Batch #8537 by youko: 0 byte-identical, 1 confirmed by peer review. - fn_10108 CCharacterRender::BuildDrawList: logic confirmed by peer review Peer-reviewed-by: eAthena, Yommy Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
426 lines
16 KiB
C++
426 lines
16 KiB
C++
#include "Contents/Actors/CharacterRender.h"
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#include "Client/Mode/CGameMode.h"
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#include "Client/Mode/ModeMgr.h"
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#include "Client/Session.h"
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#include "Contents/Actors/Pc.h"
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#include "Contents/Actors/RenderObject.h"
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#include "Contents/Actors/SpriteDrawingPolicy.h"
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#include "Contents/Camera/Camera.h"
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#include "Contents/Skills/ClientSkills.h"
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#include "Contents/SpriteLayerDrawing.h"
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#include "Contents/SpriteLayerOrder.h"
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#include "Contents/SpriteRidingOffset.h"
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#include "Contents/SpriteRidingPolicy.h"
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#include "Render/DeviceContext/DCSurface.h"
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#include "Render/Primitives/RenderPrimitive.h"
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#include "Render/Renderer.h"
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#include "Render/SpriteGeometry.h"
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#include "Render/SpriteQuad.h"
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#include "Render/Textures/SpritePixels.h"
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#include "Resource/ImfResource.h"
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#include "Resource/PaletteResource.h"
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#include "Resource/ResourceMgr.h"
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#include "Resource/Sprites/ActionResource.h"
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#include "Resource/Sprites/SpriteResource.h"
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#include "Script/LuaScript.h"
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#include <algorithm>
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#include <cstring>
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#include <list>
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#include <map>
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#include <string>
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#include <vector>
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#include <windows.h>
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// GLOBAL: gl_25256
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static int g_headAnchorOffsetX;
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// GLOBAL: gl_25257
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static int g_headAnchorOffsetY;
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struct CharacterRenderDrawItem {
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int flags;
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RenderCommand* command;
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};
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// OFFSET: 0x0080D2A0
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// FUNCTION: fn_10099
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CCharacterRender::CCharacterRender(int unknown0068, int unknown006C)
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: unknown_0004(0), unknown_0008(0), unknown_000C(0), unknown_0014(0), unknown_0028(0), unknown_002C(0), unknown_0030(0), unknown_0034(0),
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unknown_0038(0), unknown_003C(0), unknown_0048(0), unknown_004C(0), unknown_0050(0), unknown_0054(0), unknown_0058(80.0f), unknown_005C(-1),
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unknown_0060(-1), unknown_0064(-1), unknown_0068(unknown0068), unknown_006C(unknown006C), unknown_0070(400.0f), unknown_0074(-45.0f),
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unknown_0078(0.0f), unknown_007C(0.0f), unknown_0080(0.0f), unknown_0084(0.0f), unknown_0088(0.0f), unknown_008C(1.0f), unknown_0090(0),
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unknown_00A8(0), unknown_00AC(0), unknown_00BC(0), unknown_00C0(0) {
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this->unknown_0004 = 0;
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this->unknown_0008 = 0;
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this->unknown_000C = 0;
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this->unknown_0040 = 0;
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this->unknown_0044 = 0;
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this->unknown_00B0 = 1;
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}
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// OFFSET: 0x0080D730
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// FUNCTION: fn_10101
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CCharacterRender::~CCharacterRender() = default;
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// OFFSET: 0x008105A0
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// FUNCTION: fn_10108
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std::list<CharacterRenderDrawItem> CCharacterRender::BuildDrawList(unsigned char trackBounds, char* boundsUpdated) {
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CGameMode* mode = static_cast<CGameMode*>(g_modeMgr.GetGameMode());
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const float* origin = reinterpret_cast<const float*>(&this->unknown_0004);
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const float* view = mode->camera->frame.view.values;
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float position[3];
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position[0] = origin[0] * view[0] + origin[1] * view[3] + origin[2] * view[6] + view[9];
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position[1] = origin[0] * view[1] + origin[1] * view[4] + origin[2] * view[7] + view[10];
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position[2] = origin[0] * view[2] + origin[1] * view[5] + origin[2] * view[8] + view[11];
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float depthBias = 0.0f;
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float& screenX = *reinterpret_cast<float*>(&this->unknown_00A8);
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float& screenY = *reinterpret_cast<float*>(&this->unknown_00AC);
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screenX = 0.0f;
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screenY = 0.0f;
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float rhw = 0.0f;
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g_renderer->ProjectViewport(origin, view, &screenX, &screenY, &rhw);
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float distanceScale = g_renderer->ScaleDistance(rhw);
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distanceScale *= GetSkillFactor(this->unknown_0010);
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int swapCount = 0;
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bool bodyDrawn = false;
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*boundsUpdated = 0;
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RenderBounds& bounds = *reinterpret_cast<RenderBounds*>(this->unknown_0094);
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bounds.Set(static_cast<float>(g_renderer->viewport.width), static_cast<float>(g_renderer->viewport.height), 0.0f, 0.0f, rhw);
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std::list<CharacterRenderDrawItem> commands;
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if (this->unknown_00B0 == 1) {
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if (RenderPrimitive* shadow = reinterpret_cast<const SpriteDrawingPolicy*>(this)->DrawShadow(view, 1.0f)) {
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CharacterRenderDrawItem item;
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item.flags = 0x101;
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item.command = shadow;
