NMI: g_fp -> g_nmi
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4d2889fb61
commit
e6171c4ea0
64 changed files with 2998 additions and 2998 deletions
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@ -130,7 +130,7 @@ void BehaviorManager::updateBehavior(BehaviorInfo &behaviorInfo, BehaviorAnim &e
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mq->sendNextCommand();
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bhi._flags &= 0xFFFFFFFD;
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} else if (behaviorInfo._counter >= bhi._delay && bhi._percent && g_fp->_rnd.getRandomNumber(32767) <= entry._behaviorMoves[i]._percent) {
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} else if (behaviorInfo._counter >= bhi._delay && bhi._percent && g_nmi->_rnd.getRandomNumber(32767) <= entry._behaviorMoves[i]._percent) {
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MessageQueue *mq = new MessageQueue(bhi._messageQueue, 0, 1);
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mq->sendNextCommand();
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@ -147,7 +147,7 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, c
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MessageQueue *mq = 0;
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if (beh._flags & 1) {
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uint rnd = g_fp->_rnd.getRandomNumber(32767);
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uint rnd = g_nmi->_rnd.getRandomNumber(32767);
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uint runPercent = 0;
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for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
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if (!(beh._behaviorMoves[i]._flags & 1) && beh._behaviorMoves[i]._percent) {
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@ -162,7 +162,7 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, c
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for (uint i = 0; i < beh._behaviorMoves.size(); i++) {
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if (!(beh._behaviorMoves[i]._flags & 1) && delay >= beh._behaviorMoves[i]._delay) {
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if (beh._behaviorMoves[i]._percent) {
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if (g_fp->_rnd.getRandomNumber(32767) <= beh._behaviorMoves[i]._percent) {
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if (g_nmi->_rnd.getRandomNumber(32767) <= beh._behaviorMoves[i]._percent) {
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mq = new MessageQueue(beh._behaviorMoves[i]._messageQueue, 0, 1);
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break;
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}
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@ -174,7 +174,7 @@ void BehaviorManager::updateStaticAniBehavior(StaticANIObject &ani, int delay, c
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if (mq) {
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mq->setParamInt(-1, ani._odelay);
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if (!mq->chain(&ani)) {
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g_fp->_globalMessageQueueList->deleteQueueById(mq->_id);
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g_nmi->_globalMessageQueueList->deleteQueueById(mq->_id);
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}
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}
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}
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@ -269,11 +269,11 @@ void BehaviorInfo::initObjectBehavior(GameVar *var, Scene *sc, StaticANIObject *
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if (strcmp(var->_value.stringValue, "ROOT"))
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break;
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GameVar *v1 = g_fp->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName());
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GameVar *v1 = g_nmi->getGameLoaderGameVar()->getSubVarByName("BEHAVIOR")->getSubVarByName(ani->getName());
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if (v1 == var)
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return;
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sc = g_fp->accessScene(ani->_sceneId);
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sc = g_nmi->accessScene(ani->_sceneId);
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clear();
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var = v1;
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_animsCount = var->getSubVarsCount();
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