NMI: g_fp -> g_nmi

This commit is contained in:
Eugene Sandulenko 2020-10-04 22:25:19 +02:00
parent 4d2889fb61
commit e6171c4ea0
64 changed files with 2998 additions and 2998 deletions

View file

@ -130,7 +130,7 @@ void BehaviorManager::updateBehavior(BehaviorInfo &behaviorInfo, BehaviorAnim &e
mq->sendNextCommand();
bhi._flags &= 0xFFFFFFFD;
} else if (behaviorInfo._counter >= bhi._delay && bhi._percent && g_fp->_rnd.getRandomNumber(32767) <= entry._behaviorMoves[i]._percent) {
} else if (behaviorInfo._counter >= bhi._delay && bhi._percent && g_nmi->_rnd.getRandomNumber(32767) <= entry._behaviorMoves[i]._percent) {
MessageQueue *mq = new MessageQueue(bhi._messageQueue, 0, 1);
mq->sendNextCommand();
@ -147,7 +147,7 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, c
MessageQueue *mq = 0;
if (beh._flags & 1) {
uint rnd = g_fp->_rnd.getRandomNumber(32767);
uint rnd = g_nmi->_rnd.getRandomNumber(32767);
uint runPercent = 0;
for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
if (!(beh._behaviorMoves[i]._flags & 1) && beh._behaviorMoves[i]._percent) {
@ -162,7 +162,7 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, c
for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
if (!(beh._behaviorMoves[i]._flags & 1) && delay >= beh._behaviorMoves[i]._delay) {
if (beh._behaviorMoves[i]._percent) {
if (g_fp->_rnd.getRandomNumber(32767) <= beh._behaviorMoves[i]._percent) {
if (g_nmi->_rnd.getRandomNumber(32767) <= beh._behaviorMoves[i]._percent) {
mq = new MessageQueue(beh._behaviorMoves[i]._messageQueue, 0, 1);
break;
}
@ -174,7 +174,7 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, c
if (mq) {
mq->setParamInt(-1, ani._odelay);
if (!mq->chain(&ani)) {
g_fp->_globalMessageQueueList->deleteQueueById(mq->_id);
g_nmi->_globalMessageQueueList->deleteQueueById(mq->_id);
}
}
}
@ -269,11 +269,11 @@ void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *
if (strcmp(var->_value.stringValue, "ROOT"))
break;
GameVar *v1 = g_fp->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName());
GameVar *v1 = g_nmi->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName());
if (v1 == var)
return;
sc = g_fp->accessScene(ani->_sceneId);
sc = g_nmi->accessScene(ani->_sceneId);
clear();
var = v1;
_animsCount = var->getSubVarsCount();