Mercurial > mm7
comparison Vis.cpp @ 676:ecfb1b3c9a39
BLV: when standing right on the portal (orange wall) everything looks fine
author | Nomad |
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date | Fri, 15 Mar 2013 04:13:24 +0200 |
parents | 5cfb5dadf330 |
children | 066e2b29b30f |
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675:92c1e1250e7c | 676:ecfb1b3c9a39 |
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347 __debugbreak(); // refactor for BLV picking | 347 __debugbreak(); // refactor for BLV picking |
348 | 348 |
349 v5 = 0; | 349 v5 = 0; |
350 thisa = this; | 350 thisa = this; |
351 v17 = 0; | 351 v17 = 0; |
352 for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->uNumFaceIDs; ++v17 ) | 352 for ( a1.flt_2C = 0.0; v17 < (signed int)pBspRenderer->num_faces; ++v17 ) |
353 { | 353 { |
354 v6 = pBspRenderer->pFaceIDs[2 * v5]; | 354 v6 = pBspRenderer->faces[v5].uFaceID; |
355 if ( v6 >= 0 ) | 355 if ( v6 >= 0 ) |
356 { | 356 { |
357 if ( v6 < (signed int)pIndoor->uNumFaces ) | 357 if ( v6 < (signed int)pIndoor->uNumFaces ) |
358 { | 358 { |
359 v7 = v6; | 359 v7 = v6; |
609 Vec2_short_ v33; // ST1E_4@11 | 609 Vec2_short_ v33; // ST1E_4@11 |
610 Vec3_short_ v34; // ST04_6@11 | 610 Vec3_short_ v34; // ST04_6@11 |
611 //float a5a; // [sp+30h] [bp+18h]@10 | 611 //float a5a; // [sp+30h] [bp+18h]@10 |
612 //float a5b; // [sp+30h] [bp+18h]@13 | 612 //float a5b; // [sp+30h] [bp+18h]@13 |
613 | 613 |
614 if (a5->TwoSided() || a5->Invisible()) | 614 if (a5->Portal() || a5->Invisible()) |
615 return false; | 615 return false; |
616 | 616 |
617 | 617 |
618 int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x, | 618 int ray_dir_x = pRayEnd->vWorldPosition.x - pRayStart->vWorldPosition.x, |
619 ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, | 619 ray_dir_y = pRayEnd->vWorldPosition.y - pRayStart->vWorldPosition.y, |
1847 signed int i; // [sp+18h] [bp-8h]@1 | 1847 signed int i; // [sp+18h] [bp-8h]@1 |
1848 Vis *thisa; // [sp+1Ch] [bp-4h]@1 | 1848 Vis *thisa; // [sp+1Ch] [bp-4h]@1 |
1849 | 1849 |
1850 result = 0; | 1850 result = 0; |
1851 thisa = this; | 1851 thisa = this; |
1852 for ( i = 0; i < (signed int)pBspRenderer->uNumFaceIDs; ++i ) | 1852 for ( i = 0; i < (signed int)pBspRenderer->num_faces; ++i ) |
1853 { | 1853 { |
1854 v5 = pBspRenderer->pFaceIDs[2 * result]; | 1854 v5 = pBspRenderer->faces[result].uFaceID; |
1855 if ( v5 >= 0 ) | 1855 if ( v5 >= 0 ) |
1856 { | 1856 { |
1857 if ( v5 < (signed int)pIndoor->uNumFaces ) | 1857 if ( v5 < (signed int)pIndoor->uNumFaces ) |
1858 { | 1858 { |
1859 v6 = &pIndoor->pFaces[v5]; | 1859 v6 = &pIndoor->pFaces[v5]; |