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Update missiles.cpp

pull/9/head
galaxyhaxz 2018-06-10 18:09:33 -05:00 committed by GitHub
parent fdf8fc1c6e
commit 297db34515
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1 changed files with 25 additions and 25 deletions

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@ -2142,10 +2142,10 @@ void __fastcall SetMissAnim(int mi, int animtype)
missile[v2]._miAnimLen = v8; missile[v2]._miAnimLen = v8;
v9 = misfiledata[0].mAnimWidth[v6]; v9 = misfiledata[0].mAnimWidth[v6];
missile[v2]._miAnimFlags = v4; missile[v2]._miAnimFlags = v4;
v10 = misfiledata[0].mAnimCel[v6]; v10 = misfiledata[0].mAnimData[v6];
missile[v2]._miAnimWidth = v9; missile[v2]._miAnimWidth = v9;
v11 = misfiledata[0].mAnimWidth2[v6]; v11 = misfiledata[0].mAnimWidth2[v6];
missile[v2]._miAnimCel = v10; missile[v2]._miAnimData = v10;
missile[v2]._miAnimDelay = v7; missile[v2]._miAnimDelay = v7;
missile[v2]._miAnimWidth2 = v11; missile[v2]._miAnimWidth2 = v11;
missile[v2]._miAnimFrame = 1; missile[v2]._miAnimFrame = 1;
@ -2180,7 +2180,7 @@ void __fastcall LoadMissileGFX(int mi)
v3 = 0; v3 = 0;
if ( v1->mAnimFAmt ) if ( v1->mAnimFAmt )
{ {
v4 = v1->mAnimCel; v4 = v1->mAnimData;
do do
{ {
v5 = (int)&v2[*(_DWORD *)&v2[4 * v3++]]; v5 = (int)&v2[*(_DWORD *)&v2[4 * v3++]];
@ -2196,15 +2196,15 @@ void __fastcall LoadMissileGFX(int mi)
if ( v6 == 1 ) if ( v6 == 1 )
{ {
sprintf(arglist, "Missiles\\%s.CL2", v1->mName); sprintf(arglist, "Missiles\\%s.CL2", v1->mName);
if ( !v1->mAnimCel[0] ) if ( !v1->mAnimData[0] )
v1->mAnimCel[0] = (int)LoadFileInMem(arglist, 0); v1->mAnimData[0] = (int)LoadFileInMem(arglist, 0);
} }
else else
{ {
v7 = 0; v7 = 0;
if ( v6 ) if ( v6 )
{ {
v8 = (unsigned int *)v1->mAnimCel; v8 = (unsigned int *)v1->mAnimData;
do do
{ {
v9 = v7 + 1; v9 = v7 + 1;
@ -2253,11 +2253,11 @@ void __fastcall FreeMissileGFX(int mi)
v1 = mi; v1 = mi;
if ( misfiledata[mi].mFlags & 4 ) if ( misfiledata[mi].mFlags & 4 )
{ {
v2 = misfiledata[v1].mAnimCel[0]; v2 = misfiledata[v1].mAnimData[0];
if ( v2 ) if ( v2 )
{ {
mem_free_dbg((void *)(v2 - 4 * misfiledata[v1].mAnimFAmt)); mem_free_dbg((void *)(v2 - 4 * misfiledata[v1].mAnimFAmt));
misfiledata[v1].mAnimCel[0] = 0; misfiledata[v1].mAnimData[0] = 0;
} }
} }
else else
@ -2265,7 +2265,7 @@ void __fastcall FreeMissileGFX(int mi)
v3 = 0; v3 = 0;
if ( misfiledata[v1].mAnimFAmt ) if ( misfiledata[v1].mAnimFAmt )
{ {
v4 = (void **)misfiledata[v1].mAnimCel; v4 = (void **)misfiledata[v1].mAnimData;
do do
{ {
v5 = *v4; v5 = *v4;
@ -3523,7 +3523,7 @@ void __fastcall AddRhino(int mi, int sx, int sy, int dx, int dy, int midir, int
int v9; // esi int v9; // esi
CMonster *v10; // eax CMonster *v10; // eax
char v11; // cl char v11; // cl
int v12; // edi AnimStruct *v12; // edi
int v13; // eax int v13; // eax
CMonster *v14; // ecx CMonster *v14; // ecx
char v15; // cl char v15; // cl
@ -3536,20 +3536,20 @@ void __fastcall AddRhino(int mi, int sx, int sy, int dx, int dy, int midir, int
v11 = v10->mtype; v11 = v10->mtype;
if ( v10->mtype < MT_HORNED || v11 > MT_OBLORD ) if ( v10->mtype < MT_HORNED || v11 > MT_OBLORD )
{ {
if ( v11 < MT_NSNAKE || (v12 = (int)v10->Anims[2].Frames, v11 > MT_GSNAKE) ) if ( v11 < MT_NSNAKE || (v12 = &v10->Anims[2], v11 > MT_GSNAKE) )
