Batch #2112 by ragnarok-clanker: 18 byte-identical, 0 confirmed by peer review. - fn_03043 CGameActor::Slot46: byte-identical - fn_03044 CGameActor::Slot13: byte-identical - fn_03045 CGameActor::Slot50: byte-identical - fn_03047 CGameActor::Slot58: byte-identical - fn_03049 CGameActor::Slot56: byte-identical - fn_03050 CGameActor::Slot42: byte-identical - fn_03051 CGameActor::Slot35: byte-identical - fn_03057 CGameActor::Slot40: byte-identical - fn_03059 CGameActor::Slot59: byte-identical - fn_03060 CGameActor::Slot57: byte-identical - fn_03061 CGameActor::Slot41: byte-identical - fn_03068 CGameActor::Slot60: byte-identical - fn_03071 CGameActor::Slot43: byte-identical - fn_22636 CPc::Slot60: byte-identical - fn_22378 CPc::Slot46: byte-identical - fn_22380 CPc::Slot58: byte-identical - fn_22381 CPc::Slot56: byte-identical - fn_22382 CPc::Slot42: byte-identical Merged automatically: every function is byte-identical to the original.
641 lines
17 KiB
C++
641 lines
17 KiB
C++
#include "Contents/Actors/RenderObject.h"
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#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 "Client/Replay.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Actors/ActorStateFlags.h"
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#include "Contents/Actors/GameActor.h"
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#include "Contents/Actors/EffectActors.h"
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#include "Contents/Effects/Effect.h"
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#include "Contents/Effects/EffectLists.h"
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#include "Contents/GuildMgr.h"
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#include "Contents/Jobs/JobId.h"
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#include "Render/SpriteQuad.h"
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#include "Resource/ResourceMgr.h"
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#include "Resource/Sprites/ActionResource.h"
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#include "Resource/Sprites/SpriteResource.h"
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#include "Script/LuaScript.h"
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#include "Utility/Math/AffineMatrix.h"
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#include "Utility/Math/ScalarConversion.h"
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#include <algorithm>
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#include <cstdlib>
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#include <cstring>
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#include <windows.h>
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#include <timeapi.h>
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// OFFSET: 0x00CA8730
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// FUNCTION: fn_20991
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CRenderObject::CRenderObject() {
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}
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// OFFSET: 0x00CA8F90
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// FUNCTION: fn_20998
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CRenderObject::~CRenderObject() = default;
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// OFFSET: 0x00CAFDC0
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// FUNCTION: fn_21089
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bool CRenderObject::Update() {
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return false;
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}
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// OFFSET: 0x00CBF920
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// FUNCTION: fn_21115
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void CRenderObject::SendObjectMessage(CGameObject*, int, int, int, int, int, int, int, int, int, int, int, int, int, int) {
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}
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// OFFSET: 0x00CBF930
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// FUNCTION: fn_21116
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void CRenderObject::SetActionName(ResourceMgr& resources, const char* name) {
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if (this->render.action) {
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this->render.action->Release();
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}
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this->render.action = static_cast<CActRes*>(resources.Load(name));
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if (this->render.action) {
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this->render.action->AddRef();
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}
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}
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// OFFSET: 0x00CC2D40
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// FUNCTION: fn_21144
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void CRenderObject::SetScreenBounds(const float*, float, float) {
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}
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// OFFSET: 0x00CC2DA0
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// FUNCTION: fn_21146
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void CGameActor::SetUnknown0260(int value) {
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this->unknown_0260 = value & 1;
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}
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// OFFSET: 0x00CC2E00
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// FUNCTION: fn_21151
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void CRenderObject::SetSpriteName(ResourceMgr& resources, const char* name) {
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if (this->render.sprite) {
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this->render.sprite->Release();
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}
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this->render.sprite = static_cast<CSprRes*>(resources.Load(name));
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if (this->render.sprite) {
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this->render.sprite->AddRef();
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}
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}
