Mercurial > mm7
diff Indoor.cpp @ 1640:afc1c3514dd5
Some common code from ODM and BLV RenderParams moved to IndoorCameraD3D
author | Nomad |
---|---|
date | Tue, 17 Sep 2013 17:40:59 +0200 |
parents | ccde94f02b75 |
children | 466c5e15f524 |
line wrap: on
line diff
--- a/Indoor.cpp Tue Sep 17 15:40:36 2013 +0200 +++ b/Indoor.cpp Tue Sep 17 17:40:59 2013 +0200 @@ -112,7 +112,6 @@ pMobileLightsStack->uNumLightsActive = 0; //uNumMobileLightsApplied = 0; uNumDecorationsDrawnThisFrame = 0; - _unused000 = 0; uNumSpritesDrawnThisFrame = 0; uNumBillboardsToDraw = 0; @@ -126,9 +125,9 @@ //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, + pMobileLightsStack->AddLight(pGame->pIndoorCameraD3D->vPartyPos.x, + pGame->pIndoorCameraD3D->vPartyPos.y, + pGame->pIndoorCameraD3D->vPartyPos.z, pBLVRenderParams->uPartySectorID, v5, floorf(pParty->flt_TorchlightColorR + 0.5f), @@ -167,9 +166,9 @@ int BLVRenderParams::Reset(IndoorLocation_drawstru *a2) { IndoorLocation_drawstru *v2; // ebx@1 - int v4; // ST08_4@1 - int v5; // ST04_4@1 - int v6; // ST00_4@1 + //int v4; // ST08_4@1 + //int v5; // ST04_4@1 + //int v6; // ST00_4@1 int v7; // eax@1 int v8; // ST08_4@2 int v9; // ST04_4@2 @@ -197,35 +196,38 @@ v2 = a2; this->field_0_timer_ = a2->field_0_timer; this->uFlags = a2->uFlags; - this->vPartyPos.x = a2->vPosition.x; - this->vPartyPos.y = a2->vPosition.y; - this->vPartyPos.z = a2->vPosition.z; - v4 = this->vPartyPos.z; - v5 = this->vPartyPos.y; - this->sPartyRotY = a2->sRotationY; - v6 = this->vPartyPos.x; - this->sPartyRotX = a2->sRotationX; - v7 = pIndoor->GetSector(v6, v5, v4); + //this->vPartyPos.x = a2->vPosition.x; + //this->vPartyPos.y = a2->vPosition.y; + //this->vPartyPos.z = a2->vPosition.z; + //v4 = this->vPartyPos.z; + //v5 = this->vPartyPos.y; + //this->sPartyRotY = a2->sRotationY; + //v6 = this->vPartyPos.x; + //this->sPartyRotX = a2->sRotationX; + v7 = pIndoor->GetSector(pGame->pIndoorCameraD3D->vPartyPos.x, + pGame->pIndoorCameraD3D->vPartyPos.y, + pGame->pIndoorCameraD3D->vPartyPos.z); this->uPartySectorID = v7; if ( !v7 ) { - v8 = this->vPartyPos.z; + __debugbreak(); // shouldnt happen, please provide savegame + /*v8 = this->vPartyPos.z; this->vPartyPos.x = pParty->vPosition.x; v9 = pParty->vPosition.y; v10 = this->vPartyPos.x; - this->vPartyPos.y = pParty->vPosition.y; + this->vPartyPos.y = pParty->vPosition.y;*/ this->uPartySectorID = pIndoor->GetSector(v10, v9, v8); } if ( pRenderer->pRenderD3D ) { - this->sCosineY = stru_5C6E00->Cos(this->sPartyRotY); - this->sSineY = stru_5C6E00->Sin(this->sPartyRotY); - this->sCosineNegX = stru_5C6E00->Cos(-this->sPartyRotX); - this->sSineNegX = stru_5C6E00->Sin(-this->sPartyRotX); - this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)this->sPartyRotY * 0.00048828125); - this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)this->sPartyRotY * 0.00048828125); - this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-this->sPartyRotX * 