comparison UI/UiGame.cpp @ 2198:d9caf2b3d8d5

draw FlyAction and WaterWalk icons
author Ritor1
date Sun, 02 Feb 2014 00:10:40 +0600
parents 9856c2f8f918
children 4bfee77e900d c2eeeb991a87
comparison
equal deleted inserted replaced
2197:42c8807225a2 2198:d9caf2b3d8d5
1634 1634
1635 //----- (0044162D) -------------------------------------------------------- 1635 //----- (0044162D) --------------------------------------------------------
1636 void GameUI_DrawPartySpells() 1636 void GameUI_DrawPartySpells()
1637 { 1637 {
1638 unsigned int v0; // ebp@1 1638 unsigned int v0; // ebp@1
1639 Texture *v7; // [sp-4h] [bp-1Ch]@12 1639 Texture *spell_texture; // [sp-4h] [bp-1Ch]@12
1640 Texture *v9; // [sp-4h] [bp-1Ch]@21 1640 //Texture *v9; // [sp-4h] [bp-1Ch]@21
1641 1641
1642 v0 = (signed __int64)((double)GetTickCount() * 0.050000001); 1642 v0 = (signed __int64)((double)GetTickCount() * 0.050000001);
1643 //v1 = 0; 1643 //v1 = 0;
1644 for (uint i = 0; i < 14; ++i) 1644 for (uint i = 0; i < 14; ++i)
1645 { 1645 {
1658 if (pCurrentScreen == SCREEN_GAME || pCurrentScreen == SCREEN_NPC_DIALOGUE) 1658 if (pCurrentScreen == SCREEN_GAME || pCurrentScreen == SCREEN_NPC_DIALOGUE)
1659 { 1659 {
1660 if (pParty->FlyActive()) 1660 if (pParty->FlyActive())
1661 { 1661 {
1662 if ( pParty->bFlying ) 1662 if ( pParty->bFlying )
1663 v7 = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_FlySpell, v0)->uTextureID); 1663 spell_texture = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_FlySpell, v0)->uTextureID);
1664 else 1664 else
1665 v7 = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_FlySpell, 0)->uTextureID); 1665 spell_texture = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_FlySpell, 0)->uTextureID);
1666 //if ( pRenderer->pRenderD3D ) 1666 //if ( pRenderer->pRenderD3D )
1667 pRenderer->DrawTextureIndexed(8, 8, v7); 1667 pRenderer->DrawTextureIndexed(8, 8, spell_texture);
1668 /*else 1668 /*else
1669 pRenderer->DrawTextureTransparent(8, 8, v7);*/ 1669 pRenderer->DrawTextureTransparent(8, 8, v7);*/
1670 } 1670 }
1671 if ( pParty->WaterWalkActive() ) 1671 if ( pParty->WaterWalkActive() )
1672 { 1672 {
1673 if ( pParty->uFlags & PARTY_FLAGS_1_STANDING_ON_WATER ) 1673 if ( pParty->uFlags & PARTY_FLAGS_1_STANDING_ON_WATER )
1674 v9 = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_WaterWalk, v0)->uTextureID); 1674 spell_texture = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_WaterWalk, v0)->uTextureID);
1675 else 1675 else
1676 v9 = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_WaterWalk, 0)->uTextureID); 1676 spell_texture = pIcons_LOD->GetTexture(pIconsFrameTable->GetFrame(uIconIdx_WaterWalk, 0)->uTextureID);
1677 //if ( pRenderer->pRenderD3D ) 1677 //if ( pRenderer->pRenderD3D )
1678 pRenderer->DrawTextureIndexed(396, 8, v9); 1678 pRenderer->DrawTextureIndexed(396, 8, spell_texture);
1679 /*else 1679 /*else
1680 pRenderer->DrawTextureTransparent(396, 8, v9);*/ 1680 pRenderer->DrawTextureTransparent(396, 8, v9);*/
1681 } 1681 }
1682 } 1682 }
1683 for (uint i = 0; i < 4; ++i) 1683 for (uint i = 0; i < 4; ++i)