Batch #9503 by ragnarok-clanker: 0 byte-identical, 3 confirmed by peer review. - fn_22301 CLoginMode::Slot5: logic confirmed by peer review - fn_22305 CLoginMode::Update: logic confirmed by peer review - fn_17684 CWorld::InitWorld: logic confirmed by peer review Peer-reviewed-by: secret, superintelligence, KWDev, seumadruga, ragnarok-clanker, gordaoprogramas, Toshiro Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
370 lines
12 KiB
C++
370 lines
12 KiB
C++
#include "Contents/Models/ModelActor.h"
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#include "Contents/Ground/TerrainHeight.h"
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#include "Contents/World/WorldModelLoading.h"
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#include "Contents/World/WorldSpatialInitialization.h"
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#include "Resource/ResourceMgr.h"
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#include "Resource/World/WorldResource.h"
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#include "Client/Application/ErrorDialog.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/Ground/GroundGeometry.h"
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#include "Contents/Ground/GroundWaterState.h"
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#include "Contents/Movies/BinkMovies.h"
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#include "Contents/World/World.h"
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#include "Render/Renderer.h"
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#include "Resource/World/GroundResource.h"
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#include "Resource/World/TerrainResource.h"
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#include "UI/Window/UIWindowMgr.h"
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#include <algorithm>
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#include <atomic>
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#include <cmath>
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#include <cstdint>
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#include <cstring>
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#include <timeapi.h>
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#include <windows.h>
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void sub_E57380();
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// GLOBAL: gl_24754
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float g_worldLightDirection[3];
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// GLOBAL: gl_24755
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float g_worldDiffuse[3];
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// GLOBAL: gl_24756
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float g_worldAmbient[3];
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// GLOBAL: gl_24758
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float g_worldLoadCenter[3];
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namespace {
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// INLINED
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bool Before(const DeferredWorldModel& left, const DeferredWorldModel& right) {
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if (left.distance < right.distance) {
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return true;
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}
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if (right.distance < left.distance) {
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return false;
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}
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if (left.distance == right.distance) {
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return reinterpret_cast<std::uintptr_t>(left.placement) < reinterpret_cast<std::uintptr_t>(right.placement);
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}
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return false;
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}
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// INLINED
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C3dActor* CreatePlacedWorldModel(const WorldModelRecord& placement, C3dModelRes& resource, BinkMovies& movies, ModelLightingContext& lighting) {
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resource.RegisterMovies(movies, placement.position);
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if (!resource.FindNode(placement.node) && resource.nodes.empty()) {
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return nullptr;
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}
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C3dActor* actor = nullptr;
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if (resource.major == 1) {
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actor = new C3dActorV1;
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} else if (resource.major == 2) {
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actor = new C3dActorV2;
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}
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actor->CopyVolumes(resource.volumes);
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actor->SetSpeed(placement.animationSpeed);
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actor->playback = placement.animation;
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std::memcpy(actor->position, placement.position, sizeof(actor->position));
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actor->dirty = 1;
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std::memcpy(actor->rotation, placement.rotation, sizeof(actor->rotation));
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actor->dirty = 1;
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std::memcpy(actor->scale, placement.scale, sizeof(actor->scale));
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actor->dirty = 1;
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actor->commandMode = placement.flag;
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actor->color = static_cast<std::uint32_t>(placement.index);
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actor->Assign(resource);
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actor->occlusionEnabled = 0;
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actor->Prepare(lighting);
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return actor;
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}
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// INLINED
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C3dActor* CreateInitWorldModel(const WorldModelRecord& placement, C3dModelRes& resource, BinkMovies& movies) {
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resource.RegisterMovies(movies, placement.position);
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if (!resource.FindNode(placement.node) && resource.nodes.empty()) {
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return nullptr;
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}
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C3dActor* actor = nullptr;
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if (resource.major == 1) {
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actor = new C3dActorV1;
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} else if (resource.major == 2) {
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actor = new C3dActorV2;
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}
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actor->CopyVolumes(resource.volumes);
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actor->SetSpeed(placement.animationSpeed);
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actor->playback = placement.animation;
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std::memcpy(actor->position, placement.position, sizeof(actor->position));
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actor->dirty = 1;
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std::memcpy(actor->rotation, placement.rotation, sizeof(actor->rotation));
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actor->dirty = 1;
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std::memcpy(actor->scale, placement.scale, sizeof(actor->scale));
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actor->dirty = 1;
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actor->commandMode = placement.flag;
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actor->color = static_cast<std::uint32_t>(placement.index);
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actor->Assign(resource);
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actor->occlusionEnabled = 0;
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void** actorVtbl = *reinterpret_cast<void***>(actor);
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reinterpret_cast<void (__thiscall *)(C3dActor*, const float*, const float*, const float*)>(actorVtbl[4])(
