Decompile 9 functions in Source/Utility/Math/Vector3d.h, Source/Utility/Math/AffineMatrix.h, ...
Batch #1843 by ragnarok-clanker: 1 byte-identical, 8 confirmed by peer review. - fn_02024 ClientRadians: logic confirmed by peer review - fn_17668 WorldScene::GetGameActorByAID: logic confirmed by peer review - fn_21057 CRenderObject::GetTargetPos: logic confirmed by peer review - fn_17667 WorldScene::GetGameActorByAidIncludeMe: logic confirmed by peer review - fn_21290 CGameMode::NotifyItemBounds: logic confirmed by peer review - fn_03089 CEffect::Slot25: logic confirmed by peer review - fn_08405 CellWorldPosition: logic confirmed by peer review - fn_19762 EffectPrimitiveSlot::EffectPrimitiveSlot: byte-identical (already on main) - fn_19865 DrawEffectPrimitive15: logic confirmed by peer review Peer-reviewed-by: Yommy, eAthena, ragnarok-clanker Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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19 changed files with 217 additions and 119 deletions
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@ -1,4 +1,8 @@
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#include "Client/Mode/ActiveGameMode.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Session.h"
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#include "Contents/Actors/RenderObject.h"
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#include "Contents/World/WorldScene.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cmath>
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@ -56,3 +60,27 @@ float CRenderObject::Distance(float x, float y, float z) const {
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const float horizontal = SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
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return SquareRoot(horizontal * horizontal + deltaY * deltaY);
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}
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// OFFSET: 0x00CAD9E0
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// FUNCTION: fn_21057
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bool CRenderObject::GetTargetPos(std::uint32_t targetAid, vector3d& targetPos) const {
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const WorldScene* world = static_cast<CGameMode*>(g_world.ActiveGameMode())->scene;
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const CRenderObject* player = reinterpret_cast<const CRenderObject*>(world->player);
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if (targetAid == g_session.m_aid) {
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targetPos = {player->render.position[0], player->render.position[1], player->render.position[2]};
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return true;
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}
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if (const CRenderObject* actor = world->GetGameActorByAID(targetAid)) {
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targetPos = {actor->render.position[0], actor->render.position[1], actor->render.position[2]};
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return true;
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}
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const float* position = this->render.position;
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targetPos = {
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position[0] - (player->render.position[0] - position[0]), position[1] - (player->render.position[1] - position[1]),
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position[2] - (player->render.position[2] - position[2])
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};
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return false;
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}
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