v12 = (int)v10->Anims[1].Frames; v12 = &v10->Anims[1];
} }
else else
{ {
v12 = (int)v10->Anims[5].Frames; v12 = &v10->Anims[5];
} }
GetMissileVel(i, sx, sy, dx, dy, 18); GetMissileVel(i, sx, sy, dx, dy, 18);
v13 = i; v13 = i;
missile[v13]._miAnimFlags = 0; missile[v13]._miAnimFlags = 0;
missile[v13]._mimfnum = midir; missile[v13]._mimfnum = midir;
missile[v13]._miAnimCel = *(_DWORD *)(v12 + 4 * midir + 4); missile[v13]._miAnimData = v12->Frames[midir];
missile[v13]._miAnimDelay = *(_DWORD *)(v12 + 40); missile[v13]._miAnimDelay = v12->Delay;
missile[v13]._miAnimLen = *(_DWORD *)(v12 + 36); missile[v13]._miAnimLen = v12->Rate;
v14 = monster[v9].MType; v14 = monster[v9].MType;
missile[v13]._miAnimWidth = v14->flags_1; missile[v13]._miAnimWidth = v14->flags_1;
missile[v13]._miAnimWidth2 = v14->flags_2; missile[v13]._miAnimWidth2 = v14->flags_2;
@ -3588,7 +3588,7 @@ void __fastcall miss_null_32(int mi, int sx, int sy, int dx, int dy, int midir,
v12 = v10; v12 = v10;
missile[v12]._mimfnum = midir; missile[v12]._mimfnum = midir;
missile[v12]._miAnimFlags = 0; missile[v12]._miAnimFlags = 0;
missile[v12]._miAnimCel = v11->Frames[midir + 1]; missile[v12]._miAnimData = v11->Frames[midir];
missile[v12]._miAnimDelay = v11->Delay; missile[v12]._miAnimDelay = v11->Delay;
missile[v12]._miAnimLen = v11->Rate; missile[v12]._miAnimLen = v11->Rate;
v13 = monster[id].MType; v13 = monster[id].MType;
@ -6715,9 +6715,9 @@ void __fastcall mi_null_32(int i)
missile[v2]._miyvel = -missile[v2]._miyvel; missile[v2]._miyvel = -missile[v2]._miyvel;
v14 = opposite[v13]; v14 = opposite[v13];
missile[v2]._mimfnum = v14; missile[v2]._mimfnum = v14;
v15 = monster[v4].MType->Anims[1].Frames[v14 + 1]; v15 = monster[v4].MType->Anims[1].Frames[v14];
++missile[v2]._miVar2; ++missile[v2]._miVar2;
missile[v2]._miAnimCel = v15; missile[v2]._miAnimData = v15;
if ( v10 > 0 ) if ( v10 > 0 )
missile[v2]._miVar1 |= 1u; missile[v2]._miVar1 |= 1u;
} }
@ -7675,7 +7675,7 @@ void __cdecl missiles_process_charge()
bool v4; // zf bool v4; // zf
CMonster *v5; // eax CMonster *v5; // eax
char v6; // dl char v6; // dl
int v7; // eax AnimStruct *v7; // eax
v0 = nummissiles; v0 = nummissiles;
for ( i = 0; i < v0; ++i ) for ( i = 0; i < v0; ++i )
@ -7683,7 +7683,7 @@ void __cdecl missiles_process_charge()
v2 = missileactive[i]; v2 = missileactive[i];
v3 = missile[v2]._mimfnum; v3 = missile[v2]._mimfnum;
v4 = missile[v2]._mitype == MIS_RHINO; v4 = missile[v2]._mitype == MIS_RHINO;
missile[v2]._miAnimCel = misfiledata[0].mAnimCel[v3 + 59 * _LOBYTE(missile[v2]._miAnimType)]; missile[v2]._miAnimData = misfiledata[0].mAnimData[v3 + 59 * _LOBYTE(missile[v2]._miAnimType)];
if ( v4 ) if ( v4 )
{ {
v5 = monster[missile[v2]._misource].MType; v5 = monster[missile[v2]._misource].MType;
@ -7691,15 +7691,15 @@ void __cdecl missiles_process_charge()
if ( v5->mtype < MT_HORNED || v6 > MT_OBLORD ) if ( v5->mtype < MT_HORNED || v6 > MT_OBLORD )
{ {
if ( v6 < MT_NSNAKE || v6 > MT_GSNAKE ) if ( v6 < MT_NSNAKE || v6 > MT_GSNAKE )
v7 = (int)v5->Anims[1].Frames; v7 = &v5->Anims[1];
else else
v7 = (int)v5->Anims[2].Frames; v7 = &v5->Anims[2];
} }
else else
{ {
v7 = (int)v5->Anims[5].Frames; v7 = &v5->Anims[5];
} }
missile[v2]._miAnimCel = *(_DWORD *)(v7 + 4 * v3 + 4); missile[v2]._miAnimData = v7->Frames[v3];
} }
} }
} }