Batch #1871 by Yommy: 0 byte-identical, 1 confirmed by peer review. - fn_10103 SpriteDrawingPolicy::OffsetLayerDepth: logic confirmed by peer review Reviewed-by: ragnarok-clanker Adds to the build: Source/Contents/SpriteLayerDepth.cpp
41 lines
1.1 KiB
C++
41 lines
1.1 KiB
C++
#include "Contents/Actors/SpriteDrawingPolicy.h"
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#include "Contents/Camera/Camera.h"
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#include "Render/SpriteGeometry.h"
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constexpr float robeTopLayerThreshold = 320.0f;
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// GLOBAL: gl_24739
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float g_cameraDistance = 300.0f;
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// OFFSET: 0x0080DAA0
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// FUNCTION: fn_10103
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void SpriteDrawingPolicy::OffsetLayerDepth(int layer, SpriteCellQuad& quad, float bottomDepth, float topDepth) const {
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switch (layer) {
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case 2:
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if (g_cameraDistance < robeTopLayerThreshold) {
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quad.bottomDepth = bottomDepth + 0.000027f;
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quad.topDepth = topDepth + 0.000027f;
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} else {
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quad.bottomDepth = bottomDepth;
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quad.topDepth = topDepth;
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}
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break;
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case 3:
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if (g_cameraDistance < robeTopLayerThreshold) {
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quad.bottomDepth = bottomDepth + 0.00004f;
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quad.topDepth = 0.0001f + topDepth;
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} else {
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quad.bottomDepth = bottomDepth;
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quad.topDepth = 0.000045f + topDepth;
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}
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break;
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case 4:
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if (g_cameraDistance < robeTopLayerThreshold) {
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bottomDepth += 0.00003f;
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topDepth += 0.00003f;
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}
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quad.bottomDepth = bottomDepth;
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quad.topDepth = topDepth;
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break;
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}
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}
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