Mercurial > mm7
diff TurnEngine.cpp @ 2245:8817c398b792
for RasterLine2D
author | Ritor1 |
---|---|
date | Tue, 25 Feb 2014 20:02:06 +0600 |
parents | 66c509997062 |
children | aff7a7b072b7 |
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--- 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) {