diff TurnEngine.cpp @ 2245:8817c398b792

for RasterLine2D
author Ritor1
date Tue, 25 Feb 2014 20:02:06 +0600
parents 66c509997062
children aff7a7b072b7
line wrap: on
line diff
--- a/TurnEngine.cpp	Mon Feb 24 16:54:21 2014 +0600
+++ b/TurnEngine.cpp	Tue Feb 25 20:02:06 2014 +0600
@@ -918,48 +918,29 @@
 //----- (00406D10) --------------------------------------------------------
 bool stru262_TurnBased::ActorMove(signed int queue_position)
 {
-  //int v2; // ecx@1
-  //int v3; // ecx@2
-  //Actor *actor; // ebx@2
   AIDirection v9; // esi@10
-  //int v10; // eax@10
   int v11; // ecx@10
   unsigned __int8 pHostileType; // al@12
   AIDirection a3; // [sp+Ch] [bp-48h]@10
   AIDirection pDir; // [sp+28h] [bp-2Ch]@10
-  //int v28; // [sp+48h] [bp-Ch]@10
-  //TurnBased_QueueElem *v29; // [sp+4Ch] [bp-8h]@7
   unsigned int uActorID; // [sp+50h] [bp-4h]@2
-  //unsigned int a2a; // [sp+5Ch] [bp+8h]@7
 
-  // __debugbreak();//срабатывает при пошаговом режиме после пяти шагов
-  //v2 = pQueue[queue_position].uPackedID;
   if (PID_TYPE(pQueue[queue_position].uPackedID) == OBJECT_Player)
     return 0;
   uActorID = PID_ID(pQueue[queue_position].uPackedID);
-  //uActorID = v3;
-  //actor = &pActors[uActorID];
-  //v5 = v4->uAIState;
   if ( pActors[uActorID].uAIState == AIState::Dead || pActors[uActorID].uAIState ==  AIState::Dying || 
        pActors[uActorID].uAIState == AIState::Removed|| pActors[uActorID].uAIState == AIState::Disabled || 
        pActors[uActorID].uAIState == AIState::Summoned  )
     return 1;
-  //v29 = &pTurnEngine->pQueue[queue_position];
-  //a2a = ai_near_actors_targets_pid[uActorID];
   Actor::_SelectTarget(uActorID, &ai_near_actors_targets_pid[uActorID], true);
   if ( pActors[uActorID].pMonsterInfo.uHostilityType && !ai_near_actors_targets_pid[uActorID] )
     pActors[uActorID].pMonsterInfo.uHostilityType = MonsterInfo::Hostility_Friendly;
   Actor::GetDirectionInfo(pQueue[queue_position].uPackedID, ai_near_actors_targets_pid[uActorID], &v9, 0);
-  //v10 = pActors[uActorID].uActorRadius;
   memcpy(&a3, &v9, sizeof(AIDirection));
   memcpy(&pDir, &a3, sizeof(AIDirection));
   v11 = a3.uDistance - pActors[uActorID].uActorRadius;
-  //v28 = a3.uDistance - pActors[uActorID].uActorRadius;
   if ( v11 < 0 )
-  {
     v11 = 0;
-    //v28 = 0;
-  }
   pHostileType = pActors[uActorID].pMonsterInfo.uHostilityType;
   switch (pHostileType)
   {