Mercurial > mm7
view Engine/Graphics/LightsStack.cpp @ 2524:c7264ab7132f
Main menu rendered using d3d11
author | a.parshin |
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date | Fri, 10 Oct 2014 17:42:05 +0300 |
parents | 5abd8fc8f1c6 |
children |
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#define _CRTDBG_MAP_ALLOC #include <stdlib.h> #include <crtdbg.h> #define _CRT_SECURE_NO_WARNINGS #include <string> #include "Lights.h" #include "OSAPI.h" //----- (00467D88) -------------------------------------------------------- bool LightsStack_MobileLight_::AddLight(__int16 x, __int16 y, __int16 z, __int16 uSectorID, int uRadius, unsigned __int8 r, unsigned __int8 g, unsigned __int8 b, char uLightType) { if (uNumLightsActive >= 400) { MessageBoxW(nullptr, L"Too many mobile lights!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\MobileLightStack.cpp:51", 0); return false; } pLights[uNumLightsActive].vPosition.x = x; pLights[uNumLightsActive].vPosition.y = y; pLights[uNumLightsActive].vPosition.z = z; pLights[uNumLightsActive].uRadius = uRadius; pLights[uNumLightsActive].field_C = (((uRadius < 0) - 1) & 0x3E) - 31; pLights[uNumLightsActive].uSectorID = uSectorID; pLights[uNumLightsActive].field_10 = uRadius * uRadius >> 5; pLights[uNumLightsActive].uLightColorR = r; pLights[uNumLightsActive].uLightColorG = g; pLights[uNumLightsActive].uLightColorB = b; pLights[uNumLightsActive++].uLightType = uLightType; return true; } bool LightsStack_StationaryLight_::AddLight( __int16 x, __int16 y, __int16 z, __int16 a5, unsigned char r, unsigned char g, unsigned char b, char uLightType ) { //unsigned int v9; // eax@1 //std::string v11; // [sp-18h] [bp-18h]@3 //v9 = this->uNumLightsActive; if ( (signed int)this->uNumLightsActive >= 400 ) { MessageBoxW(nullptr, L"Too many stationary lights!", L"E:\\WORK\\MSDEV\\MM7\\MM7\\Code\\StationaryLightStack.cpp:45", 0); return false; } StationaryLight* pLight = &pLights[uNumLightsActive++]; pLight->vPosition.x = x; pLight->vPosition.y = y; pLight->vPosition.z = z; pLight->uRadius = a5; pLight->uLightColorR = (unsigned __int8)r; pLight->uLightColorG = g; pLight->uLightColorB = b; pLight->uLightType = uLightType; return true; }