Batch #15672 by Yommy: 0 byte-identical, 2 confirmed by peer review. - fn_21011 CRenderObject::PrepareSprite: logic confirmed by peer review - fn_21057 CRenderObject::GetTargetPos: logic confirmed by peer review Peer-reviewed-by: ragnarok-clanker, eAthena Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
238 lines
9.6 KiB
C++
238 lines
9.6 KiB
C++
#include "Client/Mode/ModeMgr.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/Configuration/ServiceOptions.h"
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#include "Contents/Ground/GroundGeometry.h"
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#include "Contents/World/World.h"
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#include "Render/Renderer.h"
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#include "Render/SpriteGeometry.h"
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#include "Render/SpriteQuad.h"
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#include "Render/Textures/SpritePixels.h"
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#include "Utility/Math/AffineMatrix.h"
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#include <cmath>
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#include <cstdlib>
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#include <windows.h>
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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 (0.0f != deltaX || 0.0f != deltaZ) {
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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::CalcDist(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::CalcDist(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: 0x00CA9770
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// FUNCTION: fn_21011
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bool CRenderObject::PrepareSprite(
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int unused, int layer, float scale, const SpriteFrameCell& cell, float x, float y, const float* position, float shift, float* bottomDepth,
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float* topDepth, const SpriteRleImage* image, SpriteQuad* quad, int* bounds, std::uint32_t* color, int offsetX, int offsetY, int flags
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) {
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const float depthBias = this->render.distanceScale * g_cameraScaleX;
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const double scaleY = static_cast<double>(scale * cell.scaleY * this->render.scale);
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const double scaleX = static_cast<double>(scale * cell.scaleX * this->render.scale);
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float top = static_cast<float>(static_cast<double>(cell.y + offsetY) * scaleY + static_cast<double>(y));
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float bottom = static_cast<float>(
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static_cast<double>((image->doubleHeight + 1) * image->height + cell.y + offsetY) * scaleY + static_cast<double>(y) + 1.0
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);
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float left;
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float right;
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if (cell.mirrored & 1) {
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left = static_cast<float>(static_cast<double>((image->doubleWidth + 1) * image->width + cell.x + offsetX) * scaleX + static_cast<double>(x));
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right = static_cast<float>(static_cast<double>(offsetX + cell.x) * scaleX + static_cast<double>(x) + 1.0);
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if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f || right >= static_cast<float>(g_renderer->viewport.width) ||
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left <= 0.0f) {
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return false;
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}
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} else {
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left = static_cast<float>(static_cast<double>(cell.x + offsetX) * scaleX + static_cast<double>(x));
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right = static_cast<float>(static_cast<double>((image->doubleWidth + 1) * image->width + cell.x + offsetX) * scaleX + static_cast<double>(x) + 1.0);
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if (top >= static_cast<float>(g_renderer->viewport.height) || bottom <= 0.0f || left >= static_cast<float>(g_renderer->viewport.width) ||
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right <= 0.0f) {
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return false;
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}
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}
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if ((this->render.flags & 0x80) != 0) {
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const short phase = this->render.effectPhase;
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float factor = 0.0f;
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if (phase <= 18) {
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factor = g_sinTable[phase * 5] * 0.3f;
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} else if (phase <= 20) {
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factor = 0.3f;
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} else if (phase <= 23) {
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factor = static_cast<float>(23 - phase) * 0.1f;
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}
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factor *= bottom - top;
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top -= factor;
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bottom -= factor;
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}
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if ((this->render.flags & 0x20) != 0) {
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const short phase = this->render.effectPhase;
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float factor = 1.0f;
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if (phase <= 3) {
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factor = (100.0f - static_cast<float>(phase) * 20.0f) * 0.01f;
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} else if (phase <= 33) {
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int remainder = std::rand() % 6;
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if (remainder < 0) {
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remainder = 0;
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}
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factor = 0.4f - static_cast<float>(remainder) * 0.01f;
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}
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top += (bottom - top) * (1.0f - factor);
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}
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if (this->render.flatDepth != 0) {
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*bottomDepth = (static_cast<float>(unused) * g_cameraScaleY + 0.1f - g_cameraScaleY * 20.0f) +
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static_cast<float>(static_cast<int>(this->render.depthLayer)) * g_cameraScaleY;
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*topDepth = (static_cast<float>(unused) * g_cameraScaleY + 0.1f - g_cameraScaleY * 20.0f) +
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static_cast<float>(static_cast<int>(this->render.depthLayer)) * g_cameraScaleY;
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} else {
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const int depthLayer = static_cast<int>(this->render.depthLayer) + 3 + layer;
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const float height = bottom - y;
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const float rise = top - y;