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// OFFSET: 0x00CC3DC0
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// FUNCTION: fn_21154
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void CRenderObject::SetScreenPosition(float x, float y) {
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this->render.screenX = TruncateToInt(x);
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this->render.screenY = TruncateToInt(y);
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}
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// OFFSET: 0x00CBFAE0
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// FUNCTION: fn_21118
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void CRenderObject::SetAnimation(unsigned animation, int, int repeat) {
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float speed = this->render.action->Speed(animation);
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if (g_replayAnimationScaling != 0) {
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speed *= Replay::Instance().AnimationScale();
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}
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if (speed > 0.0f) {
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this->render.speed = speed;
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}
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if (this->render.speed < 1.0f) {
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if (g_replayAnimationScaling != 0) {
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speed = Replay::Instance().AnimationScale();
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if (speed > 0.0f) {
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this->render.speed = speed;
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}
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} else {
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this->render.speed = 1.0f;
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}
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}
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speed = this->render.speed * this->render.unknown_0064;
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if (g_replayAnimationScaling != 0) {
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speed *= Replay::Instance().AnimationScale();
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}
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if (speed > 0.0f) {
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this->render.speed = speed;
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}
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this->render.animation = animation;
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this->render.previousAnimation = animation;
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this->render.curMotion = 0;
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this->render.unknown_006C = repeat;
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this->render.isMotionFinished = 0;
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this->render.unknown_0060 = 1.0f;
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this->render.unknown_0064 = 1.0f;
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this->render.unknown_00C8 = 0;
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this->render.unknown_00D8 = 0;
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this->render.unknown_00DC = 0;
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}
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// OFFSET: 0x00CBFC00
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// FUNCTION: fn_21119
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void CRenderObject::SetColor(int alpha, int red, int green, int blue) {
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if (alpha != -1) {
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this->render.color = (this->render.color & 0x00FFFFFFu) | (static_cast<std::uint32_t>(alpha) << 24);
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}
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if (red != -1) {
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this->render.color = (this->render.color & 0xFF00FFFFu) | ((static_cast<std::uint32_t>(red) & 0xFFu) << 16);
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}
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if (green != -1) {
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this->render.color = (this->render.color & 0xFFFF00FFu) | ((static_cast<std::uint32_t>(green) & 0xFFu) << 8);
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}
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if (blue != -1) {
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this->render.color = (this->render.color & 0xFFFFFF00u) | static_cast<unsigned char>(blue);
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}
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}
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// OFFSET: 0x00CC1C20
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// FUNCTION: fn_21125
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void CGameActor::SetUnknown0305(unsigned char value, int extra) {
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this->unknown_0305 = value;
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this->unknown_0308 = extra;
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}
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// OFFSET: 0x00CC1D20
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// FUNCTION: fn_21127
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void CGameActor::RaiseUnknown03C8(int value) {
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if (value > 0 && this->unknown_03C8 < value) {
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this->unknown_03C8 = value;
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}
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}
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// OFFSET: 0x00CC1E70
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// FUNCTION: fn_21130
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void CRenderObject::SetSequenceDeadline(std::uint32_t duration) {
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this->render.sequenceDeadline = timeGetTime() + duration;
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}
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// OFFSET: 0x00CC1E90