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actor, g_worldLightDirection, g_worldDiffuse, g_worldAmbient
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);
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return actor;
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}
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}
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// INLINED
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void WorldModelLoading::Schedule(const WorldModelRecord& placement, const TerrainHeight& terrain, int column, int row, float* center) {
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terrain.CellCenter(column, row, center[0], center[2]);
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const float y = placement.position[1] - center[1];
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const float x = placement.position[0] - center[0];
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const float z = placement.position[2] - center[2];
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const float squared = (y * y + x * x) + z * z;
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const float distance = std::sqrt(squared);
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if (distance > 200.0f) {
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this->deferred.push_back({distance, &placement});
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return;
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}
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auto* resource = static_cast<C3dModelRes*>(this->resources.Load(placement.model));
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if (resource) {
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if (C3dActor* model = CreatePlacedWorldModel(placement, *resource, this->movies, this->lighting)) {
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this->models.push_back(model);
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}
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}
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}
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// OFFSET: 0x00AC8BF0
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// FUNCTION: fn_17680
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DWORD WINAPI WorldModelLoading::ThreadEntry(void* context) {
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static_cast<WorldModelLoading*>(context)->Run();
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return 0;
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}
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// INLINED
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void WorldModelLoading::Start() {
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this->thread = CreateThread(nullptr, 0, &WorldModelLoading::ThreadEntry, this, 0, nullptr);
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if (!this->thread) {
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this->Run();
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this->Finish();
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}
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}
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// INLINED
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void WorldModelLoading::Run() {
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SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_HIGHEST);
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std::sort(this->deferred.begin(), this->deferred.end(), Before);
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for (const DeferredWorldModel& entry : this->deferred) {
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const WorldModelRecord& placement = *entry.placement;
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auto* resource = static_cast<C3dModelRes*>(this->resources.Load(placement.model));
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if (!resource) {
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continue;
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}
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C3dActor* model = CreatePlacedWorldModel(placement, *resource, this->movies, this->lighting);
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if (!model) {
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continue;
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}
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this->models.push_back(model);
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std::atomic_ref<int>(this->pending).fetch_add(1, std::memory_order_seq_cst);
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Sleep(0);
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}
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}
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// INLINED
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void WorldModelLoading::Publish(WorldSpatialTree& root) {
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C3dActor* const* data = this->models.data();
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PublishWorldModels(root, data, this->published, this->pending);
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}
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// OFFSET: 0x00ACB6C0
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// FUNCTION: fn_17705
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void WorldModelLoading::Finish() {
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if (this->thread) {
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WaitForSingleObject(this->thread, INFINITE);
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CloseHandle(this->thread);
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this->thread = nullptr;
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}
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this->deferred.clear();
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std::atomic_ref<int>(this->pending).store(0, std::memory_order_release);
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}
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// OFFSET: 0x00AC94C0
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// FUNCTION: fn_17684
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void CWorld::InitWorld() {
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const auto ErrorDialog = reinterpret_cast<int (*)(const char*, UINT)>(
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static_cast<int (*)(CRenderSystemBase*, const char*, UINT)>(&ShowErrorDialog)
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);
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const char* rawMapName = reinterpret_cast<const char*>(this->gameMode->SendMsg(9, 0, 0, 0, 0));
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std::string mapName(rawMapName ? rawMapName : "");
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auto* worldRes = static_cast<C3dWorldRes*>(ResourceMgr::Instance().Load(mapName.c_str()));
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if (!worldRes) {
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ErrorDialog("world\xbf\xa1 NULL\xb0\xaa\xc0\xcc \xb5\xe9\xbe\xee\xbf\xd4\xbd\xc0\xb4\xcf\xb4\xd9", 0);
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return;
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}
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this->movies = new BinkMovies();
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this->serializedSpatial = worldRes->spatial;
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int* modeBounds = reinterpret_cast<int*>(this->gameMode->unknown_0058);
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modeBounds[0] = worldRes->bounds[2];
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modeBounds[1] = worldRes->bounds[3];
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modeBounds[2] = worldRes->bounds[0];
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modeBounds[3] = worldRes->bounds[1];
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g_worldLightDirection[0] = worldRes->lightDirection[0];
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g_worldLightDirection[1] = worldRes->lightDirection[1];
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g_worldLightDirection[2] = worldRes->lightDirection[2];
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g_worldDiffuse[0] = worldRes->diffuse[0];
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g_worldDiffuse[1] = worldRes->diffuse[1];
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g_worldDiffuse[2] = worldRes->diffuse[2];
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g_worldAmbient[0] = worldRes->ambient[0];
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g_worldAmbient[1] = worldRes->ambient[1];
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g_worldAmbient[2] = worldRes->ambient[2];
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g_renderer->twoPass = worldRes->flag;
