *)(pParty->vPosition.y - v9->vPosition.y); |
5061 //v51 = (unsigned __int64 *)abs((int)pMonsterName); | 5061 //v51 = (unsigned __int64 *)abs((int)pMonsterName); |
5062 pPlayerName = (char *)(pParty->vPosition.z - v9->vPosition.z); | 5062 pPlayerName = (char *)(pParty->vPosition.z - v9->vPosition.z); |
5092 } | 5092 } |
5093 else | 5093 else |
5094 { | 5094 { |
5095 v61 = 1; | 5095 v61 = 1; |
5096 } | 5096 } |
5097 v4 = (LayingItem *)uDamageAmount; | 5097 v4 = (SpriteObject *)uDamageAmount; |
5098 } | 5098 } |
5099 | 5099 |
5100 v15 = v4->field_48; | 5100 v15 = v4->field_48; |
5101 if ( v15 == 102 ) | 5101 if ( v15 == 102 ) |
5102 { | 5102 { |
5407 float v32; // ST04_4@58 | 5407 float v32; // ST04_4@58 |
5408 float v33; // ST00_4@58 | 5408 float v33; // ST00_4@58 |
5409 int v34; // edi@61 | 5409 int v34; // edi@61 |
5410 int v35; // eax@70 | 5410 int v35; // eax@70 |
5411 double v36; // st7@70 | 5411 double v36; // st7@70 |
5412 LayingItem *v37; // ebx@77 | 5412 SpriteObject *v37; // ebx@77 |
5413 int v38; // edi@77 | 5413 int v38; // edi@77 |
5414 int v39; // esi@77 | 5414 int v39; // esi@77 |
5415 int v40; // eax@77 | 5415 int v40; // eax@77 |
5416 int v41; // eax@77 | 5416 int v41; // eax@77 |
5417 int v42; // eax@78 | 5417 int v42; // eax@78 |
5648 } | 5648 } |
5649 } | 5649 } |
5650 viewparams->bRedrawGameUI = 1; | 5650 viewparams->bRedrawGameUI = 1; |
5651 return; | 5651 return; |
5652 } | 5652 } |
5653 v37 = &pLayingItems[uActorID]; | 5653 v37 = &pSpriteObjects[uActorID]; |
5654 v38 = v37->field_58_pid & 7; | 5654 v38 = v37->field_58_pid & 7; |
5655 v39 = v37->field_58_pid >> 3; | 5655 v39 = v37->field_58_pid >> 3; |
5656 v40 = v37->field_58_pid & 7; | 5656 v40 = v37->field_58_pid & 7; |
5657 uActorID = v37->field_58_pid >> 3; | 5657 uActorID = v37->field_58_pid >> 3; |
5658 v41 = v40 - 2; | 5658 v41 = v40 - 2; |
5664 v44 = &pActors[v39]; | 5664 v44 = &pActors[v39]; |
5665 if ( a4 == -1 ) | 5665 if ( a4 == -1 ) |
5666 a4 = stru_50C198.which_player_would_attack(v44); | 5666 a4 = stru_50C198.which_player_would_attack(v44); |
5667 v45 = &pParty->pPlayers[a4]; | 5667 v45 = &pParty->pPlayers[a4]; |
5668 v77 = Actor::_43B3E0_CalcDamage(v44, v74); | 5668 v77 = Actor::_43B3E0_CalcDamage(v44, v74); |
5669 v46 = v37->uItemType; | 5669 v46 = v37->uType; |
5670 if ( v37->uItemType == 545 ) | 5670 if ( v37->uType == 545 ) |
5671 { | 5671 { |
5672 LOBYTE(v51) = v45->GetActualSkillLevel(PLAYER_SKILL_UNARMED); | 5672 LOBYTE(v51) = v45->GetActualSkillLevel(PLAYER_SKILL_UNARMED); |
5673 v52 = v51; | 5673 v52 = v51; |
5674 if ( (signed int)SkillToMastery(v51) >= 4 && rand() % 100 < (v52 & 0x3F) ) | 5674 if ( (signed int)SkillToMastery(v51) >= 4 && rand() % 100 < (v52 & 0x3F) ) |
5675 { | 5675 { |
5890 unsigned int v6; // [sp+10h] [bp-4h]@1 | 5890 unsigned int v6; // [sp+10h] [bp-4h]@1 |
5891 | 5891 |
5892 v6 = uLayingItemID; | 5892 v6 = uLayingItemID; |
5893 v2 = uLayingItemID; | 5893 v2 = uLayingItemID; |
