#include "Client/Mode/ActiveGameMode.h" #include "Client/Mode/CGameMode.h" #include "Contents/Actors/RenderObject.h" #include "Contents/NavigationManager.h" #include "Contents/World/WorldScene.h" // OFFSET: 0x00B961E0 // FUNCTION: fn_19581 bool CNavigationManager::PlayerCell(int* column, int* row) { CGameMode* mode = static_cast(g_world.ActiveGameMode()); if (mode == nullptr) { return false; } mode->PlayerCell(column, row); return true; } // OFFSET: 0x00CD5510 // FUNCTION: fn_21282 void CGameMode::PlayerCell(int* column, int* row) const { const auto* player = reinterpret_cast(this->scene->player); this->WorldCell(player->render.position.x, player->render.position.z, *column, *row); }