Decompile 9 functions in Source/Contents/Actors/GameActor.cpp
Batch #5336 by tayoba: 1 byte-identical, 8 confirmed by peer review. - fn_21050 MountedJob: logic confirmed by peer review (already on main) - fn_21051 CGameActor::GetEffectCounter: logic confirmed by peer review (already on main) - fn_21053 CGameActor::GetNameOffset: logic confirmed by peer review - fn_21054 CGameActor::GetNameHeight: logic confirmed by peer review (already on main) - fn_21056 CGameActor::GetElapsedFrames: logic confirmed by peer review (already on main) - fn_21066 CGameActor::HasPendingDamage: byte-identical - fn_21067 CGameActor::UpdateUnknown03E8: logic confirmed by peer review - fn_21068 CGameActor::IsPlayerClass: logic confirmed by peer review - fn_21072 CGameActor::SetStackedEffect: logic confirmed by peer review (already on main) Peer-reviewed-by: willerthal, KWDev, Bruwuno, eAthena, meitogi Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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1 changed files with 13 additions and 7 deletions
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@ -3,6 +3,7 @@
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#include "Client/Session.h"
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#include "Contents/Actors/ActorStateFlags.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Jobs/JobInheritance.h"
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#include "Contents/MapSkyMgr.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Resource/Sprites/ActionResource.h"
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@ -293,7 +294,7 @@ float CGameActor::GetNameOffset() {
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if (angle > 270) {
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scale = 0.5f;
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} else {
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scale = (g_sinTable[angle] + 1.0f) * 0.25f + g_depthAverageHalf;
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scale = (g_sinTable[angle >= 90 ? angle : 90] + 1.0f) * 0.25f + g_depthAverageHalf;
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}
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}
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@ -479,22 +480,27 @@ bool CGameActor::IsMonsterClass(int job) {
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// OFFSET: 0x00CADCC0
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// FUNCTION: fn_21066
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bool CGameActor::HasPendingDamage() {
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return !this->unknown_02A8.empty();
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return this->unknown_02A8.size() > 0;
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}
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// OFFSET: 0x00CADCF0
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// FUNCTION: fn_21067
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bool CGameActor::UpdateUnknown03E8(std::int64_t value) {
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const std::int64_t previous = (static_cast<std::int64_t>(this->unknown_03EC) << 32) | static_cast<std::uint32_t>(this->unknown_03E8);
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this->unknown_03EC = static_cast<int>(value >> 32);
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this->unknown_03E8 = static_cast<int>(value);
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return previous < value;
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bool result = false;
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const int high = static_cast<int>(value >> 32);
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const unsigned int low = static_cast<unsigned int>(value);
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if (this->unknown_03EC <= high && (this->unknown_03EC < high || static_cast<unsigned int>(this->unknown_03E8) < low)) {
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result = true;
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}
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this->unknown_03EC = high;
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this->unknown_03E8 = static_cast<int>(low);
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return result;
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}
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// OFFSET: 0x00CADD30
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// FUNCTION: fn_21068
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int CGameActor::IsPlayerClass(int job) {
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return g_session.IsPlayerJobId(job);
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return IsPlayerJob(job);
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}
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// OFFSET: 0x00CAE1B0
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