comparison Vis.cpp @ 676:ecfb1b3c9a39

BLV: when standing right on the portal (orange wall) everything looks fine
author Nomad
date Fri, 15 Mar 2013 04:13:24 +0200
parents 5cfb5dadf330
children 066e2b29b30f
comparison
equal deleted inserted replaced
675:92c1e1250e7c 676:ecfb1b3c9a39
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];