Maintenance: Make CView a real polymorphic class instead of a void* vtable field set to 0x011598E8. vt_01610 has 5 slots: scalar dele
Batch #9484 by ragnarok-clanker: forced by an admin (2 lower score(s), 5 changed function(s)); checked with 87 compiled unit(s), including every includer of Source/Contents/Camera/Camera.h, Source/Contents/Camera/CameraFrame.h, Source/Contents/Camera/CameraState.h.
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7 changed files with 76 additions and 58 deletions
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@ -1,6 +1,16 @@
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#include "ActorPickNode.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/TerrainPathSearch.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Configuration/ServiceOptions.h"
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#include "Contents/World/SkyBox.h"
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#include "Contents/World/World.h"
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#include "Render/Projection/RendererViewport.h"
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#include "Render/Renderer.h"
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#include "Render/SpriteGeometry.h"
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#include "Resource/World/TerrainResource.h"
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#include <map>
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#include <string>
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@ -167,10 +177,15 @@ void CActorPickNode::MakeQuardTree(int depth, ActorPickBounds bounds) {
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}
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}
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// GLOBAL: gl_24536
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float g_projectionScale = 0.16f;
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// GLOBAL: gl_24775
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int g_worldViewDrawn;
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// OFFSET: 0x00ADAC70
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// FUNCTION: fn_17912
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CView::CView() {
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this->vtable = reinterpret_cast<void*>(0x011598E8);
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this->camera.target[0] = 0.0f;
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this->camera.target[1] = 0.0f;
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this->camera.target[2] = 0.0f;
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@ -190,8 +205,44 @@ CView::CView() {
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this->frame.up[1] = 0.0f;
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this->frame.up[2] = 0.0f;
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this->camera.yaw = 0.0f;
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this->unknown_0014 = 0;
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this->shake.enabled = 0;
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this->unknown_01B4 = nullptr;
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this->unknown_0018 = 0;
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this->unknown_0010 = 0;
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this->shake.start = 0;
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*reinterpret_cast<unsigned char*>(&this->shake.unknown_0010) = 0;
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}
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// OFFSET: 0x00ADAEA0
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CView::~CView() {
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if (this->unknown_01B4) {
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delete this->unknown_01B4;
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}
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}
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// OFFSET: 0x00ADC150
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// FUNCTION: fn_17928
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void CView::Reset() {
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this->camera.Reset();
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this->frame.up[0] = 0;
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this->frame.up[1] = 1;
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this->frame.up[2] = 0;
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}
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// OFFSET: 0x00ADC1D0
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// FUNCTION: fn_17929
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void CView::Slot2() {
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}
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// OFFSET: 0x00ADBF60
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// FUNCTION: fn_17927
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void CView::Update() {
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const vector3d& position = this->scene->player->render.position;
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this->camera.desiredTarget[0] = position.x;
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this->camera.desiredTarget[1] = position.y;
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this->camera.desiredTarget[2] = position.z;
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const float rendererScale = g_renderer->UiScaleY();
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CameraProjectionOutputs outputs{g_tangent, g_cotangent, g_cameraScaleY, g_cameraScaleX};
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this->camera.Smooth(g_serviceOptions, rendererScale, g_projectionScale, g_cameraBaseDistance, outputs);
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this->shake.Apply(this->camera, g_worldViewDrawn);
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const TerrainHeight terrain = static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->terrain->Grid();
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this->frame.Refresh(this->camera, terrain, *g_renderer);
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}
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