Decompile fn_10109 (CCharacterRender::DrawShadow)
Batch #15754 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_10109 CCharacterRender::DrawShadow: logic confirmed by peer review Peer-reviewed-by: eAthena, bgamez23 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 4 additions and 4 deletions
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@ -17,15 +17,16 @@
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// OFFSET: 0x00811C10
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// FUNCTION: fn_10109
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__declspec(safebuffers) RenderPrimitive* CCharacterRender::DrawShadow(const float* matrix, float scale) const {
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if (scale == 0.0f || !g_modeMgr.GetGameMode() || !static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene) {
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if (0.0f == scale || !g_modeMgr.GetGameMode() || !static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene) {
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return nullptr;
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}
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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const float* origin = reinterpret_cast<const float*>(&this->positionX);
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const float height = mode->scene->terrain->Height(origin[0], origin[2]);
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float position[3];
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position[0] = origin[0];
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position[1] = mode->scene->terrain->Height(origin[0], origin[2]);
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position[1] = height;
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position[2] = origin[2];
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const float depth = position[0] * matrix[2] + position[1] * matrix[5] + position[2] * matrix[8] + matrix[11];
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@ -62,8 +63,7 @@ __declspec(safebuffers) RenderPrimitive* CCharacterRender::DrawShadow(const floa
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return nullptr;
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}
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quad.color = static_cast<std::uint32_t>(((static_cast<std::uint32_t>(cell.color >> 24) << 8 | (cell.color & 0xFF)) << 8 | (cell.color >> 8 & 0xFF)) << 8) |
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(cell.color >> 16 & 0xFF);
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quad.color = (((((((cell.color >> 24) & 0xFF) << 8) + (cell.color & 0xFF)) << 8) + ((cell.color >> 8) & 0xFF)) << 8) + ((cell.color >> 16) & 0xFF);
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quad.bottomRhw = 1.0f / (depth - (quad.bottom - screenY) * g_cotangent) + 0.00001f;
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quad.topRhw = 1.0f / (depth - (quad.top - screenY) * g_cotangent) + 0.00001f;
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quad.angle = static_cast<float>(cell.rotation);
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