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int regionId = 25000;
    float X = 995.0;
    float Z = 13.0;

    int iVar10 = *(int *)((int)this + 0x97e8); //m_StateX
    float fVar1 = *(float *)((int)this + 0x97f8); //m_StateY
    int iVar2 = *(int *)((int)this + 0x97f4); //m_ViewWidth
    float fVar3 = *(float *)((int)this + 0x97fc); //m_ViewHeight

    int  iVar11 =  reinterpret_cast<int(__thiscall *) (int*)>(0x0096f4e0)(*(int **)((int)this + 0x9820));


    //renderPosX
    fVar1 = *(float *)((int)this + 0x95cc) +
            ((X / 10.0 + (float)(((regionId & 0xff) - 0x87) * 0xc0)) - (float)iVar10) /
                fVar1;
    //renderPosY
    fVar3 = *(float *)((int)this + 0x95d0) +
            ((float)*(int *)(iVar11 + 0x54) -
             ((Z / 10.0 + (float)(((regionId >> 8) - 0x5c) * 0xc0)) - (float)iVar2) / fVar3);

/////////////////////////////////////////////////////////////////////////////////////////////////////////
render 128 * 128 square
/////////////////////////////////////////////////////////////////////////////////////////////////////////
D3DVECTOR dataOut[8];

    dataOut[0].x = fVar1;
    dataOut[0].y = fVar3;

    dataOut[2].y = dataOut[0].y;
    dataOut[2].x = dataOut[0].x + 128.0f;

    dataOut[4].y = fVar3 + 128.0f;
    dataOut[4].x = dataOut[0].x + 128.0f;

    dataOut[6].x = dataOut[0].x;
    dataOut[6].y = dataOut[4].y;

    g_RStateMgr.m_pDevice->SetFVF(260);
    g_RStateMgr.m_pDevice->SetTexture(0,(IDirect3DBaseTexture9 *) Fun_CacheTexture_Create(
                                             "lol\\1911.ddj"));
    g_RStateMgr.m_pDevice->DrawPrimitiveUP(D3DPT_TRIANGLEFAN,2,&dataOut,0x18);