diff --git a/Source/items.cpp b/Source/items.cpp index 5264e31f8..e8fe38d0c 100644 --- a/Source/items.cpp +++ b/Source/items.cpp @@ -757,6 +757,7 @@ void __cdecl InitItems() void __fastcall CalcPlrItemVals(int p, BOOL Loadgfx) { + // note: didn't find any obvious use for the `unsigned long l` from the PSX symbols. int mind = 0; // min damage int maxd = 0; // max damage @@ -767,7 +768,7 @@ void __fastcall CalcPlrItemVals(int p, BOOL Loadgfx) int bac = 0; // bonus accuracy // note that the order of these next 5 variables does not - // align with the order in the PSX SYM files. + // align with the order in the PSX SYM files or the use in the code. // with the current optimization settings this order // generates the var initialization code closest to the // original binary, however. @@ -923,7 +924,7 @@ void __fastcall CalcPlrItemVals(int p, BOOL Loadgfx) plr[myplr]._pVitality = 0; } - if ( ptrplr->_pClass == UI_ROGUE ) + if ( ptrplr->_pClass == PC_ROGUE ) { ptrplr->_pDamageMod = (ptrplr->_pStrength + ptrplr->_pDexterity) * ptrplr->_pLevel / 200; } @@ -972,21 +973,21 @@ void __fastcall CalcPlrItemVals(int p, BOOL Loadgfx) } ptrplr->_pLghtResist = lr; - if ( ptrplr->_pClass == UI_WARRIOR ) + if ( ptrplr->_pClass == PC_WARRIOR ) { vadd *= 2; } - if ( ptrplr->_pClass == UI_ROGUE ) + if ( ptrplr->_pClass == PC_ROGUE ) { vadd += vadd >> 1; } ihp = (vadd << 6) + ihp; - if ( ptrplr->_pClass == UI_SORCERER ) + if ( ptrplr->_pClass == PC_SORCERER ) { madd *= 2; } - if ( ptrplr->_pClass == UI_ROGUE ) + if ( ptrplr->_pClass == PC_ROGUE ) { madd += madd >> 1; }