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// FUNCTION: fn_21131
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void CRenderObject::SetSequenceInterval(unsigned char interval) {
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this->render.unknown_00C2 = interval;
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}
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// OFFSET: 0x00CC1EA0
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// FUNCTION: fn_21132
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void CRenderObject::SetAnimationSequence(
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unsigned char animation0, unsigned char frame0, unsigned char animation1, unsigned char frame1,
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unsigned char animation2, unsigned char frame2, unsigned char animation3, unsigned char frame3,
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unsigned char animation4, unsigned char frame4, int timed, std::uint32_t duration, int loop
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) {
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this->render.sequenceAnimations[0] = animation0;
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this->render.sequenceFrames[0] = frame0;
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this->render.sequenceAnimations[1] = animation1;
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this->render.sequenceFrames[1] = frame1;
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this->render.sequenceAnimations[2] = animation2;
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this->render.sequenceFrames[2] = frame2;
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this->render.sequenceAnimations[3] = animation3;
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this->render.sequenceFrames[3] = frame3;
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this->render.sequenceAnimations[4] = animation4;
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this->render.sequenceFrames[4] = frame4;
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this->render.sequenceAnimation = animation0;
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this->render.sequenceFrame = frame0;
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this->render.sequenceIndex = 0;
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this->render.sequenceLast = 4;
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this->render.sequenceLoop = loop;
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this->render.sequenceTimed = timed;
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this->render.sequenceFinished = 0;
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this->render.unknown_00D8 = 1;
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this->render.unknown_00C8 = 0;
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this->render.unknown_00DC = 0;
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this->render.sequenceDeadline = timed != 0 ? timeGetTime() + duration : 0;
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this->render.sequenceTick = 1;
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}
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// OFFSET: 0x00CC1FA0
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// FUNCTION: fn_21133
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void CRenderObject::SetFrameSequence(
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unsigned char animation, unsigned char firstFrame, unsigned char lastFrame, unsigned char finishAnimation,
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unsigned char finishFrame, int timed, std::uint32_t duration, int loop
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) {
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this->render.sequenceAnimation = animation;
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this->render.sequenceFrame = firstFrame;
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this->render.sequenceIndex = firstFrame;
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this->render.sequenceLast = lastFrame;
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this->render.sequenceFinishAnimation = finishAnimation;
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this->render.sequenceFinishFrame = finishFrame;
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this->render.sequenceLoop = loop;
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this->render.sequenceTimed = timed;
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this->render.sequenceFinished = 0;
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this->render.unknown_00C8 = 1;
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this->render.unknown_00DC = 0;
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this->render.unknown_00D8 = 0;
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this->render.sequenceDeadline = timed != 0 ? timeGetTime() + duration : 0;
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this->render.sequenceTick = 1;
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}
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// OFFSET: 0x00CC2050
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// FUNCTION: fn_21134
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void CGameActor::SetUnknown02E4(int value) {
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this->unknown_02E4 = value;
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}
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// OFFSET: 0x00CC2780
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// FUNCTION: fn_21140
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void CRenderObject::SetAnimationSpeed(float speed) {
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if (g_replayAnimationScaling != 0) {
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speed *= Replay::Instance().AnimationScale();
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}
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if (speed > 0.0f) {
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this->render.speed = speed;
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}
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}
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// OFFSET: 0x00CC2810
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// FUNCTION: fn_21142
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void CGameActor::SetUnknown02C8(int value) {
