diff Player.cpp @ 1172:d5dae0b4b98a

Слияние
author Ritor1
date Fri, 24 May 2013 10:53:46 +0600
parents 938af16d5b88
children e32e2287d491
line wrap: on
line diff
--- a/Player.cpp	Fri May 24 10:53:33 2013 +0600
+++ b/Player.cpp	Fri May 24 10:53:46 2013 +0600
@@ -5221,8 +5221,8 @@
           if ((v28 < 0) || v28 > 2 )
               return v5 + v62 + v61;
         }
-      v15 = pItemsTable->pItems[v29].uDamageMod;
-      v14 = pItemsTable->pItems[v29].uDamageDice * pItemsTable->pItems[v29].uDamageRoll;
+      v15 = pItemsTable->pItems[v23].uDamageMod;
+      v14 = pItemsTable->pItems[v23].uDamageDice * pItemsTable->pItems[v23].uDamageRoll;
       v5 += v15 + v14;
       return v5 + v62 + v61;
     }
@@ -5407,43 +5407,38 @@
 //----- (0048F882) --------------------------------------------------------
 int Player::GetActualSkillLevel( PLAYER_SKILL_TYPE uSkillType )
     {
-  signed int v2; // esi@1
-  unsigned __int16 v3; // ax@126
-  char result; // al@127
-  unsigned int v5; // [sp-4h] [bp-14h]@13
-  signed int v6; // [sp-4h] [bp-14h]@27
-  //unsigned int v7; // [sp-4h] [bp-14h]@35
-  CHARACTER_ATTRIBUTE_TYPE v8; // [sp-4h] [bp-14h]@68
-  //Player *v9; // [sp+Ch] [bp-4h]@1
+  signed int bonus_value; // esi@1
+  unsigned __int16 skill_value; // ax@126
+  int result; // al@127
   
-  v2 = 0;
+  bonus_value = 0;
   switch (uSkillType)
   {
     case PLAYER_SKILL_MONSTER_ID:
     {
       if ( CheckHiredNPCSpeciality(Hunter) )
-        v2 = 6;
+        bonus_value = 6;
       if ( CheckHiredNPCSpeciality(Sage) )
-        v2 += 6;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID, 0);
+        bonus_value += 6;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MONSTER_ID, 0);
     }
     break;
 
     case PLAYER_SKILL_ARMSMASTER:
     {
         if ( CheckHiredNPCSpeciality(Armsmaster) )
-          v2 = 2;
+          bonus_value = 2;
         if ( CheckHiredNPCSpeciality(Weaponsmaster) )
-          v2 += 3;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 0);
+          bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ARMSMASTER, 0);
     }
     break;
 
     case PLAYER_SKILL_STEALING:
     {
       if (CheckHiredNPCSpeciality(Burglar))
-          v2 = 8;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_STEALING, 0);
+          bonus_value = 8;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_STEALING, 0);
     }
     break;
 
@@ -5451,185 +5446,188 @@
     case PLAYER_SKILL_ALCHEMY:
     {
         if ( CheckHiredNPCSpeciality(Herbalist) )
-          v2 = 4;
+          bonus_value = 4;
         if ( CheckHiredNPCSpeciality(Apothecary) )
-          v2 += 8;
-        v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY, 0);
+          bonus_value += 8;
+        bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ALCHEMY, 0);
     }
     break;
 
     case PLAYER_SKILL_LEARNING:
     {
         if ( CheckHiredNPCSpeciality(Teacher) )
-          v2 = 10;
+          bonus_value = 10;
         if ( CheckHiredNPCSpeciality(Instructor) )
-          v2 += 15;
+          bonus_value += 15;
         if ( CheckHiredNPCSpeciality(Scholar) )
-          v2 += 5;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LEARNING, 0);
+          bonus_value += 5;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LEARNING, 0);
     }
     break;
 
     case PLAYER_SKILL_UNARMED:
     {
       if (CheckHiredNPCSpeciality(Monk) )
-        v2 = 2;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 0);
+        bonus_value = 2;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_UNARMED, 0);
     }
     break;
 
     case PLAYER_SKILL_DODGE:
     {
       if ( CheckHiredNPCSpeciality(Monk) )
-        v2 = 2;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DODGE, 0);
+        bonus_value = 2;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DODGE, 0);
     }
     break;
     
