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void CNIFWorldMap::RenderMyselfIMPL() {

    reinterpret_cast<void(__thiscall*)(CNIFWorldMap*)>(0x00624380)(this);

    if (m_map_state_change != 0)
    {
        CNIFStatic* notshow1 = LoadResObj<CNIFStatic>(26);
        CNIFStatic* notshow3 = LoadResObj<CNIFStatic>(13);
        CNIFButton* notshow4 = LoadResObj<CNIFButton>(7);
        CNIFButton* notshow5 = LoadResObj<CNIFButton>(6);
        CNIFButton* notshow6 = LoadResObj<CNIFButton>(15);
        CNIFStatic* notshow7 = LoadResObj<CNIFStatic>(30);
        CNIFWnd* notshow8 = LoadResObj<CNIFWnd>(31);
        //if(g_pCICPlayer->GetRegion().r == 26265) //26265->downghang, 24300 Desert field
        if(g_pCICPlayer->GetRegion().r == 24300 || Helper::config.CircleShow)
        {
            float x1 = Helper::config.x1 + Helper::config.circle + *((float*)((int)this + 0x95cc)); // left strech
            float x2 = Helper::config.x2 - Helper::config.circle + *((float*)((int)this + 0x95e4)); // right strech
            float y1 = Helper::config.y1 + Helper::config.circle + *((float*)((int)this + 0x95d0)); // strech above
            float y2 = Helper::config.y2 - Helper::config.circle + *((float*)((int)this + 0x9600)); // strech bellow

            D3DVECTOR local_6c[9];
            local_6c[0].z = 1.0;
            local_6c[2].z = 1.0;
            local_6c[4].z = 1.0;
            local_6c[6].z = 1.0;
            local_6c[8].z = 0.0;

            local_6c[1].z = 0.0;
            local_6c[3].z = 0.0;
            local_6c[5].z = 1.0;
            local_6c[7].z = 1.0;

            local_6c[1].x = 0.1;
            local_6c[3].x = 0.1;
            local_6c[5].x = 0.1;
            local_6c[7].x = 0.1;

            local_6c[1].y = 0.0;
            local_6c[3].y = 1.0;
            local_6c[5].y = 1.0;
            local_6c[7].y = 0.0;


            local_6c[0].x = x1;
            local_6c[0].y = y1;
            local_6c[2].x = x2;
            local_6c[2].y = y1;
            local_6c[4].x = x2;
            local_6c[4].y = y2;
            local_6c[6].x = x1;
            local_6c[6].y = y2;



            SYSTEMTIME time;
            GetSystemTime(&time);
            int ms = time.wMilliseconds;
            int loop = ms / 200;

            std::ostringstream temp;
            int img = loop + 1;
            temp << img;
            std::string imgpath = "interface\\legion\\royale\\circle_" + temp.str() + ".ddj";
            std::wstring imgpaths = TO_WSTRING(imgpath).c_str();
            const IDirect3DBaseTexture9* puVarxx = Fun_CacheTexture_Create_3D(TO_NSTRING(imgpaths));
            g_RStateMgr.SetTextureForStage(0, puVarxx);
            g_RStateMgr.FUN_00470310(0x104);
            int local_159 = 0; 
            if (g_pDynamicVertexBuffer->IVBDynamic_Func_6(local_6c, 0x60, &local_159) != 0) {
                IDirect3DVertexBuffer9* iVar5 = g_pDynamicVertexBuffer->IVBDynamic_Func_5();
                g_RStateMgr.m_pDevice->SetStreamSource(0, iVar5, 0, 0x18);
                g_RStateMgr.FUN_00470060(6, local_159, 2);
            }
            notshow1->ShowGWnd(false);
            notshow3->ShowGWnd(false);
            notshow4->ShowGWnd(false);
            notshow5->ShowGWnd(false);
            notshow6->ShowGWnd(false);
            notshow7->ShowGWnd(false);
            notshow8->ShowGWnd(false);
        }
        else
        {
            notshow1->ShowGWnd(true);
            notshow3->ShowGWnd(true);
            notshow4->ShowGWnd(true);
            notshow5->ShowGWnd(true);
            notshow6->ShowGWnd(true);
            notshow7->ShowGWnd(true);
            notshow8->ShowGWnd(true);
        }
    }
}

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