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this->unknown_02C8 = value;
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}
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// OFFSET: 0x00CBF970
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// FUNCTION: fn_21117
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void CGameActor::SetAnimation(unsigned animation, int motion, int repeat) {
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if (this->unknown_0314 == 7) {
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if (!this->render.action || static_cast<int>(this->render.action->animations.size()) <= static_cast<int>(animation)) {
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return;
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}
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}
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CRenderObject::SetAnimation(animation, motion, repeat);
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this->unknown_0238 = 0;
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this->unknown_0378 = -1.0f;
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}
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// OFFSET: 0x00CC15F0
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// FUNCTION: fn_21121
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int CRenderObject::HoverHeight() {
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this->render.unknown_00F8 += 2;
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if (this->render.unknown_00F8 >= 360) {
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this->render.unknown_00F8 -= 360;
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}
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const short angle = this->render.unknown_00F8;
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const int state = this->render.unknown_0070;
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if (state == 0 || state == 1 || (this->render.flags & 0x40000) != 0) {
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if (this->render.unknown_00FA < 20) {
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if (angle % 30 == 0) {
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++this->render.unknown_00FA;
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}
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} else if (this->render.unknown_00FA > 20 && angle % 30 == 0) {
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--this->render.unknown_00FA;
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}
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} else if (state == 6) {
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if (this->render.unknown_00FA < 100) {
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if (angle % 30 == 0) {
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++this->render.unknown_00FA;
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}
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} else if (this->render.unknown_00FA > 100 && angle % 30 == 0) {
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--this->render.unknown_00FA;
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}
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} else if (this->render.unknown_00FA != 0) {
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--this->render.unknown_00FA;
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}
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const short height = static_cast<short>(ClientSine(angle) * 4.0f + this->render.unknown_00FA);
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CGameMode* mode = static_cast<CGameMode*>(g_world.ActiveGameMode());
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const short scaled = static_cast<short>(400.0f / mode->camera->camera.desiredDistance * height);
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return scaled < 0 ? 0 : scaled;
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}
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// OFFSET: 0x00CC1740
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// FUNCTION: fn_21122
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void CRenderObject::DrawStatusOverlays(SpriteQuad quad, const std::uint32_t* palette) {
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if ((this->render.flags & 0x100) != 0) {
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const short level = this->render.unknown_00F4;
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bool draw = true;
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if (level <= 5) {
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quad.color = (static_cast<short>(level * 50) << 24) + 0xFFFFFF;
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} else if (level <= 8) {
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quad.color = 0xFFFFFFFF;
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} else if (level <= 11) {
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quad.color = (static_cast<short>(895 - level * 80) << 24) + 0xFFFFFF;
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} else {
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draw = false;
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}
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if (draw) {
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this->DrawQuad(quad, palette, 5, 0.0f, 0.0f, 0);
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}
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}
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if ((this->render.flags & 0x4000) != 0) {
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this->DrawTintedQuad(quad, 5, 5, 255, palette);
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}
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if ((this->render.flags & 0x40000) != 0) {
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this->DrawTintedQuad(quad, 255, 5, 5, palette);
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}
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}
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// OFFSET: 0x00CC1810
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// FUNCTION: fn_21123
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void CRenderObject::ScaleByPulse(float& scale) const {
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if ((this->render.flags & 0x10) != 0) {