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g_renderer->SetLighting(g_worldLightDirection, g_worldDiffuse, g_worldAmbient);
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if (worldRes->terrainName.empty()) {
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ErrorDialog("attr \xc6\xc4\xc0\xcf\xc0\xcc rsw \xb3\xbb\xbf\xa1 \xc1\xf6\xc1\xa4\xb5\xc7\xbe\xee \xc0\xd6\xc1\xf6 \xbe\xca\xbd\xc0\xb4\xcf\xb4\xd9", 0);
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return;
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}
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this->terrain = static_cast<C3dAttr*>(ResourceMgr::Instance().Load(worldRes->terrainName.c_str()));
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if (!this->terrain) {
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ErrorDialog("attr \xc6\xc4\xc0\xcf \xc0\xd0\xb1\xe2\xbf\xa1 \xbd\xc7\xc6\xd0", 0);
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return;
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}
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this->terrain->cellSize = 5;
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this->nearbyRange = this->terrain->cellSize * this->nearbyRange;
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if (worldRes->groundName.empty()) {
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ErrorDialog("gnd \xc6\xc4\xc0\xcf\xc0\xcc rsw \xb3\xbb\xbf\xa1 \xc1\xf6\xc1\xa4\xb5\xc7\xbe\xee \xc0\xd6\xc1\xf6 \xbe\xca\xbd\xc0\xb4\xcf\xb4\xd9", 0);
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return;
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}
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auto* groundRes = static_cast<CGndRes*>(ResourceMgr::Instance().Load(worldRes->groundName.c_str()));
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if (!groundRes) {
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ErrorDialog("ground\xbf\xa1 NULL\xc0\xcc \xb5\xe9\xbe\xee\xbf\xd4\xbd\xc0\xb4\xcf\xb4\xd9.", 0);
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return;
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}
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if (groundRes->loaded == 0) {
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ErrorDialog("\xb8\xca\xc0\xcc \xbf\xbe \xb9\xf6\xc1\xaf\xc0\xd4\xb4\xcf\xb4\xd9", 0);
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return;
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}
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this->ground = new GroundGeometry();
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void** groundVtbl = *reinterpret_cast<void***>(this->ground);
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reinterpret_cast<void (__thiscall *)(GroundGeometry*, CGndRes*, const float*, const float*, const float*)>(groundVtbl[2])(
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this->ground, groundRes, g_worldLightDirection, g_worldDiffuse, g_worldAmbient
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);
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*reinterpret_cast<C3dAttr**>(reinterpret_cast<char*>(this->ground) + 4) = this->terrain;
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reinterpret_cast<GroundWaterState*>(this->ground)->Set(
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worldRes->waterLevel,
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worldRes->waterType,
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worldRes->waterAnimation,
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static_cast<int>(worldRes->wavePitch),
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static_cast<int>(worldRes->waveSpeed),
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worldRes->waveHeight
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);
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reinterpret_cast<void (__thiscall *)(GroundGeometry*, CGndRes*)>(groundVtbl[13])(this->ground, groundRes);
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ResourceMgr::Instance().Remove(groundRes);
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const std::size_t modelCount = worldRes->models.size();
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this->models.clear();
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if (this->models.capacity() < modelCount) {
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this->models.reserve(modelCount);
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}
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DWORD lastNoticeTime = 0;
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int lastPercent = -1;
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int progress = 0;
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for (const WorldModelRecord* placement : worldRes->models) {
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progress += 100;
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DWORD now = timeGetTime();
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int percent = static_cast<int>(progress / modelCount);
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if ((percent != lastPercent && now - lastNoticeTime > 15) || percent == 100) {
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lastPercent = percent;
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lastNoticeTime = now;
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g_windowMgr.SendNotice(4, percent, 0, 0, 0, 0);
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g_windowMgr.CenterSurface0478();
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g_windowMgr.DrawWindows();
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if (g_renderer->Draw()) {
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g_renderer->Present(0);
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}
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sub_E57380();
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}
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reinterpret_cast<const ::TerrainHeight*>(g_modeMgr.GetGameMode())
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->CellCenter(g_session.m_playerX, g_session.m_playerY, g_worldLoadCenter[0], g_worldLoadCenter[2]);
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const float dx = placement->position[0] - g_worldLoadCenter[0];
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const float dy = placement->position[1] - g_worldLoadCenter[1];
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const float dz = placement->position[2] - g_worldLoadCenter[2];
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const float squared = dy * dy + dx * dx + dz * dz;
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const float distance = std::sqrt(squared);
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if (distance > 200.0f) {
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g_deferredWorldModels.push_back({distance, placement});
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} else {
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auto* modelRes = static_cast<C3dModelRes*>(ResourceMgr::Instance().Load(placement->model));
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if (modelRes) {
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if (C3dActor* actor = CreateInitWorldModel(*placement, *modelRes, *this->movies)) {
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this->models.push_back(actor);
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}
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}
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}
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}
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InitializeWorldSpatial(this->spatial, reinterpret_cast<GroundSpatial&>(*this->ground), *this->terrain, this->models, this->serializedSpatial);
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this->LoadMapEffects();
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reinterpret_cast<void (__thiscall *)(GroundGeometry*)>(groundVtbl[11])(this->ground);
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this->published = static_cast<int>(this->models.size());
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DWORD threadId = 0;
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hObject = CreateThread(nullptr, 0, &WorldModelLoading::ThreadEntry, this, 0, &threadId);
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if (!hObject) {
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WorldModelLoading::ThreadEntry(this);
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reinterpret_cast<WorldModelLoading*>(this)->Finish();
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}
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this->player = new CPlayer();
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this->objects.push_back(this->player);
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g_partyEffectNoticePending = 0;
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}
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