Batch #14326 by eAthena: 0 byte-identical, 10 confirmed by peer review. - fn_21311 CGameMode::EnsureNameBalloon: logic confirmed by peer review - fn_21329 CGameMode::ProcessGroundClick: logic confirmed by peer review - fn_21330 CGameMode::ProcessInput: logic confirmed by peer review - fn_21333 CGameMode::UpdateBalloons: logic confirmed by peer review - fn_21346 CGameMode::SaveActiveSkillEffects: logic confirmed by peer review - fn_21347 CGameMode::SaveNameCardState: logic confirmed by peer review - fn_21348 CGameMode::SaveUnknown024C: logic confirmed by peer review - fn_21349 CGameMode::SaveGroundItems: logic confirmed by peer review - fn_21350 CGameMode::SaveActorStates: logic confirmed by peer review - fn_21351 CGameMode::WriteReplaySkillState: logic confirmed by peer review Peer-reviewed-by: Yommy, secret, codeplay Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
#include "Client/Mode/CGameMode.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/World/World.h"
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#include "Contents/World/WorldRayQuery.h"
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#include "Contents/World/WorldSpatialTree.h"
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#include "Render/Renderer.h"
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#include "UI/Buttons/UITextButton.h"
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#include "Contents/World/WorldTerrainPicking.h"
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#include "Resource/World/TerrainResource.h"
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// OFFSET: 0x00CD4060
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// FUNCTION: fn_21274
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bool CGameMode::PickScreenTerrain(int& column, int& row) {
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WorldRayQuery query;
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float ray[6]{};
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g_renderer->viewport.Ray(g_screenWidth, g_screenHeight, this->camera->frame.eye, this->camera->frame.inverse.values, ray);
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query.Collect(ray, &this->scene->spatial);
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float nearest = 999999.0f;
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float result = nearest;
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for (WorldSpatialTree* node : query.nodes) {
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C3dAttr* terrain = node->terrain;
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int candidateRow = node->terrainCells[1];
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while (candidateRow <= node->terrainCells[3]) {
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int candidateColumn = node->terrainCells[0];
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while (candidateColumn <= node->terrainCells[2]) {
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const float distance = terrain->RayDistance(ray, candidateColumn, candidateRow);
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if (nearest > distance) {
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nearest = distance;
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column = candidateColumn;
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row = candidateRow;
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}
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result = nearest;
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candidateColumn = candidateColumn + 1;
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}
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candidateRow = candidateRow + 1;
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}
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}
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return result < 999999.0f;
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}
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