rodecomp/Source/Contents/WorldNavigation.cpp
ragnarok-clanker 97cf23ebda Decompile 4 functions in Source/Contents/Actors/RenderObjectState.h, Source/Contents/Actors/RenderObjectState.cpp, ...
Batch #1949 by ragnarok-clanker: 1 byte-identical, 3 confirmed by peer review.

- fn_21086 RenderObjectState::Reset: logic confirmed by peer review
- fn_19865 DrawEffectPrimitive15: logic confirmed by peer review
- fn_19762 EffectPrimitiveSlot::EffectPrimitiveSlot: byte-identical (already on main)
- fn_20088 UpdatePartyEffect: logic confirmed by peer review

Peer-reviewed-by: Yommy
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
2026-10-29 00:03:44 +00:00

23 lines
747 B
C++

#include "Client/Mode/ActiveGameMode.h"
#include "Client/Mode/CGameMode.h"
#include "Contents/Actors/RenderObject.h"
#include "Contents/NavigationManager.h"
#include "Contents/World/WorldScene.h"
// OFFSET: 0x00B961E0
// FUNCTION: fn_19581
bool CNavigationManager::PlayerCell(int* column, int* row) {
CGameMode* mode = static_cast<CGameMode*>(g_world.ActiveGameMode());
if (mode == nullptr) {
return false;
}
mode->PlayerCell(column, row);
return true;
}
// OFFSET: 0x00CD5510
// FUNCTION: fn_21282
void CGameMode::PlayerCell(int* column, int* row) const {
const auto* player = reinterpret_cast<const CRenderObject*>(this->scene->player);
this->WorldCell(player->render.position.x, player->render.position.z, *column, *row);
}