rodecomp/Source/Contents/Actors/GameObject.cpp
ragnarok-clanker 1d56bafa92 Decompile fn_21104 (CGameActor::RenderMercenary)
Batch #3988 by Yommy: 0 byte-identical, 1 confirmed by peer review.

- fn_21104 CGameActor::RenderMercenary: logic confirmed by peer review

Peer-reviewed-by: willerthal, superintelligence
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-30 00:31:39 +00:00

724 lines
24 KiB
C++

#include "Contents/Actors/GameObject.h"
#include "Contents/Actors/GameActor.h"
#include "Client/Mode/ModeMgr.h"
#include "Client/Mode/CGameMode.h"
#include "Contents/Camera/Camera.h"
#include "Client/Replay.h"
#include "Client/Session.h"
#include "Contents/Jobs/JobInheritance.h"
#include "Contents/World/World.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/Configuration/ServiceConfiguration.h"
#include "Render/DeviceContext/DCSurface.h"
#include "Render/Projection/RendererViewport.h"
#include "Render/Renderer.h"
#include "Render/SpriteGeometry.h"
#include "Render/SpriteQuad.h"
#include "Render/TextureQuad.h"
#include "Render/Textures/SpriteAtlas.h"
#include "Render/Textures/Texture.h"
#include "Resource/PaletteResource.h"
#include "Resource/ResourceMgr.h"
#include "Resource/Sprites/ActionResource.h"
#include "Resource/Sprites/SpriteResource.h"
#include "Resource/World/TerrainResource.h"
#include "Render/Textures/SpritePixels.h"
#include "Utility/Math/AffineMatrix.h"
#include "Utility/Math/ScalarConversion.h"
#include <cstdio>
namespace {
// STATIC: 0x0135EF80
// GLOBAL: gl_21923
std::uint64_t nextIdentity = 0;
}
// GLOBAL: gl_24538
float g_cotangent = 0.16f;
// OFFSET: 0x00CA8600
// FUNCTION: fn_20989
CGameObject::CGameObject() : identity(++nextIdentity) {
}
// OFFSET: 0x00CA8EC0
// OFFSET: 0x00CA9230
// FUNCTION: fn_20995
CGameObject::~CGameObject() = default;
// OFFSET: 0x00CAFD20
// FUNCTION: fn_21087
bool CGameObject::OnProcess() {
return true;
}
// OFFSET: 0x00CBF850
// FUNCTION: fn_21113
void CGameObject::SendMsg(CGameObject*, int, int, int, int, int, int, int, int, int, int, int, int, int, int) {
}
// OFFSET: 0x00CB20A0
// FUNCTION: fn_21101
void CGameObject::Render(int) {
}
// OFFSET: 0x00CABF10
// FUNCTION: fn_21041
int CGameObject::GetDir(float rot) {
CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
int longitude = 0;
if (gameMode) {
longitude = static_cast<int>(-gameMode->camera->camera.yaw - rot);
while (longitude < 0) {
longitude += 360;
}
while (longitude >= 360) {
longitude -= 360;
}
}
return longitude;
}
// OFFSET: 0x00CAB740
// FUNCTION: fn_21029
int CGameObject::Get8Dir2(float rot, int flag) {
CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
if (!gameMode) {
return 0;
}
float relative = -gameMode->camera->camera.yaw - rot;
while (relative < 0.0f) {
relative += 360.0f;
}
while (relative >= 360.0f) {
relative -= 360.0f;
}
if (flag != 0) {
if (relative < 22.5f || relative > 337.5f) {
return 0;
}
return static_cast<int>((static_cast<double>(relative) + 22.5) / 45.0);
}
return static_cast<int>(relative / 45.0f);
}
// OFFSET: 0x00CAB7F0
// FUNCTION: fn_21030
int CGameActor::Get8Dir(float angle) {
CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
if (!gameMode) {
return 0;
}
float relative = -gameMode->camera->camera.yaw - angle;
while (relative < 0.0f) {
relative += 360.0f;
}
while (relative >= 360.0f) {
relative -= 360.0f;
}
if ((IsPlayerJob(this->GetEffectiveJob(-1)) && (this->render.animation == 0 || this->render.animation == 8 || this->render.animation == 16)) ||
(this->GetEffectiveJob(-1) > 45 && this->GetEffectiveJob(-1) < 1000 && this->render.animation == 0) ||
