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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);