Batch #1949 by ragnarok-clanker: 1 byte-identical, 3 confirmed by peer review. - fn_21086 RenderObjectState::Reset: logic confirmed by peer review - fn_19865 DrawEffectPrimitive15: logic confirmed by peer review - fn_19762 EffectPrimitiveSlot::EffectPrimitiveSlot: byte-identical (already on main) - fn_20088 UpdatePartyEffect: logic confirmed by peer review Peer-reviewed-by: Yommy Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
#include "Client/Mode/ActiveGameMode.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Session.h"
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#include "Contents/Actors/RenderObject.h"
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#include "Contents/World/WorldScene.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cmath>
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// OFFSET: 0x00CA9580
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// FUNCTION: fn_21007
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float __stdcall CRenderObject::Heading(float x, float z, float targetX, float targetZ) {
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const float deltaX = targetX - x;
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const float deltaZ = targetZ - z;
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float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
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if (angle >= 360.0f) {
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angle -= 360.0f;
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}
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if (angle < 0.0f) {
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angle += 360.0f;
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}
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return angle;
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}
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// OFFSET: 0x00CA9610
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// FUNCTION: fn_21008
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void CRenderObject::Face(float x, float z) {
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const float deltaX = x - this->render.position.x;
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const float deltaZ = z - this->render.position.z;
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if (deltaX != 0.0f || deltaZ != 0.0f) {
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float angle = (static_cast<float>(std::atan2(static_cast<double>(deltaX), static_cast<double>(-deltaZ))) / 3.141592f) * 180.0f;
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this->render.angle = angle;
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if (angle >= 360.0f) {
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angle -= 360.0f;
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this->render.angle = angle;
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}
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if (angle < 0.0f) {
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this->render.angle = angle + 360.0f;
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}
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}
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}
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// OFFSET: 0x00CA96C0
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// FUNCTION: fn_21009
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float CRenderObject::HorizontalDistance(float x, float z) const {
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const float deltaX = x - this->render.position.x;
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const float deltaZ = z - this->render.position.z;
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return SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
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}
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// OFFSET: 0x00CA9700
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// FUNCTION: fn_21010
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float CRenderObject::Distance(float x, float y, float z) const {
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const float deltaX = x - this->render.position.x;
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const float deltaZ = z - this->render.position.z;
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const float deltaY = y - this->render.position.y;
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const float horizontal = SquareRoot(deltaZ * deltaZ + deltaX * deltaX);
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return SquareRoot(horizontal * horizontal + deltaY * deltaY);
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}
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// OFFSET: 0x00CAD9E0
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// FUNCTION: fn_21057
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bool CRenderObject::GetTargetPos(std::uint32_t targetAid, vector3d& targetPos) const {
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const WorldScene* world = static_cast<CGameMode*>(g_world.ActiveGameMode())->scene;
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const CRenderObject* player = reinterpret_cast<const CRenderObject*>(world->player);
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if (targetAid == g_session.m_aid) {
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targetPos = {player->render.position.x, player->render.position.y, player->render.position.z};
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return true;
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}
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if (const CRenderObject* actor = world->GetGameActorByAID(targetAid)) {
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targetPos = {actor->render.position.x, actor->render.position.y, actor->render.position.z};
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return true;
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}
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const vector3d& position = this->render.position;
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targetPos = {
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position.x - (player->render.position.x - position.x), position.y - (player->render.position.y - position.y),
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position.z - (player->render.position.z - position.z)
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};
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return false;
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}
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