From 4f7d4f3f0010f5fa2a47faeb23693cbc78840c64 Mon Sep 17 00:00:00 2001 From: ragnarok-clanker Date: Fri, 6 Nov 2026 11:09:43 +0000 Subject: [PATCH] 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). --- Source/Contents/Effects/EffectPrimitiveArcs.cpp | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/Source/Contents/Effects/EffectPrimitiveArcs.cpp b/Source/Contents/Effects/EffectPrimitiveArcs.cpp index be38d66a..e4bff425 100644 --- a/Source/Contents/Effects/EffectPrimitiveArcs.cpp +++ b/Source/Contents/Effects/EffectPrimitiveArcs.cpp @@ -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;