Restore translation-unit ownership and publish verified source corrections

Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas.

449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
This commit is contained in:
ragnarok-clanker 2026-10-25 15:42:21 +00:00
commit e168b4e4a6
326 changed files with 9538 additions and 3481 deletions

View file

@ -1,17 +1,47 @@
#include "Client/Application/ErrorDialog.h"
#include "Render/Textures/Texture.h"
#include "Render/Textures/TextureCache.h"
#include "Resource/Bitmap/BitmapResource.h"
#include "Resource/Models/ModelResource.h"
#include "Resource/ResourceByteReader.h"
#include <algorithm>
#include <cstring>
namespace {
// INLINED
std::string ReadName(ResourceByteReader& input) {
unsigned bytes = 0;
input.Read(&bytes, 4);
char name[40]{};
input.Read(name, bytes);
return name;
}
void ReadKeys(ResourceByteReader& input, std::vector<ModelRotationKey>& keys, bool scale) {
int count = 0;
input.Read(&count, 4);
for (int index = 0; index < count; ++index) {
ModelRotationKey key;
if (scale) {
key = {0, {0, 0, 0, 1}};
}
input.Read(&key, sizeof(key));
keys.push_back(key);
}
}
}
// OFFSET: 0x00751ED0
// FUNCTION: fn_07953
// FUNCTION: fn_07984
C3dModelResV2::C3dModelResV2(ModelResourceContext& context) : C3dModelRes(context), framesPerSecond(0.0f), animationLength(0) {
}
// OFFSET: 0x00752190
// FUNCTION: fn_07955
// INLINED
C3dModelResV2::~C3dModelResV2() = default;
// OFFSET: 0x00751ED0
@ -60,12 +90,118 @@ bool C3dModelResV2::Load(const char* name) {
return true;
}
// INLINED
inline void C3dModelResV2::ReadNode(ResourceByteReader& input, unsigned minor, const std::vector<std::string>& textureNames) {
auto node = std::make_unique<ModelNode>(this->m_context->textures);
node->model = this;
node->mesh = std::make_unique<ModelMesh>();
node->name = ReadName(input);
node->parentName = ReadName(input);
int textureCount = 0;
input.Read(&textureCount, 4);
for (int index = 0; index < textureCount; ++index) {
std::string name;
if (minor < 3) {
int texture = 0;
input.Read(&texture, 4);
name = textureNames[texture];
} else {
name = ReadName(input);
}
CTexture* texture = this->m_context->textures.Load(name.c_str(), 0, false, true, false);
node->textures.push_back(texture);
if (texture) {
texture->Retain();
}
}
input.Read(node->transform, sizeof(node->transform));
ModelMesh& mesh = *node->mesh;
unsigned vertexCount = 0;
input.Read(&vertexCount, 4);
mesh.vertices.resize(vertexCount);
input.Read(mesh.vertices.data(), vertexCount * 12u);
unsigned textureVertexCount = 0;
input.Read(&textureVertexCount, 4);
mesh.textureVertices.resize(textureVertexCount);
input.Read(mesh.textureVertices.data(), textureVertexCount * 12u);
int faceCount = 0;
input.Read(&faceCount, 4);
mesh.faces.resize(static_cast<unsigned>(faceCount));
for (ModelFace& face : mesh.faces) {
std::vector<unsigned char> bytes;
unsigned char fixed[24];
const unsigned char* record;
unsigned size;
if (minor == 1) {
input.Read(fixed, sizeof(fixed));
record = fixed;
size = sizeof(fixed);
} else {
size = 0;
input.Read(&size, 4);
bytes.resize(size);
input.Read(bytes.data(), size);
record = bytes.data();
}
std::memcpy(face.vertices, record, sizeof(face.vertices));
std::memcpy(face.textureVertices, record + 6, sizeof(face.textureVertices));
std::memcpy(&face.texture, record + 12, sizeof(face.texture));
std::memcpy(&face.twoSided, record + 16, sizeof(face.twoSided));
const unsigned groups = (size - 20u) / 4u;
face.smoothing.resize(groups);
std::memcpy(face.smoothing.data(), record + 20, groups * 4u);
}
// INLINED
std::sort(mesh.faces.begin(), mesh.faces.end(), [](const ModelFace& a, const ModelFace& b) { return a.texture < b.texture; });
mesh.CalculateNormals();
ReadKeys(input, node->scaleKeys, false);
ReadKeys(input, node->rotationKeys, true);
ReadKeys(input, node->positionKeys, false);
if (minor == 3) {
int textureAnimations = 0;
input.Read(&textureAnimations, 4);
for (int index = 0; index < textureAnimations; ++index) {
int texture = 0;
input.Read(&texture, 4);
ModelTextureChannels channels;
int channelCount = 0;
input.Read(&channelCount, 4);
for (int channel = 0; channel < channelCount; ++channel) {
int id = 0;
int keyCount = 0;
input.Read(&id, 4);
input.Read(&keyCount, 4);
for (int key = 0; key < keyCount; ++key) {
ModelTextureKey value;
input.Read(&value, sizeof(value));
channels[id].push_back(value);
}
}
node->textureKeys[texture] = std::move(channels);
}
}
this->meshes[node->name] = node->mesh.get();
this->nodes.push_back(node.release());
}
// OFFSET: 0x00759ED0
// FUNCTION: fn_08020
// OFFSET: 0x0075AB20
// FUNCTION: fn_08021
// OFFSET: 0x0075B8E0
// FUNCTION: fn_08022
void C3dModelResV2::ReadVersion(ResourceByteReader& input, unsigned minor) {
input.Read(&this->animationLength, 4);
input.Read(&this->shade, 4);