rodecomp/Source/Contents/Actors/GameObject.h
ragnarok-clanker 1353b13bac Decompile 13 functions in Source/Contents/Effects/RagEffect.cpp, Source/Contents/Effects/RagEffect.h, ...
Batch #2136 by ragnarok-clanker: 0 byte-identical, 13 confirmed by peer review.

- fn_20040 CRagEffect::BloodDrain: logic confirmed by peer review
- fn_20046 CRagEffect::FireBall: logic confirmed by peer review
- fn_20054 CRagEffect::FrostDiver: logic confirmed by peer review
- fn_20058 CRagEffect::GrimTooth: logic confirmed by peer review
- fn_20066 CRagEffect::Hit4: logic confirmed by peer review
- fn_20106 CRagEffect::SoulStrike: logic confirmed by peer review
- fn_20107 CRagEffect::SpearBmr: logic confirmed by peer review
- fn_20109 CRagEffect::SprayPond: logic confirmed by peer review
- fn_20120 CRagEffect::WaterBall2: logic confirmed by peer review
- fn_20124 CRagEffect::Yufitel: logic confirmed by peer review
- fn_20132 CRagEffect::AirTexture: logic confirmed by peer review
- fn_20181 CRagEffect::EnergyDrain2: logic confirmed by peer review
- fn_21029 CGameObject::Get8Dir2: logic confirmed by peer review

Reviewed-by: ragnarok-clanker
2026-10-29 14:02:25 +00:00

29 lines
781 B
C++

#ifndef RAGNAROK_SOURCE_CONTENTS_ACTORS_GAMEOBJECT_H
#define RAGNAROK_SOURCE_CONTENTS_ACTORS_GAMEOBJECT_H
#include <cstdint>
struct CameraDirectionContext {
const int& modeType;
const float* const& cameraAngle;
};
class CGameObject {
public:
CGameObject();
virtual ~CGameObject();
virtual bool OnProcess();
virtual void SendMsg(CGameObject* sender, int message, int a, int b, int c, int d, int e, int f, int g, int h, int i, int j, int k, int l, int m);
virtual void Render(int argument);
virtual int Get8Dir(float angle, const CameraDirectionContext& camera);
int Get8Dir2(float rot, int flag);
int GetDir(float rot);
/* 0008 */ std::uint64_t identity;
};
#if defined(_WIN32) && !defined(_WIN64)
static_assert(sizeof(CGameObject) == 16);
#endif
#endif