Mercurial > mm7
diff Indoor.cpp @ 724:737d7fec67f0
Слияние
author | Ritor1 |
---|---|
date | Thu, 21 Mar 2013 16:09:59 +0600 |
parents | 256211e8243a 436ae1842e92 |
children | 9d13d2ec35a6 |
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line diff
--- a/Indoor.cpp Thu Mar 21 16:09:44 2013 +0600 +++ b/Indoor.cpp Thu Mar 21 16:09:59 2013 +0600 @@ -75,13 +75,13 @@ //double v3; // ST30_8@6 //double v4; // ST28_8@6 int v5; // eax@4 - int v6; // eax@7 + //int v6; // eax@7 unsigned int v7; // ebx@8 BLVSector *v8; // esi@8 - unsigned __int16 *v9; // edi@8 - int i; // [sp+18h] [bp-8h]@7 + //unsigned __int16 *v9; // edi@8 + //int i; // [sp+18h] [bp-8h]@7 //unsigned __int8 v11; // [sp+1Ch] [bp-4h]@3 - signed int v12; // [sp+1Ch] [bp-4h]@8 + //signed int v12; // [sp+1Ch] [bp-4h]@8 pBLVRenderParams->Reset(_this); pMobileLightsStack->uNumLightsActive = 0; @@ -90,44 +90,47 @@ _unused000 = 0; uNumSpritesDrawnThisFrame = 0; uNumBillboardsToDraw = 0; - if ( !byte_4D864C || !(pGame->uFlags & 0x1000) ) + + if ( !byte_4D864C || !(pGame->uFlags & 0x1000) ) // lightspot around party { //v2 = pParty->flt_TorchlightColorB + 6.7553994e15; //v11 = LOBYTE(v2); v5 = 800; if (pParty->TorchlightActive()) - v5 *= pParty->pPartyBuffs[16].uPower; + v5 *= pParty->pPartyBuffs[PARTY_BUFF_TORCHLIGHT].uPower; //LOBYTE(v1) = byte_4E94D0; //v4 = pParty->flt_TorchlightColorR + 6.7553994e15; //v3 = pParty->flt_TorchlightColorG + 6.7553994e15; - pMobileLightsStack->AddLight( - pBLVRenderParams->vPartyPos.x, - pBLVRenderParams->vPartyPos.y, - pBLVRenderParams->vPartyPos.z, - pBLVRenderParams->uPartySectorID, - v5, - floorf(pParty->flt_TorchlightColorR + 0.5f), - floorf(pParty->flt_TorchlightColorG + 0.5f), - floorf(pParty->flt_TorchlightColorB + 0.5f), - byte_4E94D0); + pMobileLightsStack->AddLight(pBLVRenderParams->vPartyPos.x, + pBLVRenderParams->vPartyPos.y, + pBLVRenderParams->vPartyPos.z, + pBLVRenderParams->uPartySectorID, + v5, + floorf(pParty->flt_TorchlightColorR + 0.5f), + floorf(pParty->flt_TorchlightColorG + 0.5f), + floorf(pParty->flt_TorchlightColorB + 0.5f), + byte_4E94D0); } PrepareBspRenderList_BLV(); PrepareItemsRenderList_BLV(); PrepareActorRenderList_BLV(); - v6 = 0; - for ( i = 0; i < pBspRenderer->uNumVisibleNotEmptySectors; ++i ) + + //v6 = 0; + for (uint i = 0; i < pBspRenderer->uNumVisibleNotEmptySectors; ++i) { - v7 = pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v6]; - v12 = 0; - v8 = &pIndoor->pSectors[pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[v6]]; - v9 = v8->pDecorationIDs; - if ( v8->uNumDecorations > 0 ) + v7 = pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]; + //v12 = 0; + v8 = &pIndoor->pSectors[pBspRenderer->pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[i]]; + //v9 = v8->pDecorationIDs; + + for (uint j = 0; j < v8->uNumDecorations; ++j) + //if ( v8->uNumDecorations > 0 ) { - do - PrepareDecorationsRenderList_BLV(v9[v12++], v7); - while ( v12 < v8->uNumDecorations ); + // do + PrepareDecorationsRenderList_BLV(v8->pDecorationIDs[j], v7); + // while ( v12 < v8->uNumDecorations ); } - v6 = i + 1; + //v6 = i + 1; } FindBillboardsLightLevels_BLV(); pGame->PrepareBloodsplats();