(g_session.IsSkillIdInRange6018(this->GetEffectiveJob(-1)) &&
(this->render.animation == 0 || this->render.animation == 8 || this->render.animation == 16))) {
if (relative < 22.5f || relative > 337.5f) {
return 0;
}
return static_cast<int>((static_cast<double>(relative) + 22.5) / 45.0);
}
return static_cast<int>(relative / 45.0f);
}
// OFFSET: 0x00CAB920
// FUNCTION: fn_21031
int CGameObject::Get8Dir(float angle) {
CGameMode* gameMode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
if (!gameMode) {
return 0;
}
float relative = -gameMode->camera->camera.yaw - angle;
while (relative < 0.0f) {
relative += 360.0f;
}
while (relative >= 360.0f) {
relative -= 360.0f;
}
return static_cast<int>(relative / 45.0f);
}
// OFFSET: 0x00CB20B0
// FUNCTION: fn_21102
void CRenderObject::Render(int argument) {
if (this->render.visible != 0) {
this->DrawShadow(argument, this->render.scale);
this->DrawSprite(argument, false, 0.0f);
}
}
// OFFSET: 0x00CB20F0
// OFFSET: 0x00CB2830
// FUNCTION: fn_21104
void CGameActor::RenderMercenary(const float* matrix, int job) {
const float* origin = &this->render.position.x;
float position[3];
position[0] = origin[0] * matrix[0] + origin[1] * matrix[3] + origin[2] * matrix[6] + matrix[9];
position[1] = origin[0] * matrix[1] + origin[1] * matrix[4] + origin[2] * matrix[7] + matrix[10];
position[2] = origin[0] * matrix[2] + origin[1] * matrix[5] + origin[2] * matrix[8] + matrix[11];
float x;
float y;
float reciprocalDepth;
g_renderer->ProjectViewport(origin, matrix, &x, &y, &reciprocalDepth);
const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
this->render.unknown_005C = distanceScale / g_heightScale;
const float scale =
g_renderer->UiScaleX() * (static_cast<float>(static_cast<int>(this->render.unknown_0078)) * this->render.scale) * this->render.unknown_005C;
char path[256];
char accessory[256];
const ActionFrame* bodyFrame;
const ActionFrame* headFrame;
int headOffsetX;
int headOffsetY;
int accessoryOffsetX;
int accessoryOffsetY;
for (unsigned char layer = 0; layer < 8; ++layer) {
int offsetX = 0;
int offsetY = 0;
if (layer >= 5 && job != 0x178A && job != 0x1794 && job != 0x179E) {
continue;
}
CSprRes* sprite;
CActRes* action;
const ActionFrame* frame;
if (layer == 0) {
sprite = this->render.sprite;
action = this->render.action;
frame = &action->Frame(this->render.previousAnimation, this->render.curMotion);
if (this->render.previousAnimation < 8) {
frame = &action->Frame(this->render.previousAnimation, 0);
}
bodyFrame = frame;
} else if (layer == 1) {
const int head = job % 23 + 1;
const char* actionName;
const char* spriteName;
if (job >= 0x1781 && job <= 0x178A) {
spriteName = "인간족\\머리통\\여\\%d_여.spr";
actionName = "인간족\\머리통\\여\\%d_여.act";
} else {
spriteName = "인간족\\머리통\\남\\%d_남.spr";
actionName = "인간족\\머리통\\남\\%d_남.act";
}
std::sprintf(path, actionName, head);
action = static_cast<CActRes*>(ResourceMgr::Instance().Load(path));
std::sprintf(path, spriteName, head);
sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load(path));
frame = &action->Frame(this->render.previousAnimation, this->render.curMotion);
if (this->render.previousAnimation < 8) {
frame = &action->Frame(this->render.previousAnimation, 0);
}
headFrame = frame;
if (headFrame->anchorCount != 0 && bodyFrame->anchorCount != 0 && headFrame->anchors[0].unknown_0008 == bodyFrame->anchors[0].unknown_0008) {
headOffsetX = bodyFrame->anchors[0].x - headFrame->anchors[0].x;
headOffsetY = bodyFrame->anchors[0].y - headFrame->anchors[0].y;
}