0.00048828125); - this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-this->sPartyRotX * 0.00048828125); + this->sCosineY = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + this->sSineY = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + this->sCosineNegX = stru_5C6E00->Cos(-pGame->pIndoorCameraD3D->sRotationX); + this->sSineNegX = stru_5C6E00->Sin(-pGame->pIndoorCameraD3D->sRotationX); + this->fCosineY = cos((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); + this->fSineY = sin((3.141592653589793 + 3.141592653589793) * (double)pGame->pIndoorCameraD3D->sRotationY * 0.00048828125); + this->fCosineNegX = cos((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); + this->fSineNegX = sin((3.141592653589793 + 3.141592653589793) * (double)-pGame->pIndoorCameraD3D->sRotationX * 0.00048828125); this->field_64 = a2->field_3C; v11 = this->uViewportW; v12 = this->uViewportX; @@ -240,7 +242,8 @@ } else { - this->sCosineY = stru_5C6E00->Cos(-this->sPartyRotY); + __debugbreak(); // no sw + /*this->sCosineY = stru_5C6E00->Cos(-this->sPartyRotY); this->sSineY = stru_5C6E00->Sin(-this->sPartyRotY); this->sCosineNegX = stru_5C6E00->Cos(-this->sPartyRotX); this->sSineNegX = stru_5C6E00->Sin(-this->sPartyRotX); @@ -263,7 +266,7 @@ v29 = v25; v26 = this->field_64; this->uViewportCenterX = (signed int)(v24 + v23) >> 1; - this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16); + this->uViewportCenterY = this->uViewportW - ((unsigned __int64)(v26 * (signed __int64)v29) >> 16);*/ } v27 = (unsigned int)(signed __int64)((double)this->field_70 * 0.5 / tan((double)(v2->field_1C_mb_fov >> 1) * 0.01745329) + 0.5) << 16; @@ -699,16 +702,16 @@ if (nodes[node_id].uFaceID == uFaceID) return; if (!node_id && - pBLVRenderParams->vPartyPos.x >= pFace->pBounding.x1 - 16 && // we are probably standing at the portal plane - pBLVRenderParams->vPartyPos.x <= pFace->pBounding.x2 + 16 && - pBLVRenderParams->vPartyPos.y >= pFace->pBounding.y1 - 16 && - pBLVRenderParams->vPartyPos.y <= pFace->pBounding.y2 + 16 && - pBLVRenderParams->vPartyPos.z >= pFace->pBounding.z1 - 16 && - pBLVRenderParams->vPartyPos.z <= pFace->pBounding.z2 + 16 ) + pGame->pIndoorCameraD3D->vPartyPos.x >= pFace->pBounding.x1 - 16 && // we are probably standing at the portal plane + pGame->pIndoorCameraD3D->vPartyPos.x <= pFace->pBounding.x2 + 16 && + pGame->pIndoorCameraD3D->vPartyPos.y >= pFace->pBounding.y1 - 16 && + pGame->pIndoorCameraD3D->vPartyPos.y <= pFace->pBounding.y2 + 16 && + pGame->pIndoorCameraD3D->vPartyPos.z >= pFace->pBounding.z1 - 16 && + pGame->pIndoorCameraD3D->vPartyPos.z <= pFace->pBounding.z2 + 16 ) { - if ( abs(pFace->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * pFace->pFacePlane_old.vNormal.x - + pBLVRenderParams->vPartyPos.y * pFace->pFacePlane_old.vNormal.y - + pBLVRenderParams->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane + if ( abs(pFace->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x + + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z) <= 589824 ) // we sure are standing at the portal plane { pTransitionSector = pFace->uSectorID; if ( nodes[0].uSectorID == pTransitionSector ) // draw back sector @@ -726,9 +729,9 @@ } } - v9 = pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pFace->pVertexIDs[0]].x - pBLVRenderParams->vPartyPos.x) - + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pFace->pVertexIDs[0]].y - pBLVRenderParams->vPartyPos.y) - + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pFace->pVertexIDs[0]].z - pBLVRenderParams->vPartyPos.z); + v9 = pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pFace->pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x) + + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pFace->pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y) + + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pFace->pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z); if (nodes[node_id].uSectorID != pFace->uSectorID) v9 = -v9; if (v9 >= 0) @@ -843,16 +846,16 @@ if ( uFaceID == *((short *)v5 + 2982) ) return; if (!node_id - && pBLVRenderParams->vPartyPos.x >= v4->pBounding.x1 - 16 - && pBLVRenderParams->vPartyPos.x <= v4->pBounding.x2 + 16 - && pBLVRenderParams->vPartyPos.y >= v4->pBounding.y1 - 16 - && pBLVRenderParams->vPartyPos.y <= v4->pBounding.y2 + 16 - && pBLVRenderParams->vPartyPos.z >= v4->pBounding.z1 - 16 - && pBLVRenderParams->vPartyPos.z <= v4->pBounding.z2 + 16 ) + && pGame->pIndoorCameraD3D->vPartyPos.x >= v4->pBounding.x1 - 16 + && pGame->pIndoorCameraD3D->vPartyPos.x <= v4->pBounding.x2 + 16 + && pGame->pIndoorCameraD3D->vPartyPos.y >= v4->pBounding.y1 - 16 + && pGame->pIndoorCameraD3D->vPartyPos.y <= v4->pBounding.y2 + 16 + && pGame->pIndoorCameraD3D->vPartyPos.z >= v4->pBounding.z1 - 16 + && pGame->pIndoorCameraD3D->vPartyPos.z <= v4->pBounding.z2 + 16 ) { - if ( abs(v4->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * v4->pFacePlane_old.vNormal.x - + pBLVRenderParams->vPartyPos.y * v4->pFacePlane_old.vNormal.y - + pBLVRenderParams->vPartyPos.z * v4->pFacePlane_old.vNormal.z) <= 589824 ) + if ( abs(v4->pFacePlane_old.dist + pGame->pIndoorCameraD3D->vPartyPos.x * v4->pFacePlane_old.vNormal.x + + pGame->pIndoorCameraD3D->vPartyPos.y * v4->pFacePlane_old.vNormal.y + + pGame->pIndoorCameraD3D->vPartyPos.z * v4->pFacePlane_old.vNormal.z) <= 589824 ) { v6 = v21->uSectorID; if ( v3->nodes[0].uSectorID == v6 ) @@ -875,9 +878,9 @@ v5 = v20; } v8 = &pIndoor->pVertices[*v4->pVertexIDs]; - v9 = v4->pFacePlane_old.vNormal.x * ((signed __int16)*(int *)&v8->x - pBLVRenderParams->vPartyPos.x) - + v4->pFacePlane_old.vNormal.y * ((signed __int16)(*(int *)&v8->x >> 16) - pBLVRenderParams->vPartyPos.y) - + v4->pFacePlane_old.vNormal.z * (v8->z - pBLVRenderParams->vPartyPos.z); + v9 = v4->pFacePlane_old.vNormal.x * (v8->x - pGame->pIndoorCameraD3D->vPartyPos.x) + + v4->pFacePlane_old.vNormal.y * (v8->y - pGame->pIndoorCameraD3D->vPartyPos.y) + + v4->pFacePlane_old.vNormal.z * (v8->z - pGame->pIndoorCameraD3D->vPartyPos.z); if ( *((short *)v5 + 2004) != v4->uSectorID ) v9 = -v9; if ( v9 < 0 ) @@ -4498,7 +4501,7 @@ a2 = p->vPosition.y; a1a = p->vPosition.x; a3 = p->vPosition.z; - v4 = stru_5C6E00->Atan2(a1a - pBLVRenderParams->vPartyPos.x, a2 - pBLVRenderParams->vPartyPos.y); + v4 = stru_5C6E00->Atan2(a1a - pGame->pIndoorCameraD3D->vPartyPos.x, a2 - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v0) = p->uYawAngle; v5 = p->uCurrentActionAnimation; v6 = ((signed int)((char *)v0 + ((signed int)stru_5C6E00->uIntegerPi >> 3) - v4 + stru_5C6E00->uIntegerPi) >> 8) & 7; @@ -4565,7 +4568,7 @@ if ( v12 >= pBspRenderer->uNumVisibleNotEmptySectors ) goto _continue; } - if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible(a1a, a2, a3, &x, &y, &z, 1) + if ( !pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(a1a, a2, a3, &x, &y, &z, 1) || (v0 = (RenderBillboard *)abs(x), (signed int)v0 < abs(y)) ) continue; pGame->pIndoorCameraD3D->Project(x, y, z, &v43, &a6); @@ -4712,8 +4715,8 @@ v24 = v4; v30 = v4->uFlags; a6 = v4->uGlowRadius * p->field_22_glow_radius_multiplier; - v6 = stru_5C6E00->Atan2(p->vPosition.x - pBLVRenderParams->vPartyPos.x, - p->vPosition.y - pBLVRenderParams->vPartyPos.y); + v6 = stru_5C6E00->Atan2(p->vPosition.x - pGame->pIndoorCameraD3D->vPartyPos.x, + p->vPosition.y - pGame->pIndoorCameraD3D->vPartyPos.y); LOWORD(v7) = p->uFacing; v8 = v30; v9 = ((signed int)(stru_5C6E00->uIntegerPi + ((signed int)stru_5C6E00->uIntegerPi >> 3) + v7 - v6) >> 8) & 7; @@ -4748,7 +4751,7 @@ v1->uParticleTrailColorB, byte_4E94D3); } - if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible( + if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV( a1, a2, a3, @@ -4862,8 +4865,10 @@ pSector = &pIndoor->pSectors[node->uSectorID]; pNode = &pIndoor->pNodes[uFirstNode]; pFace = &pIndoor->pFaces[pSector->pFaceIDs[pNode->uCoplanarOffset]]; - v5 = pFace->pFacePlane_old.dist + pBLVRenderParams->vPartyPos.x * pFace->pFacePlane_old.vNormal.x - + pBLVRenderParams->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + pBLVRenderParams->vPartyPos.z * pFace->pFacePlane_old.vNormal.z;//plane equation + v5 = pFace->pFacePlane_old.dist + + pGame->pIndoorCameraD3D->vPartyPos.x * pFace->pFacePlane_old.vNormal.x + + pGame->pIndoorCameraD3D->vPartyPos.y * pFace->pFacePlane_old.vNormal.y + + pGame->pIndoorCameraD3D->vPartyPos.z * pFace->pFacePlane_old.vNormal.z;//plane equation if (pFace->Portal() && pFace->uSectorID != node->uSectorID ) v5 = -v5; //v11 = v5 > 0; @@ -4972,7 +4977,7 @@ a3 = v7; v8 = v2->field_10_y_rot + ((signed int)stru_5C6E00->uIntegerPi >> 3) - - stru_5C6E00->Atan2(v6 - pBLVRenderParams->vPartyPos.x, a2 - pBLVRenderParams->vPartyPos.y); + - stru_5C6E00->Atan2(v6 - pGame->pIndoorCameraD3D->vPartyPos.x, a2 - pGame->pIndoorCameraD3D->vPartyPos.y); v37 = pBLVRenderParams->field_0_timer_; v9 = ((signed int)(stru_5C6E00->uIntegerPi + v8) >> 8) & 7; if (pParty->bTurnBasedModeOn) @@ -4990,7 +4995,7 @@ LOBYTE(v30) = v30 | 0x80; if ( (256 << v9) & v13 ) v30 |= 4u; - if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible(a1, a2, a3, &x, &y, &z, 1) ) + if ( pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(a1, a2, a3, &x, &y, &z, 1) ) { v14 = abs(x); if ( v14 >= abs(y) ) @@ -5133,30 +5138,30 @@ //int v30; // [sp+30h] [bp+8h]@10 //int v31; // [sp+3Ch] [bp+14h]@10 - v8 = stru_5C6E00->Cos(pBLVRenderParams->sPartyRotY); - v29 = stru_5C6E00->Sin(pBLVRenderParams->sPartyRotY); - v28 = stru_5C6E00->Cos(pBLVRenderParams->sPartyRotX); - v9 = stru_5C6E00->Sin(pBLVRenderParams->sPartyRotX); + v8 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationY); + v29 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationY); + v28 = stru_5C6E00->Cos(pGame->pIndoorCameraD3D->sRotationX); + v9 = stru_5C6E00->Sin(pGame->pIndoorCameraD3D->sRotationX); //v11 = -pBLVRenderParams->vPartyPos.y; //v26 = -pBLVRenderParams->vPartyPos.x; //v27 = v9; //v12 = -pBLVRenderParams->vPartyPos.z; - if ( pBLVRenderParams->sPartyRotX ) + if (pGame->pIndoorCameraD3D->sRotationX) { - v16 = v8 * -pBLVRenderParams->vPartyPos.x + v29 * -pBLVRenderParams->vPartyPos.y; - v17 = -65536 * pBLVRenderParams->vPartyPos.z; - this->field_0_party_dir_x = fixpoint_sub0(v16, v28) + fixpoint_sub0((-pBLVRenderParams->vPartyPos.z) << 16, v9); - this->field_4_party_dir_y = v8 * -pBLVRenderParams->vPartyPos.y - v29 * -pBLVRenderParams->vPartyPos.x; + v16 = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y; + v17 = -65536 * pGame->pIndoorCameraD3D->vPartyPos.z; + this->field_0_party_dir_x = fixpoint_sub0(v16, v28) + fixpoint_sub0((-pGame->pIndoorCameraD3D->vPartyPos.z) << 16, v9); + this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x; this->field_8_party_dir_z = fixpoint_sub0(v17, v28) - fixpoint_sub0(v16, v9); } else { - this->field_0_party_dir_x = v8 * -pBLVRenderParams->vPartyPos.x + v29 * -pBLVRenderParams->vPartyPos.y; - this->field_4_party_dir_y = v8 * -pBLVRenderParams->vPartyPos.y - v29 * -pBLVRenderParams->vPartyPos.x; - this->field_8_party_dir_z = (-pBLVRenderParams->vPartyPos.z) << 16; + this->field_0_party_dir_x = v8 * -pGame->pIndoorCameraD3D->vPartyPos.x + v29 * -pGame->pIndoorCameraD3D->vPartyPos.y; + this->field_4_party_dir_y = v8 * -pGame->pIndoorCameraD3D->vPartyPos.y - v29 * -pGame->pIndoorCameraD3D->vPartyPos.x; + this->field_8_party_dir_z = (-pGame->pIndoorCameraD3D->vPartyPos.z) << 16; } - if (pBLVRenderParams->sPartyRotX) + if (pGame->pIndoorCameraD3D->sRotationX) { v19 = fixpoint_sub0(a2, v8) + fixpoint_sub0(a3, v29); @@ -5171,7 +5176,7 @@ this->field_14 = a4; } - if (pBLVRenderParams->sPartyRotX) + if (pGame->pIndoorCameraD3D->sRotationX) { v21 = fixpoint_sub0(a5, v8) + fixpoint_sub0(a6, v29); @@ -6463,9 +6468,9 @@ memset(&PortalFace, 0, sizeof(stru367)); //get direction the face(определение направленности фейса)********************************************************************************* - if ( pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].x - pBLVRenderParams->vPartyPos.x) - + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].y - pBLVRenderParams->vPartyPos.y) - + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].z - pBLVRenderParams->vPartyPos.z) < 0 ) + if ( pFace->pFacePlane_old.vNormal.x * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].x - pGame->pIndoorCameraD3D->vPartyPos.x) + + pFace->pFacePlane_old.vNormal.y * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].y - pGame->pIndoorCameraD3D->vPartyPos.y) + + pFace->pFacePlane_old.vNormal.z * (pIndoor->pVertices[pIndoor->pFaces[uFaceID].pVertexIDs[0]].z - pGame->pIndoorCameraD3D->vPartyPos.z) < 0 ) { PortalFace.direction = true; } @@ -6498,7 +6503,7 @@ { for (uint i = 0; i < pFace->uNumVertices; ++i) { - pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible(pIndoor->pVertices[pFace->pVertexIDs[i]].x, + pGame->pIndoorCameraD3D->ApplyViewTransform_TrueIfStillVisible_BLV(pIndoor->pVertices[pFace->pVertexIDs[i]].x, pIndoor->pVertices[pFace->pVertexIDs[i]].y, pIndoor->pVertices[pFace->pVertexIDs[i]].z, &PortalFace._view_transformed_z[i + 3], &PortalFace._view_transformed_x[i + 3], &PortalFace._view_transformed_y[i + 3], 0); @@ -6866,21 +6871,21 @@ float v13; // [sp+Ch] [bp-4h]@2 float v14; // [sp+Ch] [bp-4h]@6 - if ( pBLVRenderParams->sPartyRotX ) + if (pGame->pIndoorCameraD3D->sRotationX) { v13 = a1->vWorldPosition.x - (double)pParty->vPosition.x; v11 = a1->vWorldPosition.y - (double)pParty->vPosition.y; v4 = a1->vWorldPosition.z - (double)pParty->vPosition.z; - if ( pRenderer->pRenderD3D ) - { + //if ( pRenderer->pRenderD3D ) + //{ v5 = v11 * pBLVRenderParams->fSineY + v13 * pBLVRenderParams->fCosineY; a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY - v11 * pBLVRenderParams->fCosineY; - } + /*} else { v5 = v13 * pBLVRenderParams->fCosineY - v11 * pBLVRenderParams->fSineY; a1->vWorldViewPosition.y = v13 * pBLVRenderParams->fSineY + v11 * pBLVRenderParams->fCosineY; - } + }*/ a1->vWorldViewPosition.x = v5 * pBLVRenderParams->fCosineNegX - v4 * pBLVRenderParams->fSineNegX; a1->vWorldViewPosition.z = v5 * pBLVRenderParams->fSineNegX + v4 * pBLVRenderParams->fCosineNegX; } @@ -6889,16 +6894,16 @@ v14 = a1->vWorldPosition.x - (double)pParty->vPosition.x; v12 = a1->vWorldPosition.y - (double)pParty->vPosition.y; a1->vWorldViewPosition.z = a1->vWorldPosition.z - (double)pParty->vPosition.z; - if ( pRenderer->pRenderD3D ) - { + //if ( pRenderer->pRenderD3D ) + //{ a1->vWorldViewPosition.x = v12 * pBLVRenderParams->fSineY + v14 * pBLVRenderParams->fCosineY; a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY - v12 * pBLVRenderParams->fCosineY; - } + /*} else { a1->vWorldViewPosition.x = v14 * pBLVRenderParams->fCosineY - v12 * pBLVRenderParams->fSineY; a1->vWorldViewPosition.y = v14 * pBLVRenderParams->fSineY + v12 * pBLVRenderParams->fCosineY; - } + }*/ } return 0; } \ No newline at end of file