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).
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1 changed files with 8 additions and 8 deletions
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@ -1736,18 +1736,18 @@ void CEffectPrim::RenderTaperedQuad(matrix& wtm) {
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angle3 += 360;
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}
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vec1.x = dist * g_cosTable[angle1] * g_depthAverageHalf + g_cosTable[angle] * inner;
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vec1.x = dist * g_cosTable[angle1] * 0.5f + g_cosTable[angle] * inner;
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vec1.y = 0.0f;
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vec1.z = dist * g_sinTable[angle1] * g_depthAverageHalf + g_sinTable[angle] * inner;
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vec2.x = dist * g_cosTable[angle2] * g_depthAverageHalf + g_cosTable[angle] * inner;
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vec1.z = dist * g_sinTable[angle1] * 0.5f + g_sinTable[angle] * inner;
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vec2.x = dist * g_cosTable[angle2] * 0.5f + g_cosTable[angle] * inner;
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vec2.y = 0.0f;
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vec2.z = dist * g_sinTable[angle2] * g_depthAverageHalf + g_sinTable[angle] * inner;
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vec3.x = dist * g_cosTable[angle3] * g_depthAverageHalf + g_cosTable[angle] * dist;
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vec2.z = dist * g_sinTable[angle2] * 0.5f + g_sinTable[angle] * inner;
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vec3.x = dist * g_cosTable[angle3] * 0.5f + g_cosTable[angle] * dist;
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vec3.y = 0.0f;
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vec3.z = dist * g_sinTable[angle3] * g_depthAverageHalf + g_sinTable[angle] * dist;
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vec4.x = dist * g_cosTable[angle4] * g_depthAverageHalf + g_cosTable[angle] * dist;
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vec3.z = dist * g_sinTable[angle3] * 0.5f + g_sinTable[angle] * dist;
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vec4.x = dist * g_cosTable[angle4] * 0.5f + g_cosTable[angle] * dist;
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vec4.y = 0.0f;
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vec4.z = dist * g_sinTable[angle4] * g_depthAverageHalf + g_sinTable[angle] * dist;
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vec4.z = dist * g_sinTable[angle4] * 0.5f + g_sinTable[angle] * dist;
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this->Tei_TowardScreen(vec1, vec2, vec3, vec4, this->state.slots[0].alphaT, this->state.slots[1].alphaT);
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vec1.x = slot.vecBNow.x + vec1.x;
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