offsetX = headOffsetX;
offsetY = headOffsetY;
} else if (layer == 2) {
const char* actionName;
const char* spriteName;
if (job >= 0x1781 && job <= 0x178A) {
spriteName = "인간족\\용병\\활용병_활.spr";
actionName = "인간족\\용병\\활용병_활.act";
} else if (job >= 0x178B && job <= 0x1794) {
spriteName = "인간족\\용병\\창용병_창.spr";
actionName = "인간족\\용병\\창용병_창.act";
} else {
spriteName = "인간족\\용병\\검용병_검.spr";
actionName = "인간족\\용병\\검용병_검.act";
}
std::sprintf(path, actionName);
action = static_cast<CActRes*>(ResourceMgr::Instance().Load(path));
std::sprintf(path, spriteName);
sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load(path));
frame = &action->Frame(this->render.previousAnimation, this->render.curMotion);
} else if (layer == 3) {
if (job >= 0x1781 && job <= 0x178A) {
continue;
}
const char* actionName;
const char* spriteName;
if (job >= 0x178B && job <= 0x1794) {
spriteName = "인간족\\용병\\창용병_창_검광.spr";
actionName = "인간족\\용병\\창용병_창_검광.act";
} else {
spriteName = "인간족\\용병\\검용병_검_검광.spr";
actionName = "인간족\\용병\\검용병_검_검광.act";
}
std::sprintf(path, actionName);
action = static_cast<CActRes*>(ResourceMgr::Instance().Load(path));
std::sprintf(path, spriteName);
sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load(path));
frame = &action->Frame(this->render.previousAnimation, this->render.curMotion);
} else {
if (layer == 4) {
switch (job) {
case 0x1781:
std::sprintf(accessory, "여\\여_털모자");
break;
case 0x1782:
std::sprintf(accessory, "여\\여_골든헤드기어");
break;
case 0x1783:
std::sprintf(accessory, "여\\여_대형금방울");
break;
case 0x1784:
std::sprintf(accessory, "여\\여_엘리스모자");
break;
case 0x1785:
std::sprintf(accessory, "여\\여_가부키가면");
break;
case 0x1786:
std::sprintf(accessory, "여\\여_여왕의투구");
break;
case 0x1787:
std::sprintf(accessory, "여\\여_지르타스가면");
break;
case 0x1788:
std::sprintf(accessory, "여\\여_실버티아라");
break;
case 0x1789:
std::sprintf(accessory, "여\\여_고양이모자");
break;
case 0x178A:
std::sprintf(accessory, "여\\여_예쁜리본");
break;
case 0x178B:
std::sprintf(accessory, "남\\남_간호모");
break;
case 0x178C:
std::sprintf(accessory, "남\\남_검은눈가리개");
break;
case 0x178D:
std::sprintf(accessory, "남\\남_고블린가면4호");
break;
case 0x178E:
std::sprintf(accessory, "남\\남_양모자");
break;
case 0x178F:
std::sprintf(accessory, "남\\남_귀찮은너구리");
break;
case 0x1790:
std::sprintf(accessory, "남\\남_돈잃은자의마음");
break;
case 0x1791:
std::sprintf(accessory, "남\\남_마리오넷모자");
break;
case 0x1792:
std::sprintf(accessory, "남\\남_라이온마스크");
break;
case 0x1793:
std::sprintf(accessory, "남\\남_클로스헬멧");
break;
case 0x1794:
std::sprintf(accessory, "남\\남_로드카호의뿔");
break;
case 0x1795:
std::sprintf(accessory, "남\\남_반창고");
break;
case 0x1796:
std::sprintf(accessory, "남\\남_분노입");
break;
case 0x1797:
std::sprintf(accessory, "남\\남_코끼리모자");
break;
case 0x1798:
std::sprintf(accessory, "남\\남_야구모자");
break;
case 0x1799:
std::sprintf(accessory, "남\\남_장례건");
break;
case 0x179A:
std::sprintf(accessory, "남\\남_부용");
break;
case 0x179B:
std::sprintf(accessory, "남\\남_타이거마스크");
break;
case 0x179C:
std::sprintf(accessory, "남\\남_초승달투구");
break;
case 0x179D:
std::sprintf(accessory, "남\\남_엔젤링모자");
break;
case 0x179E:
std::sprintf(accessory, "남\\남_태양신의모자");
break;
}
} else if (layer == 5) {
if (job == 0x178A) {
std::sprintf(accessory, "여\\여_꽃잎");
} else if (job == 0x1794) {
std::sprintf(accessory, "남\\남_토스트");
}
} else if (layer == 6) {
if (job == 0x178A) {
std::sprintf(accessory, "여\\여_요정의귀");
} else if (job == 0x1794 || job == 0x179E) {
std::sprintf(accessory, "남\\남_요정의귀");
}
} else if (layer == 7) {
if (job == 0x178A) {
std::sprintf(accessory, "여\\여_미스틱로즈");
} else if (job == 0x1794) {
std::sprintf(accessory, "남\\남_타키우스눈가리개");
} else if (job == 0x179E) {
std::sprintf(accessory, "남\\남_사이클롭스아이");
}
}
std::sprintf(path, "악세사리\\%s.act", accessory);
action = static_cast<CActRes*>(ResourceMgr::Instance().Load(path));
std::sprintf(path, "악세사리\\%s.spr", accessory);
sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load(path));
frame = &action->Frame(this->render.previousAnimation, this->render.curMotion);
if (this->render.previousAnimation < 8) {
frame = &action->Frame(this->render.previousAnimation, 0);
}
if (frame->anchorCount != 0 && headFrame->anchorCount != 0 && frame->anchors[0].unknown_0008 == headFrame->anchors[0].unknown_0008) {
accessoryOffsetX = headFrame->anchors[0].x - frame->anchors[0].x;
accessoryOffsetY = headFrame->anchors[0].y - frame->anchors[0].y;
}
offsetX = headOffsetX + accessoryOffsetX;
offsetY = headOffsetY + accessoryOffsetY;
}
bool drawn = false;
RenderBounds bounds;
bounds.left = static_cast<float>(g_renderer->viewport.width);
bounds.top = static_cast<float>(g_renderer->viewport.height);
bounds.right = 0.0f;
bounds.bottom = 0.0f;
bounds.offset = reciprocalDepth;
for (int index = 0; index < frame->cellCount; ++index) {
const SpriteFrameCell& cell = frame->Cell(index);
if (cell.image == -1) {
continue;
}
const SpriteRleImage* image = sprite->images[cell.imageType][cell.image];
float bottomRhw;
float topRhw;
SpriteQuad quad;
int box[4];
std::uint32_t color;
if (!this->Slot09(index, index, distanceScale, cell, x, y, position, scale, &bottomRhw, &topRhw, image, &quad, box, &color, offsetX, offsetY, 0)) {
continue;
}
int blend = (color >> 24) < 0xFF ? 1 : 257;
drawn = true;
quad.image = image;
if (layer >= 4) {
blend = 1;
const float bias = static_cast<float>(layer - 4) * 0.00004f + 0.0001f;
quad.bottomRhw += bias;
quad.topRhw += bias;
}
if (this->render.unknown_00A4Bytes[1] != 0) {
const float minX = quad.left < quad.right ? quad.left : quad.right;
const float maxX = quad.left > quad.right ? quad.left : quad.right;
if (bounds.left > minX) {
bounds.left = minX;
}
if (bounds.top > quad.top) {
bounds.top = quad.top;
}
if (maxX > bounds.right) {
bounds.right = maxX;
}
if (quad.bottom > bounds.bottom) {
bounds.bottom = quad.bottom;
}
}
const std::uint32_t* palette = sprite->palette;
if (this->render.unknown_0048 != 0) {
palette = static_cast<CPaletteRes*>(ResourceMgr::Instance().Load(this->render.name.c_str()))->palette;
}
if (layer <= 1) {
this->DrawPulseOutline(cell, box, scale, bottomRhw, topRhw, palette, image, color);
}
if (IsScreenShakeActive()) {
this->DrawFlippedQuad(quad, palette, blend, x, y, 0);
} else {
this->DrawQuad(quad, palette, blend, 0.0f, 0.0f, 0);
}
}
if (drawn) {
this->SetRenderInfo(&bounds.left, x, y);
} else {
this->SetTlvert(x, y);
}
}
this->render.unknown_00ECBytes[0] = 1;
}
// OFFSET: 0x00CB35F0
// FUNCTION: fn_21105
void CRenderObject::DrawShadow(int argument, float scale) {
if (this->render.unknown_010C == 565 || this->render.unknown_00A4Bytes[0] == 0 || this->render.unknown_0054 == 0.0f || scale == 0.0f) {
return;
}
const float* matrix = reinterpret_cast<const float*>(argument);
const float z = this->render.position.z;
CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
float position[3];
position[0] = this->render.position.x;
position[1] = mode->scene->terrain->Grid().Height(this->render.position.x, this->render.position.z);
position[2] = z;
const float depth = position[1] * matrix[5] + position[0] * matrix[2] + z * matrix[8] + matrix[11];
float screenX;
float screenY;
float reciprocalDepth;
g_renderer->ProjectViewport(position, matrix, &screenX, &screenY, &reciprocalDepth);
const float distanceScale = g_renderer->ScaleDistance(reciprocalDepth);
CSprRes* sprite = static_cast<CSprRes*>(ResourceMgr::Instance().Load("shadow.spr"));
CActRes* action = static_cast<CActRes*>(ResourceMgr::Instance().Load("shadow.act"));
const SpriteFrameCell& cell = action->Frame(0, 0).Cell(0);
if (cell.image == -1) {
return;
}
float pulse = 1.0f;
const SpriteRleImage* image = sprite->images[cell.imageType][0];
this->ScaleByPulse(pulse);
const double size = pulse * scale * this->render.unknown_0054;
const double factor = distanceScale;
SpriteQuad quad;
quad.top = static_cast<float>(cell.y * factor * cell.scaleY * size + screenY);
quad.bottom = static_cast<float>(((image->unknown_0006 + 1) * image->height + cell.y) * factor * cell.scaleY * size + screenY + 1.0);
float left = static_cast<float>(cell.x * factor * cell.scaleX * size + screenX);
quad.right = static_cast<float>(((image->unknown_0004 + 1) * image->width + cell.x) * factor * cell.scaleX * size + screenX + 1.0);
if (quad.top >= static_cast<float>(g_renderer->viewport.height) || quad.bottom <= 0.0f || left >= static_cast<float>(g_renderer->viewport.width) ||
quad.right <= 0.0f) {
return;
}
quad.left = static_cast<float>(static_cast<int>(this->render.unknown_0078)) + left;
quad.right = static_cast<float>(static_cast<int>(this->render.unknown_0078)) + quad.right;
quad.color = static_cast<std::uint32_t>(((static_cast<std::uint32_t>(cell.color >> 24) << 8 | (cell.color & 0xFF)) << 8 | (cell.color >> 8 & 0xFF)) << 8) |
(cell.color >> 16 & 0xFF);
quad.bottomRhw = 1.0f / (depth - (quad.bottom - screenY) * g_cotangent) + 0.00001f;
quad.topRhw = 1.0f / (depth - (quad.top - screenY) * g_cotangent) + 0.00001f;
quad.angle = static_cast<float>(cell.unknown_001C);
quad.image = image;
if (IsScreenShakeActive()) {
this->DrawFlippedQuad(quad, sprite->palette, 257, screenX, screenY, 0);
return;
}
this->DrawQuad(quad, sprite->palette, 257, 0.0f, 0.0f, 0);
}
// OFFSET: 0x00CB39A0
// FUNCTION: fn_21106
void CRenderObject::DrawQuad(const SpriteQuad& quad, const std::uint32_t* palette, int blend, float offsetX, float offsetY, int depthOffset) {
SpriteAtlasRecord record{};
const SpriteRleImage* image = quad.image;
CTexture* texture = static_cast<CTexture*>(const_cast<void*>(image->unknown_0008));
if (!texture) {
texture = g_renderer->atlas.Find(image, palette, record);
if (!texture) {
texture = g_renderer->atlas.Insert(*GetRenderSystemHolder()->system, image, palette, record, g_serviceType, g_resourceReuseDelay);
}
} else {
record.u0 = 0.0f;
record.v0 = 0.0f;
record.u1 = static_cast<float>(texture->ImageWidth()) / static_cast<float>(texture->TextureWidth());
record.v1 = static_cast<float>(texture->ImageHeight()) / static_cast<float>(texture->TextureHeight());
}
const double depthBias = depthOffset * 0.000001;
const double rhwBias = depthOffset * 0.0002;
const float bottomRhw = static_cast<float>(rhwBias + quad.bottomRhw);
const float topRhw = static_cast<float>(quad.topRhw + rhwBias);
const float bottomZ = RhwToDepth(static_cast<float>(depthBias + quad.bottomRhw));
const float topZ = RhwToDepth(static_cast<float>(quad.topRhw + depthBias));
RenderPrimitive* primitive = g_renderer->primitives.Acquire();
RenderVertex* vertices = primitive->vertices;
primitive->texture = texture;
if (quad.angle != 0.0f) {
const float cosine = ClientCosine(static_cast<int>(quad.angle));
const float sine = ClientSine(static_cast<int>(quad.angle));
const float halfWidth = (quad.right - quad.left) * 0.5f;
const float halfHeight = (quad.bottom - quad.top) * 0.5f;
const float centerX = quad.left + halfWidth + offsetX;
const float centerY = quad.top + halfHeight + offsetY;
const float minX = -halfWidth;
const float minY = -halfHeight;
vertices[0].x = minX * cosine - minY * sine + centerX + 0.5f;
vertices[0].y = minY * cosine + minX * sine + centerY + 0.5f;
vertices[1].x = halfWidth * cosine - minY * sine + centerX + 0.5f;
vertices[1].y = minY * cosine + halfWidth * sine + centerY + 0.5f;
vertices[2].x = minX * cosine - halfHeight * sine + centerX + 0.5f;
vertices[2].y = halfHeight * cosine + minX * sine + centerY + 0.5f;
vertices[3].x = halfWidth * cosine - halfHeight * sine + centerX + 0.5f;
vertices[3].y = halfHeight * cosine + halfWidth * sine + centerY + 0.5f;
} else {
vertices[0].x = quad.left + 0.5f;
vertices[0].y = quad.top + 0.5f;
vertices[1].x = quad.right + 0.5f;
vertices[1].y = quad.top + 0.5f;
vertices[2].x = quad.left + 0.5f;
vertices[2].y = quad.bottom + 0.5f;
vertices[3].x = quad.right + 0.5f;
vertices[3].y = quad.bottom + 0.5f;
}
if (*palette == 0xD77B) {
record.u1 -= 0.002f;
}
vertices[0].rhw = topRhw;
vertices[0].z = topZ;
vertices[0].u = record.u0;
vertices[0].v = record.v0;
vertices[0].diffuse = quad.color;
vertices[1].rhw = topRhw;
vertices[1].z = topZ;
vertices[1].u = record.u1;
vertices[1].v = record.v0;
vertices[1].diffuse = quad.color;
vertices[2].rhw = bottomRhw;
vertices[2].z = bottomZ;
vertices[2].u = record.u0;
vertices[2].v = record.v1;
vertices[2].diffuse = quad.color;
vertices[3].rhw = bottomRhw;
vertices[3].z = bottomZ;
vertices[3].u = record.u1;
vertices[3].v = record.v1;
vertices[3].diffuse = quad.color;
primitive->unknown_0018 = 5;
primitive->unknown_001C = blend != 5 ? 6 : 2;
primitive->unknown_0014 = g_renderer->twoPass != 1;
g_renderer->queues.Submit(primitive, static_cast<std::uint16_t>(blend | this->render.unknown_0124), g_renderer->fog.supported != 0, g_depthStart, g_depthEnd);
}
// OFFSET: 0x00CB3F40
// FUNCTION: fn_21107
void CRenderObject::DrawFlippedQuad(SpriteQuad& quad, const std::uint32_t* palette, int blend, float x, float y, int depthOffset) {
quad.angle = 180.0f;
this->DrawQuad(quad, palette, blend, (x - quad.right) + (x - quad.left), (y - quad.bottom) + (y - quad.top), depthOffset);
}
// OFFSET: 0x00CB3FA0
// FUNCTION: fn_21108
void CRenderObject::SetActionSpeed(float speed) {
speed *= this->render.action->Speed(this->render.animation);
if (g_replayAnimationScaling != 0) {
speed *= Replay::Instance().AnimationScale();
}
if (speed > 0.0f) {
this->render.speed = speed;
}
}
// OFFSET: 0x00CB3FF0
// FUNCTION: fn_21109
void CRenderObject::SendValueMessage(int value, CGameObject* target) {
if (target) {
const std::int64_t wide = value;
target->SendMsg(
nullptr, 29, 0, static_cast<int>(wide), static_cast<int>(wide >> 32), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
);
}
}
// OFFSET: 0x00CB4070
// FUNCTION: fn_21110
void CGameActor::ApplyPendingUnknown0408() {
const int pending = this->unknown_0408;
this->unknown_0404 = pending;
this->unknown_0408 = 0;
this->render.isLieOnGround = false;
this->render.unknown_00A4Bytes[1] = 1;
this->render.isMotionFreezed = false;
this->render.unknown_0114 = 0;
int value;
if (pending == 1) {
value = 0x1104;
} else if (pending == 2) {
value = 0x1105;
} else {
value = this->unknown_025C;
}
this->Slot21(value);
this->Slot32();
if (this->render.unknown_0070 != 3) {
this->render.unknown_0070 = 0;
this->Slot15(0, 1);
}
}
// OFFSET: 0x00CB4100
// OFFSET: 0x00CB4800