Maintenance: [forced, user-approved] Family W2: remove invented SpriteDrawingPolicy and AccessoryLayerDepth reference structs; their
Batch #10252 by ragnarok-clanker: forced by an admin (1 lower score(s), 10 changed function(s)); checked with 11 compiled unit(s), including every includer of Source/Contents/Actors/CharacterRender.h, Source/Contents/Actors/SpriteDrawingPolicy.h. Deletes: Source/Contents/Actors/SpriteDrawingPolicy.h
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13 changed files with 78 additions and 107 deletions
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@ -231,16 +231,3 @@ void CView::Reset() {
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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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this->camera.Smooth();
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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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