Decompile fn_21317 (CGameMode::NewActor)
Batch #9414 by secret: 0 byte-identical, 1 confirmed by peer review. - fn_21317 CGameMode::NewActor: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, gordaoprogramas, Montyla Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
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4 changed files with 95 additions and 57 deletions
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@ -3,7 +3,7 @@
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#include "Client/Replay.h"
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#include "Client/ReplayPacketRecorder.h"
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#include "Client/Session.h"
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#include "Contents/Actors/GameActor.h"
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#include "Contents/Actors/Npc.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Configuration/ServiceConfiguration.h"
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@ -33,7 +33,7 @@
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#include "UI/Window/UIWindow.h"
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#include "UI/Window/UIWindowMgr.h"
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#include "UI/Window/WindowDialogs.h"
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#include "Utility/Math/Vector3d.h"
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#include "Contents/Actors/GrannyGameActor.h"
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#include "Utility/Text/FormatString.h"
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#include "Client/Application/Launcher.h"
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#include "UI/Text/NavigationLink.h"
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@ -3906,3 +3906,20 @@ void CGameMode::ReceiveSkillList(int packetType, const std::vector<SkillListEntr
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}
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// OFFSET: 0x00CE2880
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// OFFSET: 0x00CDD6B0
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// FUNCTION: fn_21317
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CGameActor* CGameMode::NewActor(int job) {
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CGameActor* actor;
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if (IsPlayerJob(job)) {
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actor = new CCharacterNpc;
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} else {
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const char* jobName = g_session.GetJobName(job, -1);
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if (std::strstr(jobName, ".gr2") != nullptr) {
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actor = new C3dGrannyGameActor(jobName);
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} else {
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actor = new CNpc;
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}
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}
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return actor;
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}
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