5894 v3 = a2 >> 3; | 5894 v3 = a2 >> 3; |
5895 v4 = pLayingItems[uLayingItemID].field_58_pid & 7; | 5895 v4 = pSpriteObjects[uLayingItemID].field_58_pid & 7; |
5896 v5 = (a2 & 7) - 3; | 5896 v5 = (a2 & 7) - 3; |
5897 if ( v5 ) | 5897 if ( v5 ) |
5898 { | 5898 { |
5899 if ( v5 == 1 ) | 5899 if ( v5 == 1 ) |
5900 { | 5900 { |
5901 layingitem_vel_50FDFC.x = pLayingItems[v2].vVelocity.x; | 5901 layingitem_vel_50FDFC.x = pSpriteObjects[v2].vVelocity.x; |
5902 layingitem_vel_50FDFC.y = pLayingItems[v2].vVelocity.y; | 5902 layingitem_vel_50FDFC.y = pSpriteObjects[v2].vVelocity.y; |
5903 layingitem_vel_50FDFC.z = pLayingItems[v2].vVelocity.z; | 5903 layingitem_vel_50FDFC.z = pSpriteObjects[v2].vVelocity.z; |
5904 Vec3_int_::Normalize(&layingitem_vel_50FDFC.x, &layingitem_vel_50FDFC.y, &layingitem_vel_50FDFC.z); | 5904 Vec3_int_::Normalize(&layingitem_vel_50FDFC.x, &layingitem_vel_50FDFC.y, &layingitem_vel_50FDFC.z); |
5905 DamagePlayerFromMonster(8 * v6 | 2, pLayingItems[v2].field_61, &layingitem_vel_50FDFC, 0xFFFFFFFFu); | 5905 DamagePlayerFromMonster(8 * v6 | 2, pSpriteObjects[v2].field_61, &layingitem_vel_50FDFC, 0xFFFFFFFFu); |
5906 } | 5906 } |
5907 } | 5907 } |
5908 else | 5908 else |
5909 { | 5909 { |
5910 layingitem_vel_50FDFC.x = pLayingItems[v2].vVelocity.x; | 5910 layingitem_vel_50FDFC.x = pSpriteObjects[v2].vVelocity.x; |
5911 layingitem_vel_50FDFC.y = pLayingItems[v2].vVelocity.y; | 5911 layingitem_vel_50FDFC.y = pSpriteObjects[v2].vVelocity.y; |
5912 layingitem_vel_50FDFC.z = pLayingItems[v2].vVelocity.z; | 5912 layingitem_vel_50FDFC.z = pSpriteObjects[v2].vVelocity.z; |
5913 Vec3_int_::Normalize(&layingitem_vel_50FDFC.x, &layingitem_vel_50FDFC.y, &layingitem_vel_50FDFC.z); | 5913 Vec3_int_::Normalize(&layingitem_vel_50FDFC.x, &layingitem_vel_50FDFC.y, &layingitem_vel_50FDFC.z); |
5914 switch ( v4 ) | 5914 switch ( v4 ) |
5915 { | 5915 { |
5916 case OBJECT_Actor: | 5916 case OBJECT_Actor: |
5917 sub_43B1B0(8 * v6 | AI_OBJECT_LAYING_ITEM, v3, &layingitem_vel_50FDFC, pLayingItems[v2].field_61); | 5917 sub_43B1B0(8 * v6 | AI_OBJECT_LAYING_ITEM, v3, &layingitem_vel_50FDFC, pSpriteObjects[v2].field_61); |
5918 break; | 5918 break; |
5919 case OBJECT_Player: | 5919 case OBJECT_Player: |
5920 DamageMonsterFromParty(8 * v6 | AI_OBJECT_LAYING_ITEM, v3, &layingitem_vel_50FDFC); | 5920 DamageMonsterFromParty(8 * v6 | AI_OBJECT_LAYING_ITEM, v3, &layingitem_vel_50FDFC); |
5921 break; | 5921 break; |
5922 case OBJECT_Item: | 5922 case OBJECT_Item: |
6051 | 6051 |
6052 //----- (0043B057) -------------------------------------------------------- | 6052 //----- (0043B057) -------------------------------------------------------- |
6053 void __fastcall sub_43B057(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity) | 6053 void __fastcall sub_43B057(unsigned int uObjID, unsigned int uActorID, Vec3_int_ *pVelocity) |
6054 { | 6054 { |
6055 Actor *pActor; // esi@1 | 6055 Actor *pActor; // esi@1 |
