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).
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1 changed files with 6 additions and 1 deletions
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@ -46,6 +46,11 @@ constexpr int LUA_TTABLE = 5;
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#include <string>
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#include <vector>
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using PendingActorNameTree = std::_Tree<std::_Tset_traits<
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std::uint32_t, std::less<std::uint32_t>, std::allocator<std::uint32_t>, false>>;
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extern template std::_Tree_find_result<std::_Tree_node<std::uint32_t, void*>*>
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PendingActorNameTree::_Find_lower_bound<std::uint32_t>(const std::uint32_t&) const;
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struct SkillDelayField {
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int type;
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const char* name;
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@ -345,7 +350,7 @@ void CSession::ResolvePendingActorName(std::uint32_t id, const char* name) {
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return;
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}
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if (this->pendingActorNames.find(id) == this->pendingActorNames.end()) {
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if (this->pendingActorNames.end() == this->pendingActorNames.find(id)) {
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return;
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}
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