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if (this->render.isLieOnGround) {
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*bottomDepth = 1.0f / (position[2] - height * g_cotangent) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
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*topDepth = 1.0f / (position[2] - rise * g_cotangent) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
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} else if (static_cast<unsigned char>(flags) != 0) {
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*bottomDepth = 1.0f / (height * 0.06f + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
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*topDepth = 1.0f / (rise * 0.06f + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
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} else {
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*bottomDepth = 1.0f / (height * g_tangent + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
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*topDepth = 1.0f / (rise * g_tangent + position[2]) + static_cast<float>(depthLayer) * g_cameraScaleY + depthBias;
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}
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}
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quad->left = left + shift;
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quad->top = top;
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quad->bottom = bottom;
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quad->right = right + shift;
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quad->bottomRhw = *bottomDepth;
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quad->topRhw = *topDepth;
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quad->angle = static_cast<float>(cell.rotation + static_cast<int>(this->render.spriteAngle));
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bounds[0] = static_cast<int>(left);
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bounds[1] = static_cast<int>(top);
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bounds[2] = static_cast<int>(right);
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bounds[3] = static_cast<int>(bottom);
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float lightRed = 1.0f;
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float lightGreen = 1.0f;
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float lightBlue = 1.0f;
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if (this->render.useGroundLighting == 1 && g_serviceOptions.Get(0x77)) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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GroundGeometry* ground = mode->scene->ground;
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if (ground->IsNewVer()) {
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int column = 0;
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int row = 0;
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mode->WorldCell(this->render.position.x, this->render.position.z, column, row);
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ground->Lighting(column, row, lightRed, lightGreen, lightBlue);
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}
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}
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const float alpha = static_cast<float>((this->render.color >> 24) & 0xFF);
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const float red = static_cast<float>((this->render.color >> 16) & 0xFF) * lightRed;
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const float green = static_cast<float>((this->render.color >> 8) & 0xFF) * lightGreen;
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const float blue = static_cast<float>(this->render.color & 0xFF) * lightBlue;
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if (this->render.isSingleColor && this->render.overrideColor != 0xFFFF0000) {
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*color = this->render.overrideColor;
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} else {
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SpriteColor& channels = *reinterpret_cast<SpriteColor*>(color);
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channels.alpha = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>((cell.color >> 24) & 0xFF) * alpha) / 255.0f));
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channels.red = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>(cell.color & 0xFF) * red) / 255.0f));
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channels.green = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>((cell.color >> 8) & 0xFF) * green) / 255.0f));
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channels.blue = static_cast<std::uint8_t>(static_cast<int>((static_cast<float>((cell.color >> 16) & 0xFF) * blue) / 255.0f));
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}
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quad->color = *color;
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if ((this->render.flags & 0x40) != 0) {
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const short phase = this->render.effectPhase;
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if (phase <= 36) {
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float angle = 180.0f - g_sinTable[90 + phase * 5] * 180.0f;
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quad->angle = angle;
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if (angle >= 360.0f) {
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quad->angle = angle - 360.0f;
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return true;
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}
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} else {
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quad->angle = 0.0f;
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}
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}
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return true;
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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 CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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bool found = true;
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if (targetAid == g_session.m_aid) {
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const vector3d& playerPos = reinterpret_cast<const CRenderObject*>(mode->scene->player)->render.position;
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targetPos.x = playerPos.x;
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targetPos.y = playerPos.y;
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targetPos.z = playerPos.z;
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} else if (const CRenderObject* actor = mode->scene->GetGameActorByAID(targetAid)) {
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targetPos.x = actor->render.position.x;
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targetPos.y = actor->render.position.y;
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targetPos.z = actor->render.position.z;
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} else {
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found = false;
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const vector3d& playerPos = reinterpret_cast<const CRenderObject*>(mode->scene->player)->render.position;
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const vector3d& position = this->render.position;
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targetPos = {
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position.x - (playerPos.x - position.x), position.y - (playerPos.y - position.y), position.z - (playerPos.z - position.z)
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};
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}
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return found;
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}
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