Reconstruct readable C++ and organize cohesive source subsystems
Administrative source import: native x86 compilation passed for 423 authored units. Source placement and submission states are migrated separately; this commit does not imply peer acceptance.
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Payload SHA256: 592f016d2730c5593bb653aa054c1e5f76a6df72c8f5a09e66f74876e2e33dee
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35d2a8cb36
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890 changed files with 11796 additions and 16664 deletions
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#include "Contents/GameObject.h"
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#include <bit>
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#include <emmintrin.h>
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namespace {
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// STATIC: 0x0135EF80
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// GLOBAL: gl_21923
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std::uint64_t nextIdentity = 0;
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}
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// OFFSET: 0x00CA8600
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// FUNCTION: fn_20989
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CGameObject::CGameObject() : identity(++nextIdentity) {
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}
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// OFFSET: 0x00CA8EC0
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// FUNCTION: fn_20995
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// OFFSET: 0x00CA9230
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CGameObject::~CGameObject() = default;
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// OFFSET: 0x00CAFD20
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// FUNCTION: fn_21087
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bool CGameObject::Update() {
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return true;
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}
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// OFFSET: 0x00CBF850
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// FUNCTION: fn_21113
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void CGameObject::
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SendObjectMessage(CGameObject*, int, int, int, int, int, int, int, int, int, int, int, int, int, int) {
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}
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// OFFSET: 0x00CB20A0
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// FUNCTION: fn_21101
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void CGameObject::Draw(int) {
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}
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// OFFSET: 0x00CAB920
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// FUNCTION: fn_21031
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int CGameObject::Direction(float angle, const CameraDirectionContext& camera) {
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if (camera.modeType != 1) {
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return 0;
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}
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const float negative = -(*camera.cameraAngle);
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float relative = negative - angle;
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while (relative < 0) {
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relative += 360.0f;
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}
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while (relative >= 360.0f) {
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relative -= 360.0f;
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}
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return _mm_cvttss_si32(_mm_div_ss(_mm_set_ss(relative), _mm_set_ss(45.0f)));
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}
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