Decompile fn_21286 (CGameMode::MarkWorldOcclusion)

Batch #18125 by eAthena: 0 byte-identical, 1 confirmed by peer review.

- fn_21286 CGameMode::MarkWorldOcclusion: logic confirmed by peer review

Peer-reviewed-by: ragnarok-clanker, alisonrag, bibinir
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-11-12 11:42:43 +00:00
commit e7b32e7969

View file

@ -24,18 +24,24 @@ void CGameMode::MarkWorldOcclusion() {
g_renderer->viewport.Ray(screenX, screenY, this->camera->frame.eye, this->camera->frame.inverse.values, ray);
float actorRay[7];
std::memcpy(actorRay, ray, sizeof(ray));
actorRay[0] = ray[0];
actorRay[1] = ray[1];
actorRay[2] = ray[2];
actorRay[3] = ray[3];
actorRay[4] = ray[4];
actorRay[5] = ray[5];
actorRay[6] = (this->scene->player->render.position.y + this->camera->camera.distance) - 16.0f;
query.Collect(ray, &this->scene->spatial);
for (WorldSpatialTree* node : query.nodes) {
for (C3dActor* model : node->objects) {
model->MarkOccluded(actorRay);
for (auto node = query.nodes.begin(); node != query.nodes.end(); ++node) {
for (auto model = (*node)->objects.begin(); model != (*node)->objects.end(); ++model) {
(*model)->MarkOccluded(actorRay);
}
}
if (this->checkGroundAlpha) {
for (WorldSpatialTree* node : query.nodes) {
for (auto it = query.nodes.begin(); it != query.nodes.end(); ++it) {
WorldSpatialTree* node = *it;
int row = node->groundCells[1];
while (row <= node->groundCells[3]) {