     case PLAYER_SKILL_BOW:
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BOW, 0);
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BOW, 0);
     break;
     case PLAYER_SKILL_SHIELD:
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SHIELD, 0);
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SHIELD, 0);
     break;
 
     case PLAYER_SKILL_EARTH:
       if ( CheckHiredNPCSpeciality(Apprentice) )
-            v2 = 2;
+            bonus_value = 2;
           if ( CheckHiredNPCSpeciality(Mystic) )
-            v2 += 3;
+            bonus_value += 3;
           if ( CheckHiredNPCSpeciality(Spellmaster) )
-            v2 += 4;
+            bonus_value += 4;
           if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
-            v2 += 3;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_EARTH, 0);
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_EARTH, 0);
     break;
     case PLAYER_SKILL_FIRE:
       if ( CheckHiredNPCSpeciality(Apprentice) )
-            v2 = 2;
+            bonus_value = 2;
           if ( CheckHiredNPCSpeciality(Mystic) )
-            v2 += 3;
+            bonus_value += 3;
           if ( CheckHiredNPCSpeciality(Spellmaster) )
-            v2 += 4;
+            bonus_value += 4;
           if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
-            v2 += 3;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_FIRE, 0);
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_FIRE, 0);
     break;
     case PLAYER_SKILL_AIR:
       if ( CheckHiredNPCSpeciality(Apprentice) )
-            v2 = 2;
+            bonus_value = 2;
           if ( CheckHiredNPCSpeciality(Mystic) )
-            v2 += 3;
+            bonus_value += 3;
           if ( CheckHiredNPCSpeciality(Spellmaster) )
-            v2 += 4;
+            bonus_value += 4;
           if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
-            v2 += 3;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_AIR, 0);
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_AIR, 0);
     break;
     case PLAYER_SKILL_WATER:
       if ( CheckHiredNPCSpeciality(Apprentice) )
-            v2 = 2;
+            bonus_value = 2;
           if ( CheckHiredNPCSpeciality(Mystic) )
-            v2 += 3;
+            bonus_value += 3;
           if ( CheckHiredNPCSpeciality(Spellmaster) )
-            v2 += 4;
+            bonus_value += 4;
           if ( classType == PLAYER_CLASS_WARLOCK && PartyHasDragon() )
-            v2 += 3;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_WATER, 0);
+            bonus_value += 3;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_WATER, 0);
     break;
     case PLAYER_SKILL_SPIRIT:
           if ( CheckHiredNPCSpeciality(Acolyte2) )
-            v2 = 2;
+            bonus_value = 2;
           if ( CheckHiredNPCSpeciality(Initiate) )
-            v2 += 3;
+            bonus_value += 3;
           if ( CheckHiredNPCSpeciality(Prelate) )
-            v2 += 4;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0);
+            bonus_value += 4;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_SPIRIT, 0);
     break;
     case PLAYER_SKILL_MIND:
           if ( CheckHiredNPCSpeciality(Acolyte2) )
-            v2 = 2;
+            bonus_value = 2;
           if ( CheckHiredNPCSpeciality(Initiate) )
-            v2 += 3;
+            bonus_value += 3;
           if ( CheckHiredNPCSpeciality(Prelate) )
-            v2 += 4;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MIND, 0);
+            bonus_value += 4;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MIND, 0);
     break;
     case PLAYER_SKILL_BODY:
           if ( CheckHiredNPCSpeciality(Acolyte2) )
-            v2 = 2;
+            bonus_value = 2;
           if ( CheckHiredNPCSpeciality(Initiate) )
-            v2 += 3;
+            bonus_value += 3;
           if ( CheckHiredNPCSpeciality(Prelate) )
-            v2 += 4;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BODY, 0);
+            bonus_value += 4;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_BODY, 0);
     break;
     case PLAYER_SKILL_LIGHT:
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LIGHT, 0);
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_LIGHT, 0);
     break;
     case PLAYER_SKILL_DARK:
     {
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DARK, 0);
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_DARK, 0);
     }
     break;
 
     case PLAYER_SKILL_MERCHANT:
     {
         if ( CheckHiredNPCSpeciality(Trader) )
-          v2 = 4;
+          bonus_value = 4;
         if ( CheckHiredNPCSpeciality(Merchant) )
-          v2 += 6;
+          bonus_value += 6;
         if ( CheckHiredNPCSpeciality(Gypsy) )
-          v2 += 3;
+          bonus_value += 3;
         if ( CheckHiredNPCSpeciality(Duper) )
-          v2 += 8;
+          bonus_value += 8;
     }
     break;
 
