Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas. 449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
88 lines
3 KiB
C++
88 lines
3 KiB
C++
#include "UI/Cooldowns/CooldownState.h"
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#include <cmath>
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#include <cstring>
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#include <windows.h>
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#include <timeapi.h>
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// INLINED
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std::uint32_t CooldownClock::Now() const {
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return this->restricted ? this->serverTick : timeGetTime();
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}
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// OFFSET: 0x00CA4F30
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// FUNCTION: fn_20946
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CooldownState::CooldownState(
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int slotValue, int xValue, int yValue, std::uint32_t durationValue, std::uint32_t startValue, std::uint32_t elapsedValue, int reverseValue
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)
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: segment(0), vertexCount(24), angle(0), duration(durationValue), start(startValue), elapsed(elapsedValue), finalMinute(0), reverse(reverseValue),
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x(xValue), y(yValue), slot(slotValue), color(reverseValue != 0 ? 0xAAFFFFFFu : 0xAA000000u) {
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this->ClearEdges();
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std::memset(this->vertices, 0, sizeof(this->vertices));
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}
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// OFFSET: 0x00CA59C0
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// FUNCTION: fn_20951
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void CooldownState::ClearEdges() {
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this->edges.clear();
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}
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// OFFSET: 0x00CA54E0
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// FUNCTION: fn_20949
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void CooldownState::AddEdge(unsigned key, float origin, int radius, unsigned char increasing) {
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this->edges.emplace(key, CooldownEdge{origin, origin, radius, increasing});
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}
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// OFFSET: 0x00CA5180
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// FUNCTION: fn_20948
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float CooldownState::Update(const CooldownClock& clock) {
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std::uint32_t progress = clock.Now() + this->elapsed - this->start;
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if (this->duration - progress <= 60000 && this->finalMinute == 0 && this->reverse == 1) {
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const std::uint32_t previous = this->duration;
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this->finalMinute = 1;
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this->duration = 60000;
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this->elapsed = progress - previous + 60000;
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this->start = clock.Now();
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this->angle = 0;
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this->color = 0xAAFF6633u;
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progress = this->elapsed;
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}
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if (this->duration != 0) {
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this->angle = progress != 0 ? static_cast<float>((static_cast<double>(progress) / static_cast<double>(this->duration)) * 360.0) : 0.0f;
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const float value = this->angle;
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if (value >= 0 && value < 45) {
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this->segment = 0;
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} else if (value >= 45 && value < 90) {
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this->segment = 1;
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} else if (value >= 90 && value < 135) {
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this->segment = 2;
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} else if (value >= 135 && value < 180) {
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this->segment = 3;
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} else if (value >= 180 && value < 225) {
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this->segment = 4;
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} else if (value >= 225 && value < 270) {
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this->segment = 5;
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} else if (value >= 270 && value < 315) {
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this->segment = 6;
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} else {
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this->segment = 7;
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}
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this->vertexCount = this->reverse != 0 ? 3 * (this->segment + 1) : 24 - 3 * this->segment;
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this->angle = 90.0f - (this->angle - static_cast<float>(this->segment) * 45.0f);
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}
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auto entry = this->edges.find(this->segment);
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CooldownEdge& edge = entry->second;
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if (this->duration <= progress) {
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return edge.origin;
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}
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const float radians = this->angle * 0.017453292f;
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const float tangent = static_cast<float>(std::tan(static_cast<double>(radians)));
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const float distance = static_cast<float>(edge.radius) / tangent;
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edge.current = edge.increasing != 0 ? edge.origin + distance : edge.origin - distance;
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return edge.current;
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}
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