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const unsigned index = std::max(this->render.pulsePhases[0] * 4u + 90u, 90u);
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if (index < 270) {
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scale = ((ClientSine(index) + 1.0f) * 0.25f + 0.5f) * scale;
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} else {
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scale = scale * 0.5f;
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}
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}
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if ((this->render.flags & 0x400) != 0) {
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const unsigned index = std::max(this->render.pulsePhases[1] * 4u + 90u, 90u);
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if (index < 270) {
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scale = (1.5f - (ClientSine(index) + 1.0f) * 0.25f) * scale;
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} else {
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scale = scale * 1.5f;
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}
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}
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}
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// OFFSET: 0x00CC18F0
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// FUNCTION: fn_21124
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void CRenderObject::ApplySwing(int mode, int& x, int& y, int& outX, int& outY) const {
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if ((this->render.flags & 0x40) == 0) {
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return;
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}
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const int swing = static_cast<int>(180.0f - ClientSine(this->render.unknown_00F4 * 5 + 90) * 180.0f);
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const int angle = swing >= 360 ? swing - 360 : swing;
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if (mode == 1) {
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x = static_cast<int>(ClientSine(angle) * 40.0f + x);
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y = static_cast<int>(y - (ClientCosine(angle) * 40.0f - 40.0f));
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outX = x;
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outY = y;
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} else if (mode >= 2) {
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x = static_cast<int>(ClientSine(angle) * 10.0f + x);
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y = static_cast<int>(y - (ClientCosine(angle) * 10.0f - 10.0f));
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}
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}
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// OFFSET: 0x00CC1C40
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// FUNCTION: fn_21126
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void CRenderObject::DrawTintedQuad(SpriteQuad& quad, short red, short green, short blue, const std::uint32_t* palette) {
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const unsigned char phase = this->render.unknown_00F6;
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if (phase <= 10) {
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quad.color = (((((phase * 15) << 8) + red) << 8) + green << 8) + blue;
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} else if (phase <= 20) {
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quad.color = ((((0xA0 << 8) + red) << 8) + green << 8) + blue;
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} else if (phase <= 50) {
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const short alpha = static_cast<short>((51 - phase) * 5);
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quad.color = ((((alpha << 8) + red) << 8) + green << 8) + blue;
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}
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if (this->render.unknown_00F6 <= 50) {
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this->DrawQuad(quad, palette, 5, 0.0f, 0.0f, 0);
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this->DrawQuad(quad, palette, 5, 0.0f, 0.0f, 0);
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}
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}
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// OFFSET: 0x00CC2240
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// FUNCTION: fn_21138
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void CRenderObject::SetInstantValue(int key, std::int64_t value) {
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this->render.instant.Set(key, value);
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}
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// OFFSET: 0x00CC2060
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// OFFSET: 0x00CC21F0
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// FUNCTION: fn_21136
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void CGameActor::Slot30() {
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}
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// OFFSET: 0x00CC27C0
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// FUNCTION: fn_21141
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void CGameActor::SetUnknown0318(const float* value, int index) {
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if (index == 0) {
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std::memcpy(this->unknown_0318, value, sizeof(this->unknown_0318));
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} else if (index == 1) {
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std::memcpy(this->unknown_0348, value, sizeof(this->unknown_0348));
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}
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}
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// OFFSET: 0x00CC2D50
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// FUNCTION: fn_21145
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void CGameActor::SetUnknown0330(const float* value, int index) {
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if (index == 0) {
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std::memcpy(this->unknown_0330, value, sizeof(this->unknown_0330));
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} else if (index == 1) {
