diff Player.cpp @ 906:23655ae9cd18

Слияние
author Ritor1
date Fri, 19 Apr 2013 18:11:28 +0600
parents 4dc2252e0b03
children 897b10712a1a
line wrap: on
line diff
--- a/Player.cpp	Fri Apr 19 18:11:01 2013 +0600
+++ b/Player.cpp	Fri Apr 19 18:11:28 2013 +0600
@@ -256,8 +256,8 @@
   v2 = &this->pEquipment;
   while ( 1 )
   {
-    result = v2->uOffHand;
-    if ( v2->uOffHand )
+    result = v2->uShield;
+    if ( v2->uShield )
     {
       result = *(int *)&this->pInventoryItems[result-1];
       if ( result )
@@ -1213,7 +1213,7 @@
         if ( SHIDWORD(pParty->pPartyBuffs[13].uExpireTime) >= 0
           && (SHIDWORD(pParty->pPartyBuffs[13].uExpireTime) > 0 || LODWORD(pParty->pPartyBuffs[13].uExpireTime) > 0) )
           goto LABEL_10;
-        if ( v3->HasEnchantedItemEquipped(18) || v9->WearsItem(505, 3) || v10->WearsItem(530, 6) )
+        if ( v3->HasEnchantedItemEquipped(18) || v3->WearsItem(505, 3) || v3->WearsItem(530, 6) )
           goto LABEL_76;
 LABEL_40:
         v26 = 0;
@@ -1540,7 +1540,7 @@
     v4 = v2 + 1;
     v5 = (char *)this + 36 * v2;
     v6 = &byte_4E8394[pItemsTable->pItems[uItemID].uEquipType + 4];
-    *(&this->pEquipment.uOffHand + (unsigned __int8)*v6) = v4;
+    *(&this->pEquipment.uShield + (unsigned __int8)*v6) = v4;
     *((int *)v5 + 133) = uItemID;
     v5[556] = *v6 + 1;
   }
@@ -2787,7 +2787,7 @@
     v7 = v6->uItemID;
     v8 = v6->uItemID;
     v9 = pItemsTable->pItems[v8].uDamageDice;
-    if ( pItemsTable->pItems[v8].uSkillType == PLAYER_SKILL_SPEAR && !v5->pEquipment.uOffHand )
+    if ( pItemsTable->pItems[v8].uSkillType == PLAYER_SKILL_SPEAR && !v5->pEquipment.uShield )
       ++v9;
     v30 = pItemsTable->pItems[v8].uDamageRoll;
     if ( v9 > 0 )
@@ -2855,7 +2855,7 @@
   {
     if ( v5->HasItemEquipped((ITEM_EQUIP_TYPE)0) )
     {
-      v15 = (ItemGen *)&v5->pInventoryItems[v5->pEquipment.uOffHand-1];
+      v15 = (ItemGen *)&v5->pInventoryItems[v5->pEquipment.uShield - 1];
       v16 = v15->uItemID;
       v17 = v15->uItemID;
       if ( pItemsTable->pItems[v17].uEquipType != 4 )
@@ -3320,7 +3320,7 @@
   }
   if ( resistance == 4 )
   {
-    v14 = v3->pEquipment.uBody;
+    v14 = v3->pEquipment.uArmor;
     if ( v14 )
     {
       if ( !(v3->field_1F5[36 * v14 + 15] & 2) )
@@ -3685,7 +3685,7 @@
     }
     if ( v6 )
     {
-      v7 = v3->pEquipment.uBody;
+      v7 = v3->pEquipment.uArmor;
       if ( v7 )
       {
         v8 = &v3->field_1F5[36 * v7 + 15];
@@ -3815,9 +3815,9 @@
         if ( HasItemEquipped((ITEM_EQUIP_TYPE)v14) )
         {
           if ( v15 == EQUIP_ARMOUR )
-            v46[v4++] = LOBYTE(v5->pEquipment.uBody) - 1;
+            v46[v4++] = LOBYTE(v5->pEquipment.uArmor) - 1;
           if ( (!v15 || v15 == 1) && GetEquippedItemEquipType((ITEM_EQUIP_TYPE)v15) == 4 )
-            v46[v4++] = *((char *)&v5->pEquipment.uOffHand + 4 * v15) - 1;
+            v46[v4++] = *((char *)&v5->pEquipment.uShield + 4 * v15) - 1;
         }
         v14 = v15 + 1;
       }
@@ -3833,7 +3833,7 @@
             v46[v4++] = LOBYTE(v5->pEquipment.uBow) - 1;
           if ( (!v17 || v17 == 1)
             && (!GetEquippedItemEquipType((ITEM_EQUIP_TYPE)v17) || GetEquippedItemEquipType((ITEM_EQUIP_TYPE)v17) == 1) )
-            v46[v4++] = *((char *)&v5->pEquipment.uOffHand + 4 * v17) - 1;
+            v46[v4++] = *((char *)&v5->pEquipment.uShield + 4 * v17) - 1;
         }
         v16 = v17 + 1;
       }
@@ -4107,11 +4107,11 @@
   }
   if (HasItemEquipped(EQUIP_OFF_HAND) && GetEquippedItemEquipType(EQUIP_OFF_HAND) != EQUIP_SHIELD) // ADD: shield check because shield recovery is added later and can be accidentally doubled
   {
-    auto v12 = &pInventoryItems[pEquipment.uOffHand - 1];
+    auto v12 = &pInventoryItems[pEquipment.uShield - 1];
     auto v12_desc = &pItemsTable->pItems[v12->uItemID];
     if (base_recovery_times_per_weapon_type[v12_desc->uSkillType] > weapon_recovery)
     {
-      weapon = &pInventoryItems[pEquipment.uOffHand - 1];
+      weapon = &pInventoryItems[pEquipment.uShield - 1];
       weapon_desc = &pItemsTable->pItems[weapon->uItemID];
       weapon_recovery = base_recovery_times_per_weapon_type[pItemsTable->pItems[weapon->uItemID].uSkillType];
     }
@@ -4121,7 +4121,7 @@
   uint armour_recovery = 0;
   if ( HasItemEquipped(EQUIP_ARMOUR) )
   {
-    auto armour_skill_type = pItemsTable->pItems[pInventoryItems[pEquipment.uBody - 1].uItemID].uSkillType;
+    auto armour_skill_type = pItemsTable->pItems[pInventoryItems[pEquipment.uArmor - 1].uItemID].uSkillType;
     uint base_armour_recovery = base_recovery_times_per_weapon_type[armour_skill_type];
 
