# HG changeset patch # User Ritor1 # Date 1363350517 -21600 # Node ID d4497b76a8634f4316f7d8e765d5be618120379f # Parent ee978b573798a0bdb7092c1c034b9620429c8ab8 m diff -r ee978b573798 -r d4497b76a863 Indoor.cpp --- a/Indoor.cpp Wed Mar 13 18:54:30 2013 +0600 +++ b/Indoor.cpp Fri Mar 15 18:28:37 2013 +0600 @@ -1405,16 +1405,9 @@ //} //while ( v23 < a2 ); } - pGame->pIndoorCameraD3D->_437285_prolly_colide_vertices_against_frustrum( - static_subAddFaceToRenderList_d3d_stru_F7AA08, - (unsigned int *)&a2, - static_subAddFaceToRenderList_d3d_stru_F79E08, - p->std__vector_0007AC, - 4, - 0, - 0); - v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &a2, - pSectors[pNumSectors].std__vector_0007AC, + pGame->pIndoorCameraD3D->_437285_prolly_colide_vertices_against_frustrum(static_subAddFaceToRenderList_d3d_stru_F7AA08, + (unsigned int *)&a2, static_subAddFaceToRenderList_d3d_stru_F79E08, p->std__vector_0007AC, 4, 0, 0); + v29 = pGame->pStru10Instance->_49C5DA(pFace, static_subAddFaceToRenderList_d3d_stru_F79E08, &a2, pSectors[pNumSectors].std__vector_0007AC, pSectors[pNumSectors].pVertices); } if ( v29 ) diff -r ee978b573798 -r d4497b76a863 stru10.cpp --- a/stru10.cpp Wed Mar 13 18:54:30 2013 +0600 +++ b/stru10.cpp Fri Mar 15 18:28:37 2013 +0600 @@ -742,26 +742,26 @@ char stru10::_49C5DA(BLVFace *a2, RenderVertexSoft *a3, int *a4, IndoorCameraD3D_Vec4 *a5, RenderVertexSoft *a6) { stru10 *v6; // edi@1 - char *v7; // eax@1 + float *v7; // eax@1 signed int v8; // ecx@1 - IndoorCameraD3D *v9; // esi@3 + IndoorCameraD3D *pIndoorCamera; // esi@3 char result; // al@6 RenderVertexSoft a4a[4]; // [sp+Ch] [bp-C0h]@1 v6 = this; - v7 = (char *)&a4a[0].flt_2C; + v7 = &a4a[0].flt_2C; v8 = 4; do { - *(float *)v7 = 0.0; - v7 += 48; + *v7 = 0.0; + v7 += 12; --v8; } while ( v8 ); - v9 = pGame->pIndoorCameraD3D; + //pIndoorCamera = pGame->pIndoorCameraD3D; _49CE9E(a2, a3, *a4, a4a); if ( byte_4D864C && pGame->uFlags & 8 ) - pGame->pIndoorCameraD3D->debug_outline_sw(a4a, 4u, 0xFF1E1Eu, 0.000099999997); + pGame->pIndoorCameraD3D->debug_outline_sw(a4a, 4, 0xFF1E1Eu, 0.00009999999747378752); result = _49C9E3(a2, a4a, 4u, a6); if ( result ) result = _49C720(a6, a5);