     case PLAYER_SKILL_PERCEPTION:
     {
       if ( CheckHiredNPCSpeciality(Scout) )
-        v2 = 6;
+        bonus_value = 6;
       if ( CheckHiredNPCSpeciality(Psychic) )
-        v2 += 5;
+        bonus_value += 5;
     }
     break;
 
     case PLAYER_SKILL_ITEM_ID:
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID, 0);
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_ITEM_ID, 0);
       break;
     case PLAYER_SKILL_MEDITATION:
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MEDITATION, 0);
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_MEDITATION, 0);
     break;
     case PLAYER_SKILL_TRAP_DISARM:
     {
       if ( CheckHiredNPCSpeciality(Tinker) )
-        v2 = 4;
+        bonus_value = 4;
       if ( CheckHiredNPCSpeciality(Locksmith) )
-        v2 += 6;
+        bonus_value += 6;
       if ( CheckHiredNPCSpeciality(Burglar) )
-        v2 += 8;
-      v2 += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 0);
+        bonus_value += 8;
+      bonus_value += GetItemsBonus(CHARACTER_ATTRIBUTE_SKILL_TRAP_DISARM, 0);
     }
     break;
   }
 
-  v3 = pActiveSkills[uSkillType];
-  if ( v2 + (v3 & 0x3F) < 60 )
-    result = v2 + v3;
+  skill_value = pActiveSkills[uSkillType];
+  if ( bonus_value + (skill_value & 0x3F) < 60 )
+    result = bonus_value + skill_value;
   else
-    result = v3 & 0xFFFC | 0x3C; //al
+    result = skill_value & 0xFFFC | 0x3C; //al
   return result;
 }
 
 //----- (0048FC00) --------------------------------------------------------
 int Player::GetSkillBonus(enum CHARACTER_ATTRIBUTE_TYPE a2)
 {
+ 
+
+
   Player *v2; // esi@1
-  int v3; // eax@1
+  int armmaster_skill; // eax@1
   char v4; // di@1
   signed int v5; // ebx@1
-  unsigned int v6; // eax@2
+  unsigned int armaster_mastery; // eax@2
   unsigned __int8 v7; // sf@5
   unsigned __int8 v8; // of@5
   PlayerEquipment *v9; // ebx@19
@@ -5682,8 +5680,8 @@
   unsigned int v57; // eax@118
   int v58; // esi@121
   signed int j; // ecx@121
-  int v60; // edi@126
-  int v61; // eax@126
+  int base_value; // edi@126
+  int attrib_modif; // eax@126
   signed int v62; // [sp-4h] [bp-30h]@26
   signed int v63; // [sp-4h] [bp-30h]@80
   int v64; // [sp+Ch] [bp-20h]@104
@@ -5697,56 +5695,148 @@
   int a1; // [sp+34h] [bp+8h]@21
   int a1a; // [sp+34h] [bp+8h]@74
   signed int a1b; // [sp+34h] [bp+8h]@94
+  int multiplier;
+  int arm_bonus;
+  int lvl_avl[4];
 