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commands.push_back(item);
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}
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}
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int layer = 0;
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CImfRes* imf = static_cast<CImfRes*>(
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ResourceMgr::Instance().Load(GetBodyImfName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], this->unknown_0050).c_str())
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);
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this->RenderRobeCommands(commands, false, view, layer, position, screenX, screenY, distanceScale, 0.0f, rhw);
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std::map<int, SpriteLayerQuad> quads;
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std::map<int, int>& views = this->unknown_00B4;
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views[2] = this->unknown_0028;
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views[3] = this->unknown_002C;
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views[4] = this->unknown_0030;
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views[8] = this->unknown_00BC;
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std::vector<CActRes*> actions(9, nullptr);
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std::vector<CSprRes*> sprites(9, nullptr);
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const int job = this->unknown_004C == 1 ? g_session.GetRidingJob(this->unknown_0010) : this->unknown_0010;
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actions[0] = static_cast<CActRes*>(
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ResourceMgr::Instance().Load(GetBodyActionResourceName(job, this->unknown_0018[0], this->unknown_0050, 0))
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);
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const int spriteJob = this->unknown_004C == 1 ? g_session.GetRidingJob(this->unknown_0010) : this->unknown_0010;
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sprites[0] = static_cast<CSprRes*>(
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ResourceMgr::Instance().Load(g_session.GetBodySprName(spriteJob, this->unknown_0018[0], this->unknown_0050, 0))
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);
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actions[1] = static_cast<CActRes*>(
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ResourceMgr::Instance().Load(g_session.GetHeadActName(this->unknown_0010, this->unknown_0018[0], &this->unknown_0018[1]))
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);
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sprites[1] = static_cast<CSprRes*>(
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ResourceMgr::Instance().Load(g_session.GetHeadSprName(this->unknown_0010, this->unknown_0018[0], &this->unknown_0018[1]))
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);
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actions[2] = static_cast<CActRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessoryActName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[2])
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));
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sprites[2] = static_cast<CSprRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessorySprName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[2])
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));
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actions[3] = static_cast<CActRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessoryActName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[3])
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));
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sprites[3] = static_cast<CSprRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessorySprName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[3])
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));
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actions[4] = static_cast<CActRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessoryActName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[4])
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));
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sprites[4] = static_cast<CSprRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessorySprName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[4])
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));
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if (this->unknown_00C0 == 1) {
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actions[8] = static_cast<CActRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessoryActName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[8])
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));
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sprites[8] = static_cast<CSprRes*>(ResourceMgr::Instance().Load(
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g_session.GetAccessorySprName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[1], views[8])
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));
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}
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bool hidesHead = false;
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for (int slot = 2; slot <= 3; ++slot) {
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if (g_session.IsSpecialMonsterJob(views[slot]) == true) {
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hidesHead = true;
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break;
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}
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}
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for (int index = 8; index >= 0; --index) {
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const int action = this->unknown_0040;
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const int order = GetSpriteLayerOrder(imf, index, action - action % 8, action, this->unknown_0044);
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int type = order;
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if (!bodyDrawn) {
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bodyDrawn = order == 1;
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}
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if (bodyDrawn == true && type == 0) {
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++swapCount;
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type = 2;
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}
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if (swapCount == 1 && order == 2) {
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type = 0;
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swapCount = 2;
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} else if (type == 2) {
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type = 4;
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} else if (type == 4) {
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type = 2;
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}
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if (actions[type] == nullptr || sprites[type] == nullptr || type == 5 || type == 6 || type == 7) {
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continue;
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}
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const int cellIndex = GetSlotLayer(g_session.IsSpecialMonsterJob(views[type]) ? 1 : type);
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if (this->unknown_0044 >= static_cast<int>(actions[type]->FrameCount(this->unknown_0040))) {
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continue;
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}
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const ActionFrame* frame = &actions[type]->Frame(this->unknown_0040, this->unknown_0044);
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switch (type) {
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case 2:
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case 3:
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case 4:
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case 8: {
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const int bodyCount = actions[1]->FrameCount(this->unknown_0040);
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const int layerCount = actions[type]->FrameCount(this->unknown_0040);
