# HG changeset patch # User Ritor1 # Date 1358855436 -21600 # Node ID 63cfe63ac4c5122419f02488751d127cb290c0ff # Parent 2ee78ed62d3797feb7cd6f970c556e245f7cb94b 22.01.13 come back diff -r 2ee78ed62d37 -r 63cfe63ac4c5 Outdoor.cpp --- a/Outdoor.cpp Tue Jan 22 17:40:13 2013 +0600 +++ b/Outdoor.cpp Tue Jan 22 17:50:36 2013 +0600 @@ -138,7 +138,7 @@ if ( !pOutdoorCamera->bDoNotRenderDecorations ) pRenderer->DrawDecorations(); pRenderer->DrawLayingItems_Shooting_Magic_ODM(); - //pRenderer->TransformBillboardsAndSetPalettesODM(); + pRenderer->TransformBillboardsAndSetPalettesODM(); sub_485F53((Vec2_int_ *)unnamed_6BE060); } diff -r 2ee78ed62d37 -r 63cfe63ac4c5 ParticleEngine.cpp --- a/ParticleEngine.cpp Tue Jan 22 17:40:13 2013 +0600 +++ b/ParticleEngine.cpp Tue Jan 22 17:50:36 2013 +0600 @@ -93,10 +93,10 @@ uTimeElapsed += pEventTimer->uTimeElapsed; pLines.uNumLines = 0; - //if (uCurrentlyLoadedLevelType == LEVEL_Indoor) - //DrawParticles_BLV(); - //else - //DrawParticles_ODM(); + if (uCurrentlyLoadedLevelType == LEVEL_Indoor) + DrawParticles_BLV(); + else + DrawParticles_ODM(); if (pRenderer->pRenderD3D) { diff -r 2ee78ed62d37 -r 63cfe63ac4c5 Render.cpp --- a/Render.cpp Tue Jan 22 17:40:13 2013 +0600 +++ b/Render.cpp Tue Jan 22 17:50:36 2013 +0600 @@ -1621,10 +1621,10 @@ } v103 = abs((int)pIndoorCamera->uMapGridCellZ - terrain_76D9C8[v70]); v104 = abs((int)pIndoorCamera->uMapGridCellX - terrain_76DBC8[v70]); - // if ( pRenderer->pRenderD3D ) - //Render::DrawTerrainD3D(v111, 0, (int)&v102); - // else - //Render::DrawTerrainSW(v111, 0, (int)&v102); + if ( pRenderer->pRenderD3D ) + Render::DrawTerrainD3D(v111, 0, (int)&v102); + else + Render::DrawTerrainSW(v111, 0, (int)&v102); } } else diff -r 2ee78ed62d37 -r 63cfe63ac4c5 Vis.cpp --- a/Vis.cpp Tue Jan 22 17:40:13 2013 +0600 +++ b/Vis.cpp Tue Jan 22 17:50:36 2013 +0600 @@ -1605,7 +1605,7 @@ stru1.uNumPointers = 0; CastPickRay(pMouseRay, fMouseX, fMouseY, fDepth); - //PickBillboards(fDepth, fMouseX, fMouseY, &stru1, a5); + PickBillboards(fDepth, fMouseX, fMouseY, &stru1, a5); if (uCurrentlyLoadedLevelType == LEVEL_Indoor) PickIndoor(fDepth, pMouseRay, &stru1, a6); else