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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@ -40,7 +40,7 @@ void DrawEffectPrimitive15(EffectPrimitiveState& particle, const RenderObjectSta
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const float bottomY = bottom * matrix[4] + zeroY;
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const float bottomZ = bottom * matrix[5] + zeroZ;
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const EffectVector3 corners[4] = {
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const vector3d corners[4] = {
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{(rightX + topX) + matrix[9], (rightY + topY) + matrix[10], (rightZ + topZ) + matrix[11]},
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{(leftX + topX) + matrix[9], (leftY + topY) + matrix[10], (leftZ + topZ) + matrix[11]},
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{(bottomX + rightX) + matrix[9], (bottomY + rightY) + matrix[10], (bottomZ + rightZ) + matrix[11]},
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@ -57,7 +57,7 @@ void DrawEffectPrimitive15(EffectPrimitiveState& particle, const RenderObjectSta
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RenderTriangle& triangle = particle.triangles[triangleIndex];
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for (unsigned vertexIndex = 0; vertexIndex < 3; ++vertexIndex) {
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const EffectVector3& corner = corners[indices[triangleIndex][vertexIndex]];
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const vector3d& corner = corners[indices[triangleIndex][vertexIndex]];
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const float position[3] = {corner.x + render.position[0], corner.y + render.position[1], corner.z + render.position[2]};
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RenderVertex projected{0, 0, 0, 0, 0, 0xFF000000u, 0, 0};
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context.projection.Project(position, context.cameraMatrix, projected);
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