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if (bodyCount > 0 && layerCount > 0 && bodyCount < layerCount && layerCount % bodyCount == 0) {
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frame = &actions[type]->Frame(this->unknown_0040, this->unknown_0044 * (layerCount / bodyCount));
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}
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break;
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}
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}
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const SpriteFrameCell* cell = &frame->Cell(cellIndex);
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if (cell->image == -1) {
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continue;
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}
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int offsetX = 0;
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int offsetY = 0;
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const SpriteRleImage* image = sprites[type]->images[cell->imageType][cell->image];
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if (g_session.IsDoramJob(this->unknown_0010) == true) {
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int doramX = 0;
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int doramY = 0;
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int direction = this->unknown_0040 % 8;
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if (direction < 0) {
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direction = 7;
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}
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if (direction > 7) {
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direction = 0;
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}
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g_luaScript->Call("OffsetItemPos_GetOffsetForDoram", "ddd>dd", views[type], direction, this->unknown_0018[0], &doramX, &doramY);
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offsetX = doramX;
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offsetY = doramY;
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}
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switch (type) {
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case 1: {
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const int bodyJob = this->unknown_004C == 1 ? g_session.GetRidingJob(this->unknown_0010) : this->unknown_0010;
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CActRes* bodyAction = static_cast<CActRes*>(
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ResourceMgr::Instance().Load(GetBodyActionResourceName(bodyJob, this->unknown_0018[0], this->unknown_0050, 0))
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);
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const ActionFrame& bodyFrame = bodyAction->Frame(this->unknown_0040, this->unknown_0044);
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if (frame->anchorCount > 0 && bodyFrame.anchorCount > 0) {
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const ActionAnchor& anchor = frame->anchors[0];
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const ActionAnchor& bodyAnchor = bodyFrame.anchors[0];
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if (anchor.unknown_0008 == bodyAnchor.unknown_0008) {
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offsetX += bodyAnchor.x - anchor.x;
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offsetY += bodyAnchor.y - anchor.y;
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g_headAnchorOffsetX = offsetX;
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g_headAnchorOffsetY = offsetY;
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}
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}
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if (hidesHead == true) {
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continue;
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}
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break;
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}
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case 2:
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case 3:
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case 4:
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case 8: {
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int syncedIndex = 0;
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const ActionFrame* layerFrame = g_session.GetSyncedFrame(actions[1], actions[type], this->unknown_0040, this->unknown_0044, 0, &syncedIndex);
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if (layerFrame != nullptr && syncedIndex != this->unknown_0044) {
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cell = &layerFrame->Cell(cellIndex);
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if (cell->image != -1) {
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image = sprites[type]->images[cell->imageType][cell->image];
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}
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} else {
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layerFrame = frame;
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}
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const ActionFrame& bodyFrame = actions[1]->Frame(this->unknown_0040, this->unknown_0044);
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if (layerFrame->anchorCount > 0 && bodyFrame.anchorCount > 0) {
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const ActionAnchor& anchor = layerFrame->anchors[0];
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const ActionAnchor& bodyAnchor = bodyFrame.anchors[0];
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if (anchor.unknown_0008 == bodyAnchor.unknown_0008) {
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offsetX += bodyAnchor.x - anchor.x;
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offsetY += bodyAnchor.y - anchor.y;
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}
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}
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offsetX += g_headAnchorOffsetX;
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const int baseAction = this->unknown_0040 - this->unknown_0040 % 8;
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if (IsIgnoredRidingState(views[type], this->unknown_0010, baseAction, this->unknown_004C) == true) {
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offsetY += SpriteRidingOffset(&bodyFrame, this->unknown_0040, this->unknown_0044, this->unknown_0010, this->unknown_0018[0], this->unknown_0050);
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} else {
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offsetY += g_headAnchorOffsetY;
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}
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if (cell->scaleX != 1.0f) {
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offsetX = static_cast<int>(static_cast<float>(offsetX) / cell->scaleX);
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}
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if (cell->scaleY != 1.0f) {
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offsetY = static_cast<int>(static_cast<float>(offsetY) / cell->scaleY);
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}
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break;
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}
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}
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float bottomDepth = 0.0f;
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float topDepth = 0.0f;
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SpriteQuad quad;
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std::memset(&quad, 0, sizeof(quad));
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SpriteColor color = {};
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tagRECT rect;
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if (!reinterpret_cast<const SpriteDrawingPolicy*>(this)->ProjectCell(
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index, layer, distanceScale, *cell, screenX, screenY, position, 0.0f, bottomDepth, topDepth, *image,
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reinterpret_cast<SpriteCellQuad&>(quad), rect, color, offsetX, offsetY, 0
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)) {
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continue;