   v2 = this;
   v70 = 0;
   v69 = 0;
+  multiplier =0;
+  arm_bonus =0;
   v71 = (ITEM_EQUIP_TYPE)0;
-  LOBYTE(v3) = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER);
-  v4 = v3;
+  armmaster_skill = GetActualSkillLevel(PLAYER_SKILL_ARMSMASTER);
+  v4 = armmaster_skill;
   v5 = 1;
-  if ( v3 )
-  {
-    v6 = SkillToMastery(v3);
+  if ( armmaster_skill )
+  {
+    armaster_mastery = SkillToMastery(armmaster_skill);
     if ( a2 == CHARACTER_ATTRIBUTE_MELEE_DMG_BONUS )
     {
-      if ( (signed int)v6 >= 4 )
-        goto LABEL_4;
-      v8 = __OFSUB__(v6, 3);
-      v7 = ((v6 - 3) & 0x80000000u) != 0;
-    }
-    else
-    {
-      if ( a2 != CHARACTER_ATTRIBUTE_ATTACK )
-        goto LABEL_11;
-      if ( (signed int)v6 >= 4 )
-      {
-LABEL_4:
-        v71 = (ITEM_EQUIP_TYPE)2;
-LABEL_11:
-        v69 = (PlayerEquipment *)(v71 * (v4 & 0x3F));
-        goto LABEL_12;
-      }
-      v8 = __OFSUB__(v6, 2);
-      v7 = ((v6 - 2) & 0x80000000u) != 0;
-    }
-    if ( !(v7 ^ v8) )
-      v71 = (ITEM_EQUIP_TYPE)1;
-    goto LABEL_11;
-  }
-LABEL_12:
+      if ( armaster_mastery == 4 )
+          multiplier =2;
+      else if ( armaster_mastery == 3 )
+          multiplier =1;
+    }
+    else if ( a2 == CHARACTER_ATTRIBUTE_ATTACK )
+    {
+    if ( armaster_mastery == 4 )
+        multiplier =2;
+    else if ( armaster_mastery >= 2 )
+        multiplier =1;
+    } 
+    arm_bonus=(armmaster_skill&0x3F)*multiplier;
+  }
+ 
+  
   if ( a2 == CHARACTER_ATTRIBUTE_HEALTH )
   {
-    v60 = pBaseHealthPerLevelByClass[v2->classType];
-    v61 = v2->GetBodybuilding();
-    return v60 * v61;
+    base_value = pBaseHealthPerLevelByClass[classType];
+    attrib_modif = GetBodybuilding();
+    return base_value * attrib_modif;
   }
   if ( a2 == CHARACTER_ATTRIBUTE_MANA )
   {
-    v60 = pBaseManaPerLevelByClass[v2->classType];
-    v61 = v2->GetMeditation();
-    return v60 * v61;
-  }
+    base_value = pBaseManaPerLevelByClass[classType];
+    attrib_modif = GetMeditation();
+    return base_value * attrib_modif;
+  }
+  if ( a2 == CHARACTER_ATTRIBUTE_AC_BONUS )
+      {
+      a1b = 0;
+      v71 = (ITEM_EQUIP_TYPE)0;
+     
+      for (j=0; j<16; ++j) 
+          {
+           if (pEquipment.pIndices[j]&&(!pOwnItems[ pEquipment.pIndices[j]].Broken()))
+               {
+               int curr_item =pOwnItems[pEquipment.pIndices[j]].uItemID;
+               v44=pItemsTable->pItems[curr_item].uSkillType;
+               switch (v44)
+                   {
+
+               case PLAYER_SKILL_STAFF:
+                   
+                   lvl_avl[0]=0;
+                   lvl_avl[1]=1;
+                   lvl_avl[2]=0;
+                   lvl_avl[3]=0;
+                   break;
+               case PLAYER_SKILL_SWORD:
+               case PLAYER_SKILL_SPEAR:
+                   lvl_avl[0]=0;
+                   lvl_avl[1]=0;
+                   lvl_avl[2]=0;
+                   lvl_avl[3]=1;
+                   break;
+               case PLAYER_SKILL_SHIELD:
+                    a1b = 1;
+                   lvl_avl[0]=1;
+                   lvl_avl[1]=0;
+                   lvl_avl[2]=1;
+                   lvl_avl[3]=0;
+                   break;
+               case PLAYER_SKILL_LEATHER:
+                   v71 = (ITEM_EQUIP_TYPE)1;
+                   lvl_avl[0]=1;
+                   lvl_avl[1]=0;
+                   lvl_avl[2]=1;
+                   lvl_avl[3]=0;
+
+                   break;
+               case PLAYER_SKILL_CHAIN:
+                    a1b = 1;
+                   lvl_avl[0]=1;
+                   lvl_avl[1]=0;
+                   lvl_avl[2]=0;
