#include "Contents/Actors/Skill.h" #include "Render/Renderer.h" #include "Render/SpriteGeometry.h" // OFFSET: 0x00E503F0 // FUNCTION: fn_24294 void CSkill::Render(int argument) { if (!this->render.enabled) { this->UpdateTlvertex(reinterpret_cast(argument)); return; } float x; float y; float reciprocalDepth; g_renderer->ProjectViewport(&this->render.position.x, reinterpret_cast(argument), &x, &y, &reciprocalDepth); const float scale = g_renderer->ScaleDistance(reciprocalDepth) / g_heightScale; this->render.unknown_005C = scale; float bounds[5]; bounds[0] = x - (g_renderer->viewport.uiScaleX + g_renderer->viewport.uiScaleX) * scale; bounds[1] = y - (g_renderer->viewport.uiScaleY + g_renderer->viewport.uiScaleY) * scale; bounds[2] = (g_renderer->viewport.uiScaleX + g_renderer->viewport.uiScaleX) * scale + x; bounds[3] = y; bounds[4] = reciprocalDepth; this->SetRenderInfo(bounds, x, y); }