Started organizing CS2/Protocol-related functions

This commit is contained in:
Pazaz 2022-04-25 04:02:02 -04:00
parent 46740027df
commit ef6a5d7385
268 changed files with 5936 additions and 6093 deletions

View file

@ -8,7 +8,9 @@ import org.openrs2.deob.annotation.Pc;
@OriginalClass("client!mb")
public final class GlFont extends Font {
@OriginalMember(owner = "client!mb", name = "Gb", descriptor = "[I")
@OriginalMember(owner = "client!dj", name = "a", descriptor = "Lclient!cf;")
public static GlSprite masked = null;
@OriginalMember(owner = "client!mb", name = "Gb", descriptor = "[I")
private int[] listIds;
@OriginalMember(owner = "client!mb", name = "Hb", descriptor = "I")
@ -30,6 +32,19 @@ public final class GlFont extends Font {
this.createLists();
}
@OriginalMember(owner = "client!dj", name = "a", descriptor = "()V")
public static void method1173() {
masked = null;
}
@OriginalMember(owner = "client!dj", name = "a", descriptor = "(Lclient!cf;)V")
public static void method1188(@OriginalArg(0) GlSprite arg0) {
if (arg0.anInt1859 != Static46.anInt1441 - Static46.clipY) {
throw new IllegalArgumentException();
}
masked = arg0;
}
@OriginalMember(owner = "client!mb", name = "finalize", descriptor = "()V")
@Override
protected void finalize() throws Throwable {
@ -51,7 +66,7 @@ public final class GlFont extends Font {
@Override
protected final void renderGlyph(@OriginalArg(0) int glyph, @OriginalArg(1) int x, @OriginalArg(2) int y, @OriginalArg(3) int width, @OriginalArg(4) int height, @OriginalArg(5) int color) {
@Pc(4) GL2 gl;
if (Static46.mask == null) {
if (masked == null) {
GlRenderer.method4151();
gl = GlRenderer.gl;
GlRenderer.setTextureId(this.textureId);
@ -70,7 +85,7 @@ public final class GlFont extends Font {
@Pc(51) float s1 = s0 + (float) this.spriteInnerWidths[glyph] / (float) this.powerOfTwoSize;
@Pc(63) float t1 = t0 + (float) this.spriteInnerHeights[glyph] / (float) this.powerOfTwoSize;
GlRenderer.setTextureId(this.textureId);
@Pc(68) GlSprite mask = Static46.mask;
@Pc(68) GlSprite mask = masked;
gl.glActiveTexture(GL2.GL_TEXTURE1);
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glBindTexture(GL2.GL_TEXTURE_2D, mask.textureId);