Mercurial > mm7
diff Indoor.cpp @ 618:5cfb5dadf330
Margareth righ-click (addded constructor to NPCProfession) and cleaned BLV debug logs
author | Nomad |
---|---|
date | Fri, 08 Mar 2013 16:06:49 +0200 |
parents | 55d6b756e03a |
children | 7747161ea5b5 8c595c7a3218 b54755fa0dbc |
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--- a/Indoor.cpp Fri Mar 08 15:52:47 2013 +0200 +++ b/Indoor.cpp Fri Mar 08 16:06:49 2013 +0200 @@ -1233,7 +1233,7 @@ } //----- (004B0EA8) -------------------------------------------------------- -void BspRenderer::PrepareFaceRenderList_d3d(int a2, unsigned int uFaceID) +void BspRenderer::AddFaceToRenderList_d3d(int a2, unsigned int uFaceID) { //unsigned int v3; // edx@1 //stru170 *v4; // ebx@1 @@ -1384,14 +1384,14 @@ } else { - static RenderVertexSoft static_subPrepareFaceRenderList_d3d_stru_F7AA08[64]; - static RenderVertexSoft static_subPrepareFaceRenderList_d3d_stru_F79E08[64]; + static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F7AA08[64]; + static RenderVertexSoft static_subAddFaceToRenderList_d3d_stru_F79E08[64]; //v23 = 0; a2 = pFace->uNumVertices; for (uint k = 0; k < pFace->uNumVertices; ++k) { - //v24 = (char *)&static_subPrepareFaceRenderList_d3d_stru_F7AA08[0].vWorldPosition.z; + //v24 = (char *)&static_subAddFaceToRenderList_d3d_stru_F7AA08[0].vWorldPosition.z; //do //{ //v25 = pFace->pVertexIDs[k]; @@ -1400,24 +1400,24 @@ //v27 = (double)v26->z; //v28 = v26->y; //v17 = v39; - static_subPrepareFaceRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pVertex->x; - static_subPrepareFaceRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pVertex->y; - static_subPrepareFaceRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pVertex->z; + static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.x = pVertex->x; + static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.y = pVertex->y; + static_subAddFaceToRenderList_d3d_stru_F7AA08[k].vWorldPosition.z = pVertex->z; //v24 += 48; //} //while ( v23 < a2 ); } pGame->pIndoorCameraD3D->_437285_prolly_colide_vertices_against_frustrum( - static_subPrepareFaceRenderList_d3d_stru_F7AA08, + static_subAddFaceToRenderList_d3d_stru_F7AA08, (unsigned int *)&a2, - static_subPrepareFaceRenderList_d3d_stru_F79E08, + static_subAddFaceToRenderList_d3d_stru_F79E08, p->std__vector_0007AC, 4, 0, 0); v29 = pGame->pStru10Instance->_49C5DA( pFace, - static_subPrepareFaceRenderList_d3d_stru_F79E08, + static_subAddFaceToRenderList_d3d_stru_F79E08, &a2, field_FA8[std__vector_000FA8].std__vector_0007AC, field_FA8[std__vector_000FA8].pVertices); @@ -1451,7 +1451,7 @@ //----- (004AFB86) -------------------------------------------------------- -void BspRenderer::PrepareFaceRenderList_sw(int a2, unsigned int uFaceID) +void BspRenderer::AddFaceToRenderList_sw(int a2, unsigned int uFaceID) { BspRenderer *v3; // ebx@1 BLVFace *v4; // eax@1 @@ -3198,7 +3198,7 @@ if (pSector->pBounding.y1 <= sY && pSector->pBounding.y2 >= sY) if (pSector->pBounding.z1 - 64 <= sZ && pSector->pBounding.z2 + 64 >= sZ) { - Log::Warning(L"Sector[%u]", i); + //Log::Warning(L"Sector[%u]", i); v51 = pSector->uNumFloors + pSector->uNumPortals; if (!v51) continue;