comparison Indoor.cpp @ 788:f004c7ceb7bd

Слияние
author Ritor1
date Mon, 25 Mar 2013 02:21:14 +0600
parents 3a77fbf7d0b8 b27dd658ea77
children 346f7069676a
comparison
equal deleted inserted replaced
787:3a77fbf7d0b8 788:f004c7ceb7bd
569 _479A53_draw_some_blv_poly(uNumVerticesa, uFaceID); 569 _479A53_draw_some_blv_poly(uNumVerticesa, uFaceID);
570 else 570 else
571 pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, v28, 8 * uFaceID | OBJECT_BModel, v17, 0); 571 pRenderer->DrawIndoorPolygon(uNumVerticesa, pFace, v27, v28, 8 * uFaceID | OBJECT_BModel, v17, 0);
572 return; 572 return;
573 } 573 }
574 //v17 = 0xFFFFFFFF; 574 v17 = 0xFFFFFFFF;
575 v23 = pFace->uBitmapID; 575 v23 = pFace->uBitmapID;
576 goto LABEL_42; 576 goto LABEL_42;
577 } 577 }
578 } 578 }
579 } 579 }
3925 v0 = &pActors[v63]; 3925 v0 = &pActors[v63];
3926 v1 = v0->uAIState; 3926 v1 = v0->uAIState;
3927 if ( v1 == 11 || v1 == 19 || v1 == 17 || !v0->uMovementSpeed ) 3927 if ( v1 == 11 || v1 == 19 || v1 == 17 || !v0->uMovementSpeed )
3928 goto LABEL_123; 3928 goto LABEL_123;
3929 uSectorID = v0->uSectorID; 3929 uSectorID = v0->uSectorID;
3930 v2 = _46ED1B_collide_against_floor(v0->vPosition.x, v0->vPosition.y, v0->vPosition.z, &uSectorID, &uFaceID); 3930 v2 = collide_against_floor(v0->vPosition.x, v0->vPosition.y, v0->vPosition.z, &uSectorID, &uFaceID);
3931 v0->uSectorID = uSectorID; 3931 v0->uSectorID = uSectorID;
3932 v3 = v0->pMonsterInfo.uFlying; 3932 v3 = v0->pMonsterInfo.uFlying;
3933 v56 = v2; 3933 v56 = v2;
3934 v62 = v3; 3934 v62 = v3;
3935 if ( !v0->CanAct() ) 3935 if ( !v0->CanAct() )
4127 v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16; 4127 v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.y) >> 16;
4128 v31 = v58 + v0->vPosition.y; 4128 v31 = v58 + v0->vPosition.y;
4129 v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16; 4129 v58 = (unsigned __int64)(stru_721530.field_7C * (signed __int64)stru_721530.field_58.z) >> 16;
4130 v32 = v58 + v0->vPosition.z; 4130 v32 = v58 + v0->vPosition.z;
4131 } 4131 }
4132 v33 = _46ED1B_collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID); 4132 v33 = collide_against_floor(v30, v31, v32, &stru_721530.uSectorID, &uFaceID);
4133 v34 = pIndoor->pFaces[uFaceID].uAttributes; 4133 v34 = pIndoor->pFaces[uFaceID].uAttributes;
4134 v35 = v34 & 0x400000; 4134 v35 = v34 & 0x400000;
4135 if (v35 && v0->uAIState == Dead) 4135 if (v35 && v0->uAIState == Dead)
4136 { 4136 {
4137 v0->uAIState = Removed; 4137 v0->uAIState = Removed;