Decompile fn_24238 (CSession::ResolvePendingActorName)

Batch #16994 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_24238 CSession::ResolvePendingActorName: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, Yommy, Toshiro
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 2026-11-11 12:20:23 +00:00
commit 656d04325a

View file

@ -46,6 +46,11 @@ constexpr int LUA_TTABLE = 5;
#include <string>
#include <vector>
using PendingActorNameTree = std::_Tree<std::_Tset_traits<
std::uint32_t, std::less<std::uint32_t>, std::allocator<std::uint32_t>, false>>;
extern template std::_Tree_find_result<std::_Tree_node<std::uint32_t, void*>*>
PendingActorNameTree::_Find_lower_bound<std::uint32_t>(const std::uint32_t&) const;
struct SkillDelayField {
int type;
const char* name;
@ -345,7 +350,7 @@ void CSession::ResolvePendingActorName(std::uint32_t id, const char* name) {
return;
}
if (this->pendingActorNames.find(id) == this->pendingActorNames.end()) {
if (this->pendingActorNames.end() == this->pendingActorNames.find(id)) {
return;
}