- renamed disassembly variables in bubbles.cpp.

# Conflicts:
#	source/games/exhumed/src/bubbles.cpp
#	source/games/exhumed/src/exhumedactor.h
This commit is contained in:
Christoph Oelckers 2021-09-15 10:04:30 +02:00
parent 0d0326f8c1
commit dbe4aa3515

View file

@ -37,14 +37,14 @@ struct Bubble
short nFrame; short nFrame;
short nSeq; short nSeq;
short nSprite; short nSprite;
short nRun; short nRunIndex;
}; };
struct machine struct machine
{ {
short _0; short nCount;
short nSprite; short nSprite;
short _4; short nFrame;
}; };
short nMachineCount; short nMachineCount;
@ -58,7 +58,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Bubble& w, Bubble*
{ {
arc("seq", w.nSeq) arc("seq", w.nSeq)
("frame", w.nFrame) ("frame", w.nFrame)
("run", w.nRun) ("run", w.nRunIndex)
("sprite", w.nSprite) ("sprite", w.nSprite)
.EndObject(); .EndObject();
} }
@ -69,8 +69,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, machine& w, machin
{ {
if (arc.BeginObject(keyname)) if (arc.BeginObject(keyname))
{ {
arc("at0", w._0) arc("at0", w.nCount)
("at4", w._4) ("at4", w.nFrame)
("sprite", w.nSprite) ("sprite", w.nSprite)
.EndObject(); .EndObject();
} }
@ -101,7 +101,7 @@ void DestroyBubble(short nBubble)
runlist_DoSubRunRec(pSprite->lotag - 1); runlist_DoSubRunRec(pSprite->lotag - 1);
runlist_DoSubRunRec(pSprite->owner); runlist_DoSubRunRec(pSprite->owner);
runlist_SubRunRec(BubbleList[nBubble].nRun); runlist_SubRunRec(BubbleList[nBubble].nRunIndex);
mydeletesprite(nSprite); mydeletesprite(nSprite);
@ -158,7 +158,7 @@ int BuildBubble(int x, int y, int z, short nSector)
pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nBubble, 0x140000); pSprite->owner = runlist_AddRunRec(pSprite->lotag - 1, nBubble, 0x140000);
BubbleList[nBubble].nRun = runlist_AddRunRec(NewRun, nBubble, 0x140000); BubbleList[nBubble].nRunIndex = runlist_AddRunRec(NewRun, nBubble, 0x140000);
return nBubble | 0x140000; return nBubble | 0x140000;
} }
@ -214,11 +214,11 @@ void DoBubbleMachines()
{ {
for (int i = 0; i < nMachineCount; i++) for (int i = 0; i < nMachineCount; i++)
{ {
Machine[i]._0--; Machine[i].nCount--;
if (Machine[i]._0 <= 0) if (Machine[i].nCount <= 0)
{ {
Machine[i]._0 = (RandomWord() % Machine[i]._4) + 30; Machine[i].nCount = (RandomWord() % Machine[i].nFrame) + 30;
int nSprite = Machine[i].nSprite; int nSprite = Machine[i].nSprite;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];
@ -234,9 +234,9 @@ void BuildBubbleMachine(int nSprite)
exit(-1); exit(-1);
} }
Machine[nMachineCount]._4 = 75; Machine[nMachineCount].nFrame = 75;
Machine[nMachineCount].nSprite = nSprite; Machine[nMachineCount].nSprite = nSprite;
Machine[nMachineCount]._0 = Machine[nMachineCount]._4; Machine[nMachineCount].nCount = Machine[nMachineCount].nFrame;
nMachineCount++; nMachineCount++;
auto pSprite = &sprite[nSprite]; auto pSprite = &sprite[nSprite];