6056 LayingItem *v4; // eax@3 | 6056 SpriteObject *v4; // eax@3 |
6057 int v5; // ecx@3 | 6057 int v5; // ecx@3 |
6058 int v6; // eax@4 | 6058 int v6; // eax@4 |
6059 int v7; // edi@4 | 6059 int v7; // edi@4 |
6060 unsigned int uActorIDa; // [sp+8h] [bp-8h]@1 | 6060 unsigned int uActorIDa; // [sp+8h] [bp-8h]@1 |
6061 unsigned int a2; // [sp+Ch] [bp-4h]@1 | 6061 unsigned int a2; // [sp+Ch] [bp-4h]@1 |
6066 a2 = uObjID; | 6066 a2 = uObjID; |
6067 if ( !pActors[uActorID].IsNotAlive() ) | 6067 if ( !pActors[uActorID].IsNotAlive() ) |
6068 { | 6068 { |
6069 if ( (a2 & 7) == OBJECT_Item) | 6069 if ( (a2 & 7) == OBJECT_Item) |
6070 { | 6070 { |
6071 v4 = &pLayingItems[(signed int)a2 >> 3]; | 6071 v4 = &pSpriteObjects[(signed int)a2 >> 3]; |
6072 v5 = v4->field_48; | 6072 v5 = v4->field_48; |
6073 if ( v5 ) | 6073 if ( v5 ) |
6074 { | 6074 { |
6075 v6 = _43AFE3_calc_spell_damage(v5, v4->field_4C, v4->field_50, pActor->sCurrentHP); | 6075 v6 = _43AFE3_calc_spell_damage(v5, v4->field_4C, v4->field_50, pActor->sCurrentHP); |
6076 v7 = stru_50C198.CalcMagicalDamageToActor(pActor, 0, v6); | 6076 v7 = stru_50C198.CalcMagicalDamageToActor(pActor, 0, v6); |
6106 | 6106 |
6107 //----- (0043B1B0) -------------------------------------------------------- | 6107 //----- (0043B1B0) -------------------------------------------------------- |
6108 void sub_43B1B0(signed int a1, unsigned int a2, Vec3_int_ *pVelocity, signed int a4) | 6108 void sub_43B1B0(signed int a1, unsigned int a2, Vec3_int_ *pVelocity, signed int a4) |
6109 { | 6109 { |
6110 int v4; // ebx@1 | 6110 int v4; // ebx@1 |
6111 LayingItem *v5; // eax@2 | 6111 SpriteObject *v5; // eax@2 |
6112 bool v6; // eax@3 | 6112 bool v6; // eax@3 |
6113 Actor *v7; // esi@4 | 6113 Actor *v7; // esi@4 |
6114 Actor *v8; // edi@4 | 6114 Actor *v8; // edi@4 |
6115 char v9; // zf@5 | 6115 char v9; // zf@5 |
6116 __int64 v10; // qax@8 | 6116 __int64 v10; // qax@8 |
6125 v4 = 0; | 6125 v4 = 0; |
6126 uActorID = a2; | 6126 uActorID = a2; |
6127 v17 = a1; | 6127 v17 = a1; |
6128 if ( (a1 & 7) == OBJECT_Item) | 6128 if ( (a1 & 7) == OBJECT_Item) |
6129 { | 6129 { |
6130 v5 = &pLayingItems[a1 >> 3]; | 6130 v5 = &pSpriteObjects[a1 >> 3]; |
6131 v4 = v5->field_60_distance_related_prolly_lod; | 6131 v4 = v5->field_60_distance_related_prolly_lod; |
6132 v17 = v5->field_58_pid; | 6132 v17 = v5->field_58_pid; |
6133 } | 6133 } |
6134 LOWORD(v6) = v17 & 7; | 6134 LOWORD(v6) = v17 & 7; |
6135 if ( v6 == OBJECT_Actor) | 6135 if ( v6 == OBJECT_Actor) |
10842 } | 10842 } |
10843 } | 10843 } |
10844 else | 10844 else |
10845 { | 10845 { |
10846 v10 = v2; | 10846 v10 = v2; |
10847 v63 = pLayingItems[v10].vPosition.x; | 10847 v63 = pSpriteObjects[v10].vPosition.x; |
10848 v64 = pLayingItems[v10].vPosition.y; | 10848 v64 = pSpriteObjects[v10].vPosition.y; |
10849 v11 = pLayingItems[v10].vPosition.z; | 10849 v11 = pSpriteObjects[v10].vPosition.z; |
10850 v7 = pLayingItems[v10].uSectorID; | 10850 v7 = pSpriteObjects[v10].uSectorID; |
