Decompile 2 functions in Source/Contents/Navigation/NavigationRoute.cpp, Source/UI/Party/UIRegisterPartyWnd.cpp
Batch #17785 by eAthena: 0 byte-identical, 2 confirmed by peer review. - fn_19614 CNavigationManager::DrawRoute: logic confirmed by peer review - fn_09300 UIRegisterPartyWnd::OnCreate: logic confirmed by peer review Peer-reviewed-by: Yommy, alisonrag, cremane Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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2 changed files with 13 additions and 13 deletions
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@ -68,7 +68,7 @@ void CNavigationManager::DrawRoute(const float* matrix) {
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const int lastX = last.x;
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const int lastY = last.y;
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if (minX < lastX && lastX < maxX && minY < lastY && lastY < maxY) {
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if (minX < lastX && maxX > lastX && minY < lastY && maxY > lastY) {
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visible = 1;
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std::uint32_t color;
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if (this->drawDestination && std::strcmp(g_session.m_navigationPlayerMap, this->data.GetInfo()->GetName()) == 0) {
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@ -88,27 +88,26 @@ void CNavigationManager::DrawRoute(const float* matrix) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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if (mode && mode->scene && mode->scene->ground) {
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GroundGeometry* ground = mode->scene->ground;
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const std::string name = FormatOwnedString("유저인터페이스\\navigation_interface3\\location%d.tga", g_locationFrame);
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CTexture* texture = g_texMgr.Load(name.c_str(), 0, false, true, false);
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ground->DrawTerrainOverlay(matrix, lastX, lastY, color, texture);
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ground->DrawTerrainOverlay(
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matrix, lastX, lastY, color,
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g_texMgr.Load(FormatOwnedString("유저인터페이스\\navigation_interface3\\location%d.tga", g_locationFrame).c_str(), 0, false, true, false)
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);
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}
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}
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const DWORD now = timeGetTime();
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const int blink = static_cast<int>((now % 1000) / 100);
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const int blink = static_cast<int>(timeGetTime() % 1000 / 100);
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auto& points = this->movementRoute.points;
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if (points.size() - 1 != 0) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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for (unsigned index = 0; index < points.size() - 1; index += 2) {
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const int x = points[index].x;
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const int y = points[index].y;
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if (minX < x && x < maxX && minY < y && y < maxY) {
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if (minX < x && maxX > x && minY < y && maxY > y) {
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++visible;
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CTexture* texture = g_texMgr.Load(this->labels[points[index + 1].metadata].c_str(), 0, false, true, false);
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constexpr float uv[8] = {0, 0, 1, 0, 0, 1, 1, 1};
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constexpr float uv[8] = {0, 0, 1, 0, 0, 1, 1, 1};
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const std::uint32_t color = blink == static_cast<int>(index) % 10 ? 0xEEFFFFFF : 0x99FFFFFF;
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this->ground->DrawGridDecal(matrix, x, y, color, *texture, uv);
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this->ground->DrawCellDecal(matrix, x, y, color, *texture, uv);
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}
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}
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}
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