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Fix decompilation in player pathing

Doesn't fix any bugs sadly, the code still generates the same :(
pull/4/head
galaxyhaxz 8 years ago committed by GitHub
parent
commit
a08be06427
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  1. 20
      Source/player.cpp

20
Source/player.cpp

@ -4845,36 +4845,36 @@ void __fastcall MakePlrPath(int pnum, int xx, int yy, unsigned char endspace)
{
if ( !endspace )
{
v10 = *((char *)&plr[v6]._pmode + v9-- + 3);
v10 = plr[v6].walkpath[--v9]; /* *((char *)&plr[v6]._pmode + v9-- + 3) */
switch ( v10 )
{
case PM_WALK:
case 1: // N
goto LABEL_12;
case PM_WALK2:
case 2: // W
++v5;
break;
case PM_WALK3:
case 3: // E
--v5;
break;
case PM_ATTACK:
case 4: // S
goto LABEL_15;
case PM_RATTACK:
case 5: // NW
++v5;
goto LABEL_12;
case PM_BLOCK:
case 6: // NE
--v5;
LABEL_12:
v7 = yy + 1;
break;
case PM_GOTHIT:
case 7: // SE
--v5;
goto LABEL_15;
case PM_DEATH:
case 8: // SW
++v5;
LABEL_15:
v7 = yy - 1;
break;
default:
default: // 0/Neutral
break;
}
plr[v6]._ptargx = v5;

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