10851 v65 = v11; | 10851 v65 = v11; |
10852 } | 10852 } |
10853 v66 = v7; | 10853 v66 = v7; |
10854 v12 = v4 >> 3; | 10854 v12 = v4 >> 3; |
10855 v13 = (v4 & 7) - 2; | 10855 v13 = (v4 & 7) - 2; |
10891 } | 10891 } |
10892 } | 10892 } |
10893 else | 10893 else |
10894 { | 10894 { |
10895 v22 = v12; | 10895 v22 = v12; |
10896 v18 = pLayingItems[v22].vPosition.x; | 10896 v18 = pSpriteObjects[v22].vPosition.x; |
10897 v17 = pLayingItems[v22].vPosition.z; | 10897 v17 = pSpriteObjects[v22].vPosition.z; |
10898 v60 = pLayingItems[v22].vPosition.y; | 10898 v60 = pSpriteObjects[v22].vPosition.y; |
10899 v19 = pLayingItems[v22].uSectorID; | 10899 v19 = pSpriteObjects[v22].uSectorID; |
10900 } | 10900 } |
10901 v62 = v19; | 10901 v62 = v19; |
10902 v23 = v18 - v63; | 10902 v23 = v18 - v63; |
10903 v50 = v17 - v65; | 10903 v50 = v17 - v65; |
10904 v24 = integer_sqrt(v23 * v23 + (v60 - v64) * (v60 - v64) + v50 * v50); | 10904 v24 = integer_sqrt(v23 * v23 + (v60 - v64) * (v60 - v64) + v50 * v50); |
12114 Actor::_4031C1_update_job(i, pParty->uCurrentHour, 1); | 12114 Actor::_4031C1_update_job(i, pParty->uCurrentHour, 1); |
12115 } | 12115 } |
12116 } | 12116 } |
12117 | 12117 |
12118 //----- (00408896) -------------------------------------------------------- | 12118 //----- (00408896) -------------------------------------------------------- |
12119 void InitializeLayingItems() | 12119 void InitializeSpriteObjects() |
12120 { | 12120 { |
12121 for (uint i = 0; i < uNumLayingItems; ++i) | 12121 for (uint i = 0; i < uNumSpriteObjects; ++i) |
12122 { | 12122 { |
12123 auto item = pLayingItems + i; | 12123 auto item = pSpriteObjects + i; |
12124 | 12124 |
12125 if (item->uItemType && | 12125 if (item->uType && |
12126 (item->uSoundID & 8 || pObjectList->pObjects[item->uItemType].uFlags & 0x10)) | 12126 (item->uSoundID & 8 || pObjectList->pObjects[item->uType].uFlags & 0x10)) |
12127 LayingItem::OnItemPickup(i); | 12127 SpriteObject::OnInteraction(i); |
12128 } | 12128 } |
12129 | 12129 |
12130 for (uint i = 0; i < 100; ++i) | 12130 for (uint i = 0; i < 100; ++i) |
12131 array_5118E8.pElements[i].field_C_time_left = 0; | 12131 array_5118E8.pElements[i].field_C_time_left = 0; |
12132 } | 12132 } |
16424 } | 16424 } |
16425 } | 16425 } |
16426 goto LABEL_132; | 16426 goto LABEL_132; |
16427 } | 16427 } |
16428 v7 = v6 >> 3; | 16428 v7 = v6 >> 3; |
16429 if ( pObjectList->pObjects[pLayingItems[v7].uObjectDescID].uFlags & 0x10 ) | 16429 if ( pObjectList->pObjects[pSpriteObjects[v7].uObjectDescID].uFlags & 0x10 ) |
16430 goto LABEL_132; | 16430 goto LABEL_132; |
16431 v8 = &pLayingItems[v7].stru_24; | 16431 v8 = &pSpriteObjects[v7].stru_24; |
16432 } | 16432 } |
16433 GameUI_DrawItemInfo(v8); | 16433 GameUI_DrawItemInfo(v8); |
16434 goto LABEL_132; | 16434 goto LABEL_132; |
16435 } | 16435 } |
16436 if ( pCurrentScreen == SCREEN_HOUSE ) | 16436 if ( pCurrentScreen == SCREEN_HOUSE ) |