From 15e7067af3db7eaa2e65214fa4cc2ca498e68d6a Mon Sep 17 00:00:00 2001 From: ragnarok-clanker Date: Sat, 7 Nov 2026 19:04:23 +0000 Subject: [PATCH] Decompile fn_19896 (CEffectPrim::RenderHitLine3) Batch #14837 by secret: 0 byte-identical, 1 confirmed by peer review. - fn_19896 CEffectPrim::RenderHitLine3: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, Tanke, codeplay Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes). --- .../Effects/EffectPrimitiveRendering.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/Source/Contents/Effects/EffectPrimitiveRendering.cpp b/Source/Contents/Effects/EffectPrimitiveRendering.cpp index 72b92f7ea..24fa4e434 100644 --- a/Source/Contents/Effects/EffectPrimitiveRendering.cpp +++ b/Source/Contents/Effects/EffectPrimitiveRendering.cpp @@ -1806,10 +1806,10 @@ void CEffectPrim::RenderHermode(matrix& wtm) { // OFFSET: 0x00BDB530 // FUNCTION: fn_19896 void CEffectPrim::RenderHitLine3(matrix& wtm) { - vector3d vec1; - ZeroVector(vec1); - vector3d vec3; - ZeroVector(vec3); + ZeroVector3d vec1; + ZeroVector3d vec3; + ZeroVector3d vec2; + ZeroVector3d vec4; int rpCnt = 0; for (int ec = 0; ec < 4; ++ec) { @@ -1862,8 +1862,8 @@ void CEffectPrim::RenderHitLine3(matrix& wtm) { const float ry = radius * g_sinTable[i * 120] - 5.0f; const float rx = tx * g_cosTable[angle]; const float rz = tx * g_sinTable[angle]; - const vector3d vec2{vecA.x + rx, vecA.y + ry, vecA.z + rz}; - const vector3d vec4{vecB.x + rx, vecB.y + ry, vecB.z + rz}; + vec2.Set(vecA.x + rx, vecA.y + ry, vecA.z + rz); + vec4.Set(vecB.x + rx, vecB.y + ry, vecB.z + rz); if (i > 0) { const int alpha = slot.alphaB - j * 10; @@ -1893,8 +1893,8 @@ void CEffectPrim::RenderHitLine3(matrix& wtm) { const float ry = radius * g_sinTable[i * 120] - 5.0f; const float rx = tx * g_cosTable[angle]; const float rz = tx * g_sinTable[angle]; - const vector3d vec2{vecA.x + rx, vecA.y + ry, vecA.z + rz}; - const vector3d vec4{vecB.x + rx, vecB.y + ry, vecB.z + rz}; + vec2.Set(vecA.x + rx, vecA.y + ry, vecA.z + rz); + vec4.Set(vecB.x + rx, vecB.y + ry, vecB.z + rz); if (i > 0) { const int alpha = static_cast(static_cast(slot.alphaB - j * 10) * 0.5f);