Mercurial > mm7
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 |
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--- 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;