Decompile fn_20001 (CEffectPrim::RenderTaperedQuad)

Batch #13194 by cremane: 0 byte-identical, 1 confirmed by peer review.

- fn_20001 CEffectPrim::RenderTaperedQuad: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, gordaoprogramas, Tanke
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-11-06 11:09:43 +00:00
commit 4f7d4f3f00

View file

@ -1736,18 +1736,18 @@ void CEffectPrim::RenderTaperedQuad(matrix& wtm) {
angle3 += 360;
}
vec1.x = dist * g_cosTable[angle1] * g_depthAverageHalf + g_cosTable[angle] * inner;
vec1.x = dist * g_cosTable[angle1] * 0.5f + g_cosTable[angle] * inner;
vec1.y = 0.0f;
vec1.z = dist * g_sinTable[angle1] * g_depthAverageHalf + g_sinTable[angle] * inner;
vec2.x = dist * g_cosTable[angle2] * g_depthAverageHalf + g_cosTable[angle] * inner;
vec1.z = dist * g_sinTable[angle1] * 0.5f + g_sinTable[angle] * inner;
vec2.x = dist * g_cosTable[angle2] * 0.5f + g_cosTable[angle] * inner;
vec2.y = 0.0f;
vec2.z = dist * g_sinTable[angle2] * g_depthAverageHalf + g_sinTable[angle] * inner;
vec3.x = dist * g_cosTable[angle3] * g_depthAverageHalf + g_cosTable[angle] * dist;
vec2.z = dist * g_sinTable[angle2] * 0.5f + g_sinTable[angle] * inner;
vec3.x = dist * g_cosTable[angle3] * 0.5f + g_cosTable[angle] * dist;
vec3.y = 0.0f;
vec3.z = dist * g_sinTable[angle3] * g_depthAverageHalf + g_sinTable[angle] * dist;
vec4.x = dist * g_cosTable[angle4] * g_depthAverageHalf + g_cosTable[angle] * dist;
vec3.z = dist * g_sinTable[angle3] * 0.5f + g_sinTable[angle] * dist;
vec4.x = dist * g_cosTable[angle4] * 0.5f + g_cosTable[angle] * dist;
vec4.y = 0.0f;
vec4.z = dist * g_sinTable[angle4] * g_depthAverageHalf + g_sinTable[angle] * dist;
vec4.z = dist * g_sinTable[angle4] * 0.5f + g_sinTable[angle] * dist;
this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
vec1.x = slot.vecBNow.x + vec1.x;