Owner-authorized source migration: 31 helper-only translation units were merged into their callers or existing inline headers; both build manifests updated. Includes the preserved source payload, Lua configuration matching wowdecomp, and exact malloca expansion without diagnostic pragmas. 449 native units compiled locally and 449 staged units compiled by the pinned server toolchain. No previously byte-matched function regressed. Compiler mapping diagnostics remain recorded as needs_cleanup, not accepted or peer-confirmed. Existing independent review records are preserved. README.md is intentionally unchanged.
210 lines
8.5 KiB
C++
210 lines
8.5 KiB
C++
#include "Contents/Models/ModelActor.h"
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#include "Contents/Models/ModelNode.h"
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#include "Contents/Models/ModelRendering.h"
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#include "Render/Primitives/RenderCommandPool.h"
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#include "Render/Projection/RenderProjection.h"
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#include "Render/Primitives/RenderQueues.h"
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#include "Render/Primitives/RenderVertexPool.h"
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#include "Render/Textures/Texture.h"
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#include "Utility/Math/ScalarConversion.h"
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#include <cstring>
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ModelRenderContext::ModelRenderContext(
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const RenderProjection& projection, RenderCommandPool& commands, RenderVertexPool& vertices, RenderQueues& queues, const int& width, const int& height,
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const bool& depthAlpha, const float& depthStart, const float& depthEnd, const bool& overrideColor, const bool& integerColor, const float* overrideScale,
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const float* colorScale
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)
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: projection(projection), commands(commands), vertices(vertices), queues(queues), width(width), height(height), depthAlpha(depthAlpha),
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depthStart(depthStart), depthEnd(depthEnd), overrideColor(overrideColor), integerColor(integerColor), overrideScale(overrideScale),
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colorScale(colorScale) {
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for (auto& vertex : this->legacyProjected) {
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vertex.specular = 0xFF000000u;
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}
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for (auto& vertex : this->modernProjected) {
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vertex.specular = 0xFF000000u;
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}
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}
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// INLINED
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bool ModelTriangleVisible(const RenderVertex* a, const RenderVertex* b, const RenderVertex* c, const ModelRenderContext& context) {
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const float firstMinimumX = a->x > b->x ? b->x : a->x;
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const float minimumX = firstMinimumX > c->x ? c->x : firstMinimumX;
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if (minimumX >= static_cast<float>(context.width)) {
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return false;
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}
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const float firstMaximumX = b->x > a->x ? b->x : a->x;
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const float maximumX = c->x > firstMaximumX ? c->x : firstMaximumX;
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if (0.0f > maximumX) {
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return false;
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}
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const float firstMinimumY = a->y > b->y ? b->y : a->y;
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const float minimumY = firstMinimumY > c->y ? c->y : firstMinimumY;
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if (minimumY >= static_cast<float>(context.height)) {
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return false;
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}
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const float firstMaximumY = b->y > a->y ? b->y : a->y;
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const float maximumY = c->y > firstMaximumY ? c->y : firstMaximumY;
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return !(0.0f > maximumY || 0.0f > a->rhw || 0.0f > b->rhw || 0.0f > c->rhw);
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}
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namespace {
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// INLINED
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unsigned Byte(float value) {
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return static_cast<unsigned>(TruncateToInt(value)) & 255u;
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}
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// INLINED
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std::uint32_t Color(std::uint32_t source, unsigned char alpha, const float* scale) {
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const unsigned red = Byte(static_cast<float>((source >> 16) & 255u) * scale[0]);
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const unsigned green = Byte(static_cast<float>((source >> 8) & 255u) * scale[1]);
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const unsigned blue = Byte(static_cast<float>(source & 255u) * scale[2]);
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return (static_cast<unsigned>(alpha) << 24) | (red << 16) | (green << 8) | blue;
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}
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// INLINED
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float Rotated(float sine, float delta, float cosineProduct, bool subtract) {
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const double product = static_cast<double>(sine) * delta;
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return static_cast<float>(subtract ? cosineProduct - product : product + cosineProduct);
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}
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}
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// INLINED
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inline void TransformModelUV(float& u, float& v, const ModelTextureTransform& transform) {
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const float cosineU = ClientCos(transform.values[4]);
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const float productU = cosineU * (u - 0.5f);
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const float sineU = ClientSin(transform.values[4]);
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const float rotatedU = Rotated(sineU, v - 0.5f, productU, true);
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const float resultU = (rotatedU * transform.values[2] + 0.5f) + transform.values[0];
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const float cosineV = ClientCos(transform.values[4]);
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const float productV = cosineV * (v - 0.5f);
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const float sineV = ClientSin(transform.values[4]);
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const float rotatedV = Rotated(sineV, u - 0.5f, productV, false);
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const float resultV = (rotatedV * transform.values[3] + 0.5f) + transform.values[1];
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u = resultU;
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v = resultV;
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}
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// INLINED
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void DrawModelNode(C3dNode& node, const float* matrix, unsigned char reversed, bool clip, unsigned char commandMode, ModelRenderContext& context, bool modern) {
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AffineMatrix camera;
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std::memcpy(camera.values, matrix, sizeof(camera.values));
