Decompile 5 functions in Source/Contents/Effects/EffectActor.h, Source/Contents/Effects/EffectActor.cpp, ...

Batch #13047 by cremane: 0 byte-identical, 5 confirmed by peer review.

- fn_21062 EffectActor::HasId: logic confirmed by peer review
- fn_21069 EffectActor::LaunchEffect: logic confirmed by peer review
- fn_21076 CGameActor::ShowPartyMemberEffect: logic confirmed by peer review
- fn_21153 CGameActor::Slot15: logic confirmed by peer review
- fn_21111 EffectActor::SendMsg: logic confirmed by peer review

Peer-reviewed-by: gordaoprogramas, Toshiro, codeplay, SapitoSucio
Accepted without human review: peers confirmed the logic ("same" ahead by at least 3, with 70% of the votes).
This commit is contained in:
ragnarok-clanker 2026-11-06 14:54:31 +00:00
commit 024af60e85
6 changed files with 176 additions and 176 deletions

View file

@ -931,9 +931,75 @@ void CGameActor::ApplyPendingUnknown0408() {
// FUNCTION: fn_21111
void EffectActor::SendMsg(CGameObject* sender, int message, int a, int b, int c, int d, int e, int, int, int, int, int, int, int, int) {
switch (static_cast<std::int64_t>(a) << 32 | static_cast<std::uint32_t>(message)) {
case 24:
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
(*it)->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
}
this->state.effects.clear();
break;
case 86:
if (!this->state.second) {
this->state.second = this->LaunchEffect(b, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
if (!this->state.second) {
return;
}
}
this->state.second->SendMsg(
nullptr, 80, 0, static_cast<std::int64_t>(e) << 32 | static_cast<std::uint32_t>(d), 0, 0, 0, 0
);
break;
case 87:
if (this->state.second) {
const auto end = this->state.effects.end();
const auto it = std::find(this->state.effects.begin(), end, this->state.second);
if (it != end) {
(*it)->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
this->state.effects.erase(it);
}
this->state.second = nullptr;
}
break;
case 85:
if (!this->state.first) {
this->state.first = this->LaunchEffect(b, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
if (!this->state.first) {
return;
}
}
if ((static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b)) > 0) {
this->SendMsg(nullptr, 109, 0, b, c, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->state.first = this->LaunchEffect(b, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
if (!this->state.first) {
return;
}
}
this->state.first->SendMsg(nullptr, 80, 0, static_cast<std::int64_t>(e) << 32 | static_cast<std::uint32_t>(d), 0, 0, 0, 0);
break;
case 84:
if (this->state.first) {
const auto end = this->state.effects.end();
const auto it = std::find(this->state.effects.begin(), end, this->state.first);
if (it != end) {
(*it)->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
this->state.effects.erase(it);
}
this->state.first = nullptr;
}
break;
case 23:
if (sender) {
RagEffectState* const effect = reinterpret_cast<RagEffectState*>(sender);
CRagEffect* const effect = static_cast<CRagEffect*>(sender);
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
if (*it == effect) {
this->state.effects.erase(it);
@ -950,72 +1016,6 @@ void EffectActor::SendMsg(CGameObject* sender, int message, int a, int b, int c,
}
break;
case 24:
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
reinterpret_cast<CRagEffect*>(*it)->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
}
this->state.effects.clear();
break;
case 84:
if (this->state.first) {
const auto end = this->state.effects.end();
const auto it = std::find(this->state.effects.begin(), end, this->state.first);
if (it != end) {
reinterpret_cast<CRagEffect*>(*it)->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
this->state.effects.erase(it);
}
this->state.first = nullptr;
}
break;
case 85:
if (!this->state.first) {
this->state.first = reinterpret_cast<RagEffectState*>(this->LaunchEffect(b, vector3d{0.0f, 0.0f, 0.0f}, 0.0f));
if (!this->state.first) {
return;
}
}
if ((static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b)) > 0) {
this->SendMsg(nullptr, 109, 0, b, c, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
this->state.first = reinterpret_cast<RagEffectState*>(this->LaunchEffect(b, vector3d{0.0f, 0.0f, 0.0f}, 0.0f));
if (!this->state.first) {
return;
}
}
reinterpret_cast<CRagEffect*>(this->state.first