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}
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*boundsUpdated = 1;
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++layer;
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switch (type) {
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case 2:
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case 3:
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case 4:
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case 8:
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reinterpret_cast<const SpriteDrawingPolicy*>(this)->OffsetLayerDepth(type, reinterpret_cast<SpriteCellQuad&>(quad), bottomDepth, topDepth);
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break;
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default:
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reinterpret_cast<const AccessoryLayerDepth*>(this)->OffsetLayerDepth(type, reinterpret_cast<SpriteCellQuad&>(quad), bottomDepth, topDepth);
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break;
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}
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if (trackBounds == 1 && (type == 0 || type == 1)) {
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bounds.Include(&quad.top);
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}
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const std::uint32_t* palette = sprites[type]->palette;
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if (type == 0) {
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if (this->unknown_0018[2] > 0) {
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palette = static_cast<CPaletteRes*>(ResourceMgr::Instance().Load(
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g_session.GetBodyPalName(this->unknown_0010, this->unknown_0018[0], this->unknown_0018[2], this->unknown_0050, 0, 0).c_str()
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))->palette;
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} else {
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palette = sprites[0]->palette;
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}
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} else if (type == 1) {
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if (this->unknown_0018[3] > 0) {
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palette = static_cast<CPaletteRes*>(ResourceMgr::Instance().Load(
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g_session.GetHeadPalName(this->unknown_0018[1], this->unknown_0010, this->unknown_0018[0], this->unknown_0018[3]).c_str()
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))->palette;
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} else {
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palette = sprites[1]->palette;
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}
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}
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int blend;
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switch (type) {
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case 2:
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case 3:
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case 8:
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blend = 1;
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break;
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case 4:
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blend = this->unknown_0030 != 0xB9;
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break;
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default:
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blend = 0x101;
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break;
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}
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switch (type) {
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case 2:
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case 3:
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case 4:
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case 8: {
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const int direction = this->unknown_0040 % 8;
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if (views[type] > 0) {
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int priority = -1;
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g_luaScript->Call("GetLayerPriority", "ddd>d", direction, type, views[type], &priority);
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if (priority != -1) {
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SpriteLayerQuad entry;
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entry.quad = quad;
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entry.palette = palette;
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entry.blend = blend;
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quads.insert(std::make_pair(priority, entry));
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}
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}
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break;
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}
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default: {
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CharacterRenderDrawItem item;
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item.flags = blend;
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item.command = BuildSpriteQuad(*GetRenderSystemHolder()->system, quad, palette, blend, 0.0f, 0.0f);
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commands.push_back(item);
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break;
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}
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}
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if (type == 0) {
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this->unknown_005C = blend;
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this->unknown_0060 = cell->x;
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this->unknown_0064 = cell->y;
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this->RenderRobeCommands(commands, true, view, layer, position, screenX, screenY, distanceScale, 0.0f, rhw);
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}
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}
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float maxBottom = depthBias;
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float maxTop = depthBias;
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for (std::map<int, SpriteLayerQuad>::iterator it = quads.begin(); it != quads.end(); ++it) {
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float bottom = it->second.quad.bottomRhw;
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float top = it->second.quad.topRhw;
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if (it != quads.begin()) {
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bottom = (std::max)(maxBottom, bottom);
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top = (std::max)(maxTop, top);
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}
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maxBottom = bottom;
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maxTop = top;
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}
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for (std::map<int, SpriteLayerQuad>::iterator it = quads.begin(); it != quads.end(); ++it) {
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SpriteLayerQuad& entry = it->second;
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entry.quad.bottomRhw = depthBias + maxBottom;
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entry.quad.topRhw = depthBias + maxTop;
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CharacterRenderDrawItem item;
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item.command = BuildSpriteQuad(*GetRenderSystemHolder()->system, entry.quad, entry.palette, entry.blend, 0.0f, 0.0f);
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item.flags = entry.blend;
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commands.push_back(item);
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depthBias += 0.000001f;
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}
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return commands;
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}
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