+                   lvl_avl[3]=0;
+                   break;
+               case PLAYER_SKILL_PLATE:
+                     a1b = 1; 
+                   lvl_avl[0]=1;
+                   lvl_avl[1]=0;
+                   lvl_avl[2]=0;
+                   lvl_avl[3]=0;
+                   break;
+               default:
+                   continue;
+                   }
+
+               v50= GetActualSkillLevel((PLAYER_SKILL_TYPE)v44);
+               v51 = v50;
+               v52 = SkillToMastery(v50);
+               v53 = v51 & 0x3F;
+               for ( i = 0; i < (signed int)v52; ++i )
+                   {
+                   if ( lvl_avl[i] )
+                       v70 += v53;
+                   }
+
+               }
+          }
+
+      lvl_avl[0]=1;
+      lvl_avl[1]=1;
+      lvl_avl[2]=1;
+      lvl_avl[3]=0;
+
+      v55 = GetActualSkillLevel(PLAYER_SKILL_DODGE);
+      v56 = v55;
+      v57 = SkillToMastery(v55);
+      if ( !a1b && (!v71 || v57 == 4) )
+          {
+          v58 = v56 & 0x3F;
+          for ( j = 0; j < (signed int)v57; ++j )
+              {
+              if ( lvl_avl[i] )
+                  v70 += v58;
+              }
+          }
+      return v70;
+
+    
+      }
+
   if ( a2 != 9 )
   {
     if ( a2 != CHARACTER_ATTRIBUTE_ATTACK )
@@ -5906,7 +5996,7 @@
     {
       if ( v2->HasItemEquipped(v35) )
       {
-        v37 = *(int *)&v2->pInventoryItems[v35].uItemID;
+        v37 = v2->pInventoryItems[v35].uItemID;
         if ( pItemsTable->pItems[v37].uEquipType <= 1u )
           break;
       }
@@ -5972,99 +6062,7 @@
     v30 = v68 + v71 * (a1a & 0x3F);
     return (int)((char *)v69 + v30);
   }
-  a1b = 0;
-  v71 = (ITEM_EQUIP_TYPE)0;
-  v68 = 16;
-  v69 = &v2->pEquipment;
-  do
-  {
-    if ( !v69->uShield || (v42 = (int)((char *)v2 + 36 * v69->uShield), *(char *)(v42 + 516) & 2) )
-      goto LABEL_117;
-    v43 = (PLAYER_SKILL_TYPE)pItemsTable->pItems[*(int *)(v42 + 496)].uSkillType;
-    v44 = pItemsTable->pItems[*(int *)(v42 + 496)].uSkillType;
-    if ( !v44 )
-    {
-      v64 = 0;
-      v65 = 1;
-LABEL_111:
-      v66 = 0;
-      goto LABEL_112;
-    }
-    v45 = v44 - 1;
-    if ( !v45 || (v46 = v45 - 3) == 0 )
-    {
-      v64 = 0;
-      v65 = 0;
-      v66 = 0;
-      v67 = 1;
-      goto LABEL_113;
-    }
-    v47 = v46 - 4;
-    if ( v47 )
-    {
-      v48 = v47 - 1;
-      if ( v48 )
-      {
-        v49 = v48 - 1;
-        if ( v49 )
-        {
-          if ( v49 != 1 )
-            goto LABEL_117;
-          a1b = 1;
-          v64 = 1;
-          v65 = 0;
-          v66 = 0;
-          v67 = 0;
-          goto LABEL_113;
-        }
-        a1b = 1;
-        v64 = 1;
-        v65 = 0;
-        goto LABEL_111;
-      }
-      v71 = (ITEM_EQUIP_TYPE)1;
-    }
-    else
-    {
-      a1b = 1;
-    }
-    v64 = 1;
-    v65 = 0;
-    v66 = 1;
-LABEL_112:
-    v67 = 0;
-LABEL_113:
-    LOBYTE(v50) = v2->GetActualSkillLevel(v43);
-    v51 = v50;
-    v52 = SkillToMastery(v50);
-    v53 = v51 & 0x3F;
-    for ( i = 0; i < (signed int)v52; ++i )
-    {
-      if ( *(&v64 + i) )
-        v70 += v53;
-    }
-LABEL_117:
-    v69 = (PlayerEquipment *)((char *)v69 + 4);
-    --v68;
-  }
-  while ( v68 );
-  v64 = 1;
-  v65 = 1;
-  v66 = 1;
-  v67 = 0;
-  LOBYTE(v55) = v2->GetActualSkillLevel(PLAYER_SKILL_DODGE);
-  v56 = v55;
-  v57 = SkillToMastery(v55);
-  if ( !a1b && (!v71 || v57 == 4) )
-  {
-    v58 = v56 & 0x3F;
-    for ( j = 0; j < (signed int)v57; ++j )
-    {
-      if ( *(&v64 + j) )
-        v70 += v58;
-    }
-  }
-  return v70;
+  
 }
 
 //----- (00490109) --------------------------------------------------------