Mercurial > mm7
diff mm7_4.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 | 7c86030324a5 |
children | 8f70e52646eb |
line wrap: on
line diff
--- a/mm7_4.cpp Fri Mar 01 18:23:49 2013 +0200 +++ b/mm7_4.cpp Fri Mar 01 21:13:12 2013 +0200 @@ -23,7 +23,7 @@ #include "Viewport.h" #include "FrameTableInc.h" #include "Math.h" -#include "LayingItem.h" +#include "SpriteObject.h" #include "ObjectList.h" #include "Chest.h" #include "PaletteManager.h" @@ -194,9 +194,9 @@ if ( v1->field_2 & 4 ) { v38 = 0; - if ( (signed int)uNumLayingItems > 0 ) - { - v17 = (char *)&pLayingItems[0].vPosition.y; + if ( (signed int)uNumSpriteObjects > 0 ) + { + v17 = (char *)&pSpriteObjects[0].vPosition.y; do { v18 = abs(v33 - *((int *)v17 - 1)); @@ -228,7 +228,7 @@ ++v38; v17 += 112; } - while ( v38 < (signed int)uNumLayingItems ); + while ( v38 < (signed int)uNumSpriteObjects ); } } v0 = i + 1; @@ -1062,7 +1062,7 @@ unsigned int result; // eax@1 result = uLayingItemID; - if ( pObjectList->pObjects[pLayingItems[uLayingItemID].uObjectDescID].uFlags & 0x10 ) + if ( pObjectList->pObjects[pSpriteObjects[uLayingItemID].uObjectDescID].uFlags & 0x10 ) result = _46BFFA_check_object_intercept(uLayingItemID, a2); return result; } @@ -3401,7 +3401,7 @@ int v39; // edi@111 int v40; // ecx@113 char v41[400]; // [sp+4h] [bp-22Ch]@20 - LayingItem a1; // [sp+194h] [bp-9Ch]@15 + SpriteObject a1; // [sp+194h] [bp-9Ch]@15 Vec3_int_ a3; // [sp+204h] [bp-2Ch]@15 int v44; // [sp+210h] [bp-20h]@22 int v45; // [sp+214h] [bp-1Ch]@25 @@ -3462,7 +3462,7 @@ } if (pParty->ImmolationActive()) { - //LayingItem::LayingItem(&a1); + //SpriteObject::SpriteObject(&a1); v9 = 0; a3.z = 0; a3.y = 0; @@ -3471,7 +3471,7 @@ a1.field_4C = pParty->pPartyBuffs[10].uPower; a1.field_50 = pParty->ImmolationSkillLevel(); v10 = 0; - a1.uItemType = 1070; + a1.uType = 1070; a1.field_48 = 8; if ( (signed int)pObjectList->uNumObjects <= 0 ) { @@ -13560,10 +13560,10 @@ } while ( v4 < v2->uActorQueueSize ); } - if ( (signed int)uNumLayingItems > 0 ) - { - pAttributes = &pLayingItems[0].uAttributes; - v9 = uNumLayingItems; + if ( (signed int)uNumSpriteObjects > 0 ) + { + pAttributes = &pSpriteObjects[0].uAttributes; + v9 = uNumSpriteObjects; do { v10 = *pAttributes;