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std::memcpy(this->unknown_0360, value, sizeof(this->unknown_0360));
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}
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}
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// OFFSET: 0x00CC2DC0
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// FUNCTION: fn_21147
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void CGameActor::Slot25(int) {
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}
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// OFFSET: 0x00CC2DD0
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// FUNCTION: fn_21148
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void CGameActor::Slot18(int, int, int) {
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}
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// OFFSET: 0x00CC2DE0
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// FUNCTION: fn_21149
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void CGameActor::Slot22(int) {
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}
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// OFFSET: 0x00CC2DF0
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// FUNCTION: fn_21150
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void CGameActor::Slot21(int) {
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}
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// OFFSET: 0x00CC2E40
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// FUNCTION: fn_21152
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void CGameActor::Slot23(int, int) {
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}
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// OFFSET: 0x00CAA1F0
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// FUNCTION: fn_21015
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void CRenderObject::JitterBounds(float* output, const int* input, float offset, int spread, int base) {
|
|
if ((this->render.flags & 0x2000) == 0) {
|
|
return;
|
|
}
|
|
|
|
float jitter[4];
|
|
for (int index = 0; index < 4; ++index) {
|
|
int value = 0;
|
|
if (spread != 0) {
|
|
const int remainder = rand() % spread;
|
|
if (remainder >= 0) {
|
|
value = remainder;
|
|
}
|
|
}
|
|
|
|
CGameMode* mode = static_cast<CGameMode*>(g_world.ActiveGameMode());
|
|
jitter[index] = 400.0f / mode->camera->camera.desiredDistance * static_cast<float>(value - base);
|
|
}
|
|
|
|
output[0] = static_cast<float>(input[1]) + jitter[0];
|
|
output[2] = static_cast<float>(input[3]) + jitter[1];
|
|
output[1] = static_cast<float>(input[0]) + offset + jitter[2];
|
|
output[3] = static_cast<float>(input[2]) + offset + jitter[3];
|
|
}
|
|
|
|
// OFFSET: 0x00CAFEE0
|
|
// FUNCTION: fn_21090
|
|
void CGameActor::ProcessBodyState() {
|
|
switch (this->bodyState) {
|
|
case BODYSTATE_FREEZING:
|
|
case BODYSTATE_STONECURSE:
|
|
this->render.isMotionFreezed = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x0077E3A0
|
|
// FUNCTION: fn_08455
|
|
int CGameActor::GetShield() {
|
|
return -1;
|
|
}
|
|
|
|
// OFFSET: 0x005A1280
|
|
|
|
// OFFSET: 0x005A1290
|
|
// FUNCTION: fn_03043
|
|
int CGameActor::Slot46() {
|
|
return 0;
|
|
}
|
|
|
|
// OFFSET: 0x005A12A0
|
|
// FUNCTION: fn_03044
|
|
std::uint32_t CGameActor::Slot13() {
|
|
return this->stateFlags;
|
|
}
|
|
|
|
// OFFSET: 0x005A12B0
|
|
// FUNCTION: fn_03045
|
|
int CGameActor::Slot50() {
|
|
return this->guildId;
|
|
}
|
|
|
|
// OFFSET: 0x005A12C0
|
|
|
|
// OFFSET: 0x005A12E0
|
|
// FUNCTION: fn_03047
|
|
bool CGameActor::Slot58() {
|
|
return false;
|
|
}
|
|
|
|
// OFFSET: 0x005A12F0
|
|
|
|
// OFFSET: 0x005A13B0
|
|
// FUNCTION: fn_03049
|
|
int CGameActor::Slot56() {
|
|
return 0;
|
|
}
|
|
|
|
// OFFSET: 0x005A13C0
|
|
// FUNCTION: fn_03050
|
|
int CGameActor::Slot42() {
|
|
return 0;
|
|
}
|
|
|
|
// OFFSET: 0x005A13D0
|
|
// FUNCTION: fn_03051
|
|
std::int64_t CGameActor::Slot35() {
|
|
return -1;
|
|
}
|
|
|
|
// OFFSET: 0x005A1930
|
|
// FUNCTION: fn_45454
|
|
void CGameActor::Slot44(int, int) {
|
|
}
|
|
|
|
// OFFSET: 0x005A1960
|
|
|
|
// OFFSET: 0x005A1990
|
|
// FUNCTION: fn_03057
|
|
void CGameActor::Slot40(int) {
|
|
}
|
|
|
|
// OFFSET: 0x005A19B0
|
|
// FUNCTION: fn_03059
|
|
void CGameActor::Slot59(bool) {
|
|
}
|
|
|
|
// OFFSET: 0x005A19C0
|
|
// FUNCTION: fn_03060
|
|
void CGameActor::Slot57(int) {
|
|
}
|
|
|
|
// OFFSET: 0x005A19D0
|
|
// FUNCTION: fn_03061
|
|
void CGameActor::Slot41(int, int) {
|
|
}
|
|
|
|
// OFFSET: 0x005A19E0
|
|
|
|
// OFFSET: 0x005A1A40
|
|
// FUNCTION: fn_03068
|
|
void CGameActor::Slot60() {
|
|
}
|
|
|
|
// OFFSET: 0x005A1A70
|
|
// FUNCTION: fn_03071
|
|
void CGameActor::Slot43(int, int) {
|
|
}
|
|
|
|
// OFFSET: 0x00CABD40
|
|
// FUNCTION: fn_21037
|
|
int CGameActor::Slot37() {
|
|
const CActRes* action = this->render.action;
|
|
const int count = static_cast<int>(action->FrameCount(this->render.previousAnimation));
|
|
|
|
for (int frame = 0; frame < count; ++frame) {
|
|
const int sound = action->Frame(this->render.previousAnimation, frame).sound;
|
|
|
|
if (sound != -1 && std::strcmp(action->Sound(sound), "atk") == 0) {
|
|
return frame;
|
|
}
|
|
}
|
|
|
|
return count - (count != 1 ? 2 : 1);
|
|
}
|
|
|
|
// OFFSET: 0x00CACEF0
|
|
|
|
// OFFSET: 0x00CAD480
|
|
|
|
// OFFSET: 0x00CAE500
|
|
// FUNCTION: fn_21074
|
|
void CGameActor::Slot38() {
|
|
CGameMode* mode = static_cast<CGameMode*>(g_world.ActiveGameMode());
|
|
const float angle = this->render.angle;
|
|
const int motion = this->render.curMotion;
|
|
const int animation = this->render.animation;
|
|
const char* sprite = this->render.sprite ? this->render.sprite->name.text : nullptr;
|
|
const char* action = this->render.action ? this->render.action->name.text : nullptr;
|
|
CCorpse* corpse = mode->SpawnCorpse(
|
|
this->render.position.x, this->render.position.y, this->render.position.z, action, sprite, animation, motion, angle
|
|
);
|
|
|
|
if (corpse) {
|
|
if (this->render.unknown_010C > 0) {
|
|
corpse->render.unknown_010C = this->render.unknown_010C;
|
|
}
|
|
|
|
if (CEffect* effect = g_effectMgr->Find(static_cast<int>(this->render.accountId), 2374)) {
|
|
corpse->spriteOffset = *reinterpret_cast<const float*>(&effect->unknown_0048);
|
|
}
|
|
}
|
|
}
|
|
|
|
// OFFSET: 0x00CABEB0
|
|
|
|
// OFFSET: 0x00CABFA0
|
|
|
|
// OFFSET: 0x00CCCAF0
|
|
// FUNCTION: fn_21199
|
|
void CGameActor::Slot39(int value) {
|
|
const float speed = static_cast<float>(std::min(value, g_maxMoveSpeed)) / 432.0f;
|
|
this->render.unknown_0054 = speed;
|
|
this->render.speed = speed;
|
|
}
|