diff Render.cpp @ 515:cb0ad52d6a26

LayingItem -> SpriteObject (long-waited rename, old name was inaccurate and confused people) Some object-related subs moved to SpriteObject.cpp
author Nomad
date Fri, 01 Mar 2013 21:13:12 +0200
parents 58b71c1af7d8
children 7e8f5124056c
line wrap: on
line diff
--- a/Render.cpp	Fri Mar 01 18:23:49 2013 +0200
+++ b/Render.cpp	Fri Mar 01 21:13:12 2013 +0200
@@ -14,7 +14,7 @@
 #include "LightmapBuilder.h"
 #include "stru220.h"
 #include "ObjectList.h"
-#include "LayingItem.h"
+#include "SpriteObject.h"
 #include "DecorationList.h"
 #include "Allocator.h"
 #include "OSInfo.h"
@@ -3050,7 +3050,7 @@
 
 
 //----- (0047AF11) --------------------------------------------------------
-void Render::DrawLayingItems_Shooting_Magic_ODM()
+void Render::DrawSpriteObjects_ODM()
 {
   //char *v0; // edi@2
   //ObjectDesc *v1; // ebx@4
@@ -3101,11 +3101,11 @@
   signed __int16 v46; // [sp+3Ch] [bp-4h]@12
 
   //v41 = 0;
-  for (int i = 0; i < uNumLayingItems; ++i)
-  {
-    auto object = pLayingItems + i;
-    //auto v0 = (char *)&pLayingItems[i].uSectorID;
-    //v0 = (char *)&pLayingItems[0].uSectorID;
+  for (int i = 0; i < uNumSpriteObjects; ++i)
+  {
+    auto object = pSpriteObjects + i;
+    //auto v0 = (char *)&pSpriteObjects[i].uSectorID;
+    //v0 = (char *)&pSpriteObjects[0].uSectorID;
     //do
     //{
     if (!object->uObjectDescID)  // item probably pciked up
@@ -3120,7 +3120,7 @@
         //if ( !(v1->uFlags & 1) )
         //{
           //v2 = *((short *)v0 - 14)
-    v2 = object->uItemType;
+    v2 = object->uType;
     if ( (v2 < 1000 || v2 >= 10000) && (v2 < 500 || v2 >= 600) || pGame->pStru6Instance->_4A81CA(object) )
     {
             //a5 = *(short *)v0;
@@ -3249,7 +3249,7 @@
       //++v41;
       //v0 += 112;
     //}
-    //while ( v41 < (signed int)uNumLayingItems );
+    //while ( v41 < (signed int)uNumSpriteObjects );
   }
 }
 // 4E94D3: using guessed type char byte_4E94D3;