rodecomp/Source/Contents/WorldNavigation.cpp
ragnarok-clanker 5b8f2cfb1f Decompile 12 functions in Source/Client/Mode/CGameMode.h, Source/Contents/Ground/TerrainCoordinates.cpp, ...
Batch #1554 by ragnarok-clanker: 0 byte-identical, 12 confirmed by peer review.

- fn_21278 CGameMode::WorldCell: logic confirmed by peer review (already on main)
- fn_19599 CNavigationManager::LoadStates: logic confirmed by peer review (annotation added to existing code)
- fn_19394 CNaviData::ResetLinkDepths: logic confirmed by peer review (annotation added to existing code)
- fn_19390 CNaviData::FindRoute: logic confirmed by peer review (annotation added to existing code)
- fn_19508 CNavi_Link::SetDepth: logic confirmed by peer review (annotation added to existing code)
- fn_19456 CNavi_Link::LinkedEnd: logic confirmed by peer review (annotation added to existing code)
- fn_19444 CNavi_Link::LinkedBegin: logic confirmed by peer review (annotation added to existing code)
- fn_19466 CNaviInfo::LinksBegin: logic confirmed by peer review (annotation added to existing code)
- fn_19467 CNaviInfo::LinksEnd: logic confirmed by peer review (annotation added to existing code)
- fn_19509 CNaviInfo::SetVisited: logic confirmed by peer review (annotation added to existing code)
- fn_19581 CNavigationManager::PlayerCell: logic confirmed by peer review (annotation added to existing code)
- fn_21282 CGameMode::PlayerCell: logic confirmed by peer review (annotation added to existing code)

Reviewed-by: ragnarok-clanker
2026-10-28 18:50:46 +00:00

23 lines
749 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[0], player->render.position[2], *column, *row);
}