     float armour_recovery_multipliers[4];
@@ -4164,7 +4164,7 @@
   {
     float shield_recovery_multipliers[4] = {1, 0, 0, 0};
 
-    auto shield = &pInventoryItems[pEquipment.uOffHand - 1];
+    auto shield = &pInventoryItems[pEquipment.uShield - 1];
     auto skill_type = pItemsTable->pItems[shield->uItemID].uSkillType;
 
     uint shield_base_recovery = base_recovery_times_per_weapon_type[skill_type];
@@ -4839,7 +4839,7 @@
     {
       if ( !HasItemEquipped((ITEM_EQUIP_TYPE)v65) )
         goto LABEL_361;
-      v31 = *(&v6->pEquipment.uOffHand + v65) - 1;
+      v31 = *(&v6->pEquipment.uShield + v65) - 1;
       if ( v3 == 9 )
       {
         v32 = GetEquippedItemEquipType((ITEM_EQUIP_TYPE)v65);
@@ -5411,7 +5411,7 @@
           if ( v22 <= 2 )
           {
 			  v23 = this->pInventoryItems[this->pEquipment.uMainHand].uItemID;
-            if ( v6->pEquipment.uOffHand || pItemsTable->pItems[v23].uSkillType != 4 )
+            if ( v6->pEquipment.uShield || pItemsTable->pItems[v23].uSkillType != 4 )
             {
               v24 = v23;
               v26 = pItemsTable->pItems[v23].uDamageRoll;
@@ -5461,7 +5461,7 @@
     }
     if ( a3 || !v6->HasItemEquipped(EQUIP_OFF_HAND) || (v19 = v6->GetEquippedItemEquipType(EQUIP_OFF_HAND), v19 < 0) || v19 > 2 )
       return v5 + v62 + v61;
-    v20 = *(int *)&v6->pInventoryItems[v6->pEquipment.uOffHand-1];
+    v20 = *(int *)&v6->pInventoryItems[v6->pEquipment.uShield - 1];
     goto LABEL_365;
   }
   if ( attr == 27 )
@@ -5479,7 +5479,7 @@
         if ( v9 <= 2 )
         {
           v5 = pItemsTable->pItems[this->pInventoryItems[this->pEquipment.uMainHand].uItemID].uDamageDice + pItemsTable->pItems[this->pInventoryItems[this->pEquipment.uMainHand].uItemID].uDamageMod;
-          if ( !v6->pEquipment.uOffHand )
+          if ( !v6->pEquipment.uShield )
           {
             if ( pItemsTable->pItems[this->pInventoryItems[this->pEquipment.uMainHand].uItemID].uSkillType == 4 )
               ++v5;
@@ -5489,8 +5489,8 @@
     }
     if ( a3 || !v6->HasItemEquipped(EQUIP_OFF_HAND) || (v12 = v6->GetEquippedItemEquipType(EQUIP_OFF_HAND), v12 < 0) || v12 > 2 )
       return v5 + v62 + v61;
-    v14 = pItemsTable->pItems[this->pInventoryItems[this->pEquipment.uOffHand].uItemID].uDamageMod;
-    v15 = pItemsTable->pItems[this->pInventoryItems[this->pEquipment.uOffHand].uItemID].uDamageDice;
+    v14 = pItemsTable->pItems[this->pInventoryItems[this->pEquipment.uShield].uItemID].uDamageMod;
+    v15 = pItemsTable->pItems[this->pInventoryItems[this->pEquipment.uShield].uItemID].uDamageDice;
 LABEL_88:
     v5 += v15 + v14;
   }
@@ -6190,7 +6190,7 @@
   v69 = &v2->pEquipment;
   do
   {
-    if ( !v69->uOffHand || (v42 = (int)((char *)v2 + 36 * v69->uOffHand), *(char *)(v42 + 516) & 2) )
+    if ( !v69->uShield || (v42 = (int)((char *)v2 + 36 * v69->uShield), *(char *)(v42 + 516) & 2) )
       goto LABEL_117;
     v43 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[*(int *)(v42 + 496)].uSkillType;
     v44 = pItemsTable->pItems[*(int *)(v42 + 496)].uSkillType;