Decompile fn_21100 (CGameActor::UpdateWorldCell)
Batch #6922 by System4z: 0 byte-identical, 1 confirmed by peer review. - fn_21100 CGameActor::UpdateWorldCell: logic confirmed by peer review Peer-reviewed-by: eAthena, alisonrag 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 17 additions and 0 deletions
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@ -3,6 +3,7 @@
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Client/Session.h"
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#include "Contents/ActorNameCard.h"
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#include "Contents/Actors/ActorStateFlags.h"
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#include "Contents/Actors/GroundScope.h"
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#include "Contents/Actors/MercenaryAI.h"
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@ -11,16 +12,30 @@
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#include "Contents/Jobs/JobInheritance.h"
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#include "Contents/Effects/EffectTypes.h"
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#include "Contents/MapSkyMgr.h"
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#include "Contents/MessageTable.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Render/Renderer.h"
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#include "Resource/Sprites/ActionResource.h"
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#include "UI/Gauges/UIPcGage.h"
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#include "UI/Window/UIWindowMgr.h"
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#include "Utility/Text/FormatString.h"
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#include <cstring>
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#include <windows.h>
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#include <timeapi.h>
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// OFFSET: 0x00CB1930
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// OFFSET: 0x00CB2040
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// FUNCTION: fn_21100
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void CGameActor::UpdateWorldCell() {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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int column;
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int row;
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mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
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mode->SendMsg(0xC, this->render.accountId, column, row, 0);
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}
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// OFFSET: 0x00CA83A0
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// FUNCTION: fn_20988
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CGameActor::CGameActor()
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@ -268,6 +268,8 @@ public:
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void ProcessViewCheck();
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void ProcessActorEffects();
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void UpdateMotionFrame();
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void UpdateDamageMessages();
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void UpdateWorldCell();
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void ProcessHitMessage(CGameObject* sender, const ActorHitInfo* info, int unused1, int unused2);
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int GetEffectCounter(int effectId);
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float GetNameOffset();
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