Maintenance: Link-completeness fixes so the whole client links into one executable (all units in data/compile.json plus exe-only thir

Batch #13186 by ragnarok-clanker: forced by an admin (40 lower score(s), 206 changed function(s)); checked with 620 compiled unit(s), including every includer of Source/Archive/GPak.h, Source/Client/Mode/CGameMode.h, Source/Client/Mode/CLoginMode.h, Source/Client/Session.h, Source/Client/Stove/StoveMgr.h, Source/Client/Stove/StovePCSDK.h, Source/Client/Timer.h, Source/Contents/Actors/GameActor.h, Source/Contents/Actors/RenderObject.h, Source/Contents/CashEmotionMgr.h, Source/Contents/Configuration/ServiceOptions.h, Source/Contents/Skills/SkillTreeScript.h, Source/Render/DX9/D3DX9Runtime.h, Source/Resource/GifResource.h, Source/UI/AdventureGuide/UIAdventureGuide.h, Source/UI/Cooldowns/CooldownOwner.h, Source/UI/Edit/UIEditBoxEx.h, Source/UI/Lists/UIListBoxTemplate.h, Source/UI/Quest/UIRenewQuestUI.h, Source/UI/Rodex/UIRodexComposeWnd.h, Source/UI/Text/UITextViewerControl.h, Source/UI/UIBroadcastBalloon.h, Source/UI/UICaptchaRegisterWnd.h, Source/UI/UIMacroDetectorWnd.h, Source/UI/UIReputeWnd.h, Source/UI/Window/UIRegisterMgr.h, Source/UI/Window/UISecondCostumeWnd.h, Source/UI/Window/UISelCharForUServerWnd.h, Source/UI/Window/UIWindow.h, Source/UI/Window/UIWindowMgr.h, Source/Utility/EncryptedName.h.
This commit is contained in:
ragnarok-clanker 2026-11-06 10:56:48 +00:00
commit fec919b88e
110 changed files with 1184 additions and 940 deletions

View file

@ -470,7 +470,7 @@ void CSpriteEffect::Slot03() {
case 0x46A: {
int height = 8;
if (CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor))) {
height = static_cast<int>(actor->sub_CAD4B0() + 8.0f);
height = static_cast<int>(actor->GetNameOffset() + 8.0f);
}
particle->position.x = this->position[0];
@ -496,7 +496,7 @@ void CSpriteEffect::Slot03() {
case 0x488: {
int height = 25;
if (CGameActor* actor = static_cast<CGameActor*>(FindRenderObject(this->actor))) {
height = static_cast<int>(actor->sub_CAD4B0() + 25.0f);
height = static_cast<int>(actor->GetNameOffset() + 25.0f);
}
particle->position.x = this->position[0];
@ -512,7 +512,7 @@ void CSpriteEffect::Slot03() {
break;
}
const int height = static_cast<int>(actor->sub_CAD4B0() + 8.0f);
const int height = static_cast<int>(actor->GetNameOffset() + 8.0f);
particle->position.x = this->position[0];
particle->position.y = this->position[1] - static_cast<float>(height);
particle->position.z = this->position[2];
@ -524,7 +524,7 @@ void CSpriteEffect::Slot03() {
break;
}
const int height = static_cast<int>(actor->sub_CAD4B0() + 3.0f);
const int height = static_cast<int>(actor->GetNameOffset() + 3.0f);
particle->position.x = this->position[0];
particle->position.y = this->position[1] - static_cast<float>(height);
particle->position.z = this->position[2];
@ -537,7 +537,7 @@ void CSpriteEffect::Slot03() {
break;
}
const int height = static_cast<int>(actor->sub_CAD4B0());
const int height = static_cast<int>(actor->GetNameOffset());
particle->position.x = this->position[0];
particle->position.y = this->position[1] - static_cast<float>(height);
particle->position.z = this->position[2];
@ -549,7 +549,7 @@ void CSpriteEffect::Slot03() {
break;
}
const float height = actor->sub_CAD4B0();
const float height = actor->GetNameOffset();
const float offset = g_session.IsDoramJob(actor->GetEffectiveJob(-1)) ? height + 13.7f : height + 17.0f;
particle->position.x = this->position[0];
particle->position.y = this->position[1] - offset;
@ -575,7 +575,7 @@ void CSpriteEffect::Slot03() {
break;
}
const float height = actor->sub_CAD4B0();
const float height = actor->GetNameOffset();
particle->position.x = this->position[0];
particle->position.y = this->position[1] - height;
particle->position.z = this->position[2];