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