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AffineMatrix combined;
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combined.Compose(node.transform, camera);
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const float overrideScale[3] = {context.overrideScale[0], context.overrideScale[1], context.overrideScale[2]};
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const float colorScale[3] = {context.colorScale[0], context.colorScale[1], context.colorScale[2]};
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const unsigned char alpha = node.model->alpha;
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auto& projected = modern ? context.modernProjected : context.legacyProjected;
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for (unsigned index = 0; index < node.mesh->vertices.size(); ++index) {
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context.projection.Project(node.mesh->vertices[index].data(), combined.values, projected[index]);
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}
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RenderVertex* output = context.vertices.Acquire(static_cast<unsigned>(node.mesh->faces.size()) * 3u);
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unsigned index = 0;
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while (index < node.mesh->faces.size()) {
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const unsigned texture = node.mesh->faces[index].texture;
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RenderVertex* first = output;
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std::uint16_t flags = 0;
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do {
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const ModelFace& face = node.mesh->faces[index];
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const RenderVertex& a = projected[face.vertices[0]];
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const RenderVertex& b = projected[face.vertices[1]];
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const RenderVertex& c = projected[face.vertices[2]];
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bool visible = !clip || ModelTriangleVisible(&a, &b, &c, context);
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const float left = (b.y - a.y) * (c.x - a.x);
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const float right = (c.y - a.y) * (b.x - a.x);
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const bool winding = modern ? right > left : left > right;
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const bool accepted = modern ? (winding ? reversed == 0 : reversed == 1) : (winding ? reversed == 0 : reversed != 0);
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visible = visible && (accepted || (modern ? face.twoSided == 1 : face.twoSided != 0));
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if (visible) {
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output[0] = a;
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output[1] = b;
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output[2] = c;
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const ModelFaceState& state = node.faceState[index];
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for (unsigned corner = 0; corner < 3; ++corner) {
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output[corner].u = state.uv[corner][0];
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output[corner].v = state.uv[corner][1];
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}
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if (modern) {
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const auto& transforms = static_cast<C3dNodeV2&>(node).textureTransforms;
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const auto found = transforms.find(static_cast<int>(texture));
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if (found != transforms.end()) {
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for (unsigned corner = 0; corner < 3; ++corner) {
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TransformModelUV(output[corner].u, output[corner].v, found->second);
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}
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flags = 0x20;
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}
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}
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for (unsigned corner = 0; corner < 3; ++corner) {
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if (context.overrideColor) {
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output[corner].diffuse = Color(state.colors[corner], alpha, overrideScale);
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} else if (node.unknown_0088) {
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output[corner].diffuse = (state.colors[corner] & 0x00FFFFFFu) | 0x80000000u;
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} else if (context.integerColor) {
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const int* values = node.faceValues.data() + index * 9u + corner * 3u;
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output[corner].diffuse = (static_cast<unsigned>(alpha) << 24) | (Byte(static_cast<float>(values[0]) * colorScale[0]) << 16) |
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(Byte(static_cast<float>(values[1]) * colorScale[1]) << 8) | Byte(static_cast<float>(values[2]) * colorScale[2]);
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} else {
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output[corner].diffuse = Color(state.colors[corner], alpha, colorScale);
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}
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}
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output += 3;
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}
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++index;
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} while (index < node.mesh->faces.size() && node.mesh->faces[index].texture == texture);
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if (output != first) {
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RenderCommand* command = context.commands.Acquire();
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command->vertices = first;
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command->vertexCount = static_cast<unsigned>(output - first);
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command->texture = node.textures[texture % node.textures.size()];
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command->unknown_0014 = static_cast<std::uint16_t>((command->unknown_0014 & 0x00FFu) | (static_cast<unsigned>(commandMode) << 8));
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if (alpha != 255 || command->texture->Format() == TextureFormat::A4R4G4B4) {
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flags |= 1;
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}
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context.queues.Submit(command, flags, context.depthAlpha, context.depthStart, context.depthEnd);
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}
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}
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node.unknown_0088 = 0;
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for (C3dNode* child : node.children) {
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child->Draw(combined.values, reversed, clip, commandMode, context);
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}
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}
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// OFFSET: 0x00AB7D40
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// FUNCTION: fn_17499
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void C3dNodeV1::Draw(const float* matrix, unsigned char reversed, bool clip, unsigned char commandMode, ModelRenderContext& context) {
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DrawModelNode(*this, matrix, reversed, clip, commandMode, context, false);
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}
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// OFFSET: 0x00AB84B0
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// FUNCTION: fn_17500
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void C3dNodeV2::Draw(const float* matrix, unsigned char reversed, bool clip, unsigned char commandMode, ModelRenderContext& context) {
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DrawModelNode(*this, matrix, reversed, clip, commandMode, context, true);
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}
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