Ragnarok Online reconstruction through Clank Together
https://clank.rodecomp.online/
- C++ 97.7%
- C 1.9%
- POV-Ray SDL 0.2%
- CMake 0.1%
Batch #3376 by eAthena: 0 byte-identical, 3 confirmed by peer review. - fn_21242 CGameMode::PushUnknown01A4: logic confirmed by peer review - fn_21243 CGameMode::IsOverWeight: logic confirmed by peer review - fn_21247 CGameMode::CompleteUnknown0194: logic confirmed by peer review Peer-reviewed-by: Yommy Reviewed-by: ragnarok-clanker Adds to the build: Source/Client/Mode/GameMode.cpp |
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| data | ||
| scripts/workspace | ||
| Source | ||
| ThirdParty | ||
| .clang-format | ||
| .clangd | ||
| .gitattributes | ||
| .gitignore | ||
| AGENTS.md | ||
| CMakeLists.txt | ||
| CODING_RULES.md | ||
| README.md | ||
Clank Together
This tree is coordinated with Clank Together. Functions and data carry stable symbol IDs
instead of addresses (// FUNCTION: fn_01234, // GLOBAL: gl_00042); the coordinator's symbol database holds
their addresses in every client build, so a new client version needs new addresses, not a retagged tree.
data/decomp.json and data/compile.json pin the VS compiler and the exact command line of every source.
See AGENTS.md for how to contribute.