Batch #17208 by eAthena: 4 byte-identical, 1 confirmed by peer review. - fn_03631 UINavigationV4Wnd::LoadRoute: byte-identical (already on main) - fn_10693 UIEditCtrl3::~UIEditCtrl3: byte-identical (already on main) - fn_10715 UIEditCtrl3::`scalar deleting destructor': byte-identical (already on main) - fn_16930 UIWindow::CreateItemTagButton: logic confirmed by peer review (already on main) - fn_21631 CGameMode::ReceivePlayerNameUpdate: byte-identical (already on main) Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
225 lines
5.7 KiB
C++
225 lines
5.7 KiB
C++
#include "Contents/Actors/ActorPickNode.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Movement/TerrainPathSearch.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Configuration/ServiceOptions.h"
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#include "Contents/World/SkyBox.h"
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#include "Contents/World/World.h"
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#include "Render/Projection/RendererViewport.h"
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#include "Render/Renderer.h"
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#include "Render/Drawing/SpriteGeometry.h"
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#include "Resource/World/TerrainResource.h"
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#include <map>
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#include <string>
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#include "Utility/StdStringCompare.h"
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extern template std::string::basic_string(const std::string&);
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// OFFSET: 0x00AD9530
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// FUNCTION: fn_17878
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std::uint32_t MovementRouteInterpolation::Duration() const {
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return this->points[this->points.size() - 1].tick - this->points[0].tick;
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}
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// OFFSET: 0x00AD95F0
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// FUNCTION: fn_17880
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bool MovementRouteInterpolation::Empty() const {
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return this->points.empty();
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}
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// OFFSET: 0x00AD9600
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// FUNCTION: fn_17881
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bool CPathFinder::Walkable(int column, int row) const {
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return this->attr->Walkable(column, row);
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}
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// OFFSET: 0x00ADA690
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// FUNCTION: fn_17906
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CActorPickNode::~CActorPickNode() {
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this->Clear();
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}
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// OFFSET: 0x00AD9980
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// FUNCTION: fn_17889
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bool CPathFinder::LoadAttr(std::string name) {
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const auto found = this->attrCache.find(name);
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if (found != this->attrCache.end()) {
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this->attr = found->second;
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return true;
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}
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C3dAttr* attr = new C3dAttr;
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if (attr == nullptr) {
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return false;
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}
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this->attrCache[name] = attr;
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name += ".gat";
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attr->Load(name.c_str());
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this->attr = attr;
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return true;
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}
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// OFFSET: 0x00ADA750
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// FUNCTION: fn_17908
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void CActorPickNode::AddPickInfo(ActorPickInfo* info) {
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CActorPickNode* node = this;
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while (node->children[0] != nullptr) {
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const int x = static_cast<int>(info->left);
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const int y = static_cast<int>(info->top);
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const int centerX = node->bounds.right / 2;
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const int centerY = node->bounds.bottom / 2;
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if (x <= centerX) {
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node = node->children[y <= centerY ? 0 : 3];
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} else {
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node = node->children[(y > centerY) + 1];
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}
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}
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node->pickInfos.push_back(info);
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}
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// OFFSET: 0x00ADA850
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// FUNCTION: fn_17909
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void CActorPickNode::Clear() {
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for (auto info = this->pickInfos.begin(); info != this->pickInfos.end(); ++info) {
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if (*info) {
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delete *info;
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}
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}
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this->pickInfos.erase(this->pickInfos.begin(), this->pickInfos.end());
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for (int index = 0; index < 4; ++index) {
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if (this->children[index]) {
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delete this->children[index];
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this->children[index] = nullptr;
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}
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}
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}
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// OFFSET: 0x00ADA8F0
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// FUNCTION: fn_17910
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ActorPickInfo* CActorPickNode::Pick(float x, float y) {
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if (this->children[0] == nullptr) {
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ActorPickInfo* result = nullptr;
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float bestDepth = 0.0f;
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for (ActorPickInfo* info : this->pickInfos) {
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if (x > info->left && x < info->right && y > info->top && y < info->bottom && info->depthOffset + info->depth > bestDepth) {
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result = info;
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bestDepth = info->depthOffset + info->depth;
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}
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}
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return result;
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}
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int quadrant;
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if (static_cast<int>(x) <= this->bounds.right / 2) {
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quadrant = static_cast<int>(y) <= this->bounds.bottom / 2 ? 0 : 3;
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} else {
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quadrant = (static_cast<int>(y) > this->bounds.bottom / 2) + 1;
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}
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ActorPickInfo* result = this->children[quadrant]->Pick(x, y);
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if (result) {
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return result;
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}
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for (int index = 0; index < 4; ++index) {
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if (quadrant != index) {
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result = this->children[index]->Pick(x, y);
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if (result) {
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return result;
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}
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}
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}
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return nullptr;
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}
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// OFFSET: 0x00ADAA60
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// FUNCTION: fn_17911
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void CActorPickNode::MakeQuardTree(int depth, ActorPickBounds bounds) {
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this->Clear();
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this->bounds = bounds;
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if (depth != 0) {
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for (int index = 0; index < 4; ++index) {
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CActorPickNode* child = new CActorPickNode;
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this->children[index] = child;
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ActorPickBounds childBounds = this->bounds;
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switch (index) {
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case 0:
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childBounds.right /= 2;
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childBounds.bottom /= 2;
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break;
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case 1:
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childBounds.left = childBounds.right / 2 + 1;
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childBounds.bottom /= 2;
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break;
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case 2:
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childBounds.left = childBounds.right / 2 + 1;
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childBounds.top = childBounds.bottom / 2 + 1;
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break;
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case 3:
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childBounds.right /= 2;
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childBounds.top = childBounds.bottom / 2 + 1;
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break;
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}
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child->MakeQuardTree(depth - 1, childBounds);
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}
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}
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}
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// GLOBAL: gl_24536
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float g_projectionScale = 0.16f;
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// GLOBAL: gl_24775
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int g_worldViewDrawn;
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// OFFSET: 0x00ADAC70
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// FUNCTION: fn_17912
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CView::CView() {
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this->camera.target[0] = 0.0f;
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this->camera.target[1] = 0.0f;
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this->camera.target[2] = 0.0f;
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this->camera.desiredTarget[0] = 0.0f;
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this->camera.desiredTarget[1] = 0.0f;
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this->camera.desiredTarget[2] = 0.0f;
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this->backupCurrentTarget[0] = 0.0f;
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this->backupCurrentTarget[1] = 0.0f;
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this->backupCurrentTarget[2] = 0.0f;
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this->backupDesiredTarget[0] = 0.0f;
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this->backupDesiredTarget[1] = 0.0f;
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this->backupDesiredTarget[2] = 0.0f;
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this->frame.eye[0] = 0.0f;
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this->frame.eye[1] = 0.0f;
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this->frame.eye[2] = 0.0f;
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this->frame.up[0] = 0.0f;
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this->frame.up[1] = 0.0f;
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this->frame.up[2] = 0.0f;
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this->camera.yaw = 0.0f;
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this->shake.enabled = 0;
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this->skyBox = nullptr;
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this->shake.start = 0;
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*reinterpret_cast<unsigned char*>(&this->shake.resetFlags) = 0;
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}
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CView::~CView() {
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if (this->skyBox) {
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delete this->skyBox;
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}
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}
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// OFFSET: 0x00ADC150
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// FUNCTION: fn_17928
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void CView::Reset() {
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this->camera.Reset();
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this->frame.up[0] = 0;
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this->frame.up[1] = 1;
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this->frame.up[2] = 0;
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}
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// OFFSET: 0x00ADC1D0
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// FUNCTION: fn_17929
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void CView::OnExitFrame() {
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}
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