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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@ -1,4 +1,4 @@
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#include "Contents/Actors/SpriteDrawingPolicy.h"
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#include "Contents/Actors/CharacterRender.h"
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#include "Client/Session.h"
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#include "Contents/Camera/Camera.h"
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#include "Render/SpriteGeometry.h"
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@ -11,7 +11,7 @@ float g_cameraDistance = 300.0f;
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// OFFSET: 0x0080DAA0
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// FUNCTION: fn_10103
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void SpriteDrawingPolicy::OffsetLayerDepth(int layer, SpriteCellQuad& quad, float bottomDepth, float topDepth) const {
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void CCharacterRender::OffsetLayerDepth(int layer, SpriteCellQuad& quad, float bottomDepth, float topDepth) const {
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switch (layer) {
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case 2:
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if (g_cameraDistance < robeTopLayerThreshold) {
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@ -44,13 +44,13 @@ void SpriteDrawingPolicy::OffsetLayerDepth(int layer, SpriteCellQuad& quad, floa
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// OFFSET: 0x0080E4D0
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// FUNCTION: fn_10107
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void AccessoryLayerDepth::OffsetLayerDepth(int layer, SpriteCellQuad& quad, float bottomDepth, float topDepth) const {
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void CCharacterRender::OffsetAccessoryLayerDepth(int layer, SpriteCellQuad& quad, float bottomDepth, float topDepth) const {
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float bottom = bottomDepth;
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float top = topDepth;
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switch (layer) {
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case 1:
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if (this->topAccessory == 1095) {
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if (this->unknown_002C == 1095) {
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if (g_cameraDistance < 32.0f) {
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bottom = bottomDepth - 0.000008f;
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top = topDepth - 0.000008f;
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@ -64,7 +64,7 @@ void AccessoryLayerDepth::OffsetLayerDepth(int layer, SpriteCellQuad& quad, floa
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}
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break;
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case 2:
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switch (this->bottomAccessory) {
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switch (this->unknown_0028) {
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case 1041:
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case 1358:
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case 1478:
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@ -112,7 +112,7 @@ void AccessoryLayerDepth::OffsetLayerDepth(int layer, SpriteCellQuad& quad, floa
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}
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break;
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case 4:
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if (this->topAccessory == 1485) {
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if (this->unknown_002C == 1485) {
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if (g_cameraDistance < robeTopLayerThreshold) {
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bottom = 0.00035f + bottomDepth;
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top = 0.0006f + topDepth;
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@ -121,7 +121,7 @@ void AccessoryLayerDepth::OffsetLayerDepth(int layer, SpriteCellQuad& quad, floa
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top = 0.00015f + topDepth;
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}
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} else {
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switch (this->middleAccessory) {
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switch (this->unknown_0030) {
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case 1318:
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if (g_cameraDistance < robeTopLayerThreshold) {
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bottom = 0.00025f + bottomDepth;
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@ -172,7 +172,7 @@ void AccessoryLayerDepth::OffsetLayerDepth(int layer, SpriteCellQuad& quad, floa
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bool enabled = false;
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double nearOffset = 0.0;
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double farOffset = 0.0;
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g_session.m_hotkeyScript->Call("OffsetItemPos_GetUppingBottomItem", "d>bll", this->bottomAccessory, &enabled, &nearOffset, &farOffset);
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g_session.m_hotkeyScript->Call("OffsetItemPos_GetUppingBottomItem", "d>bll", this->unknown_0028, &enabled, &nearOffset, &farOffset);
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if (layer == 2 && enabled) {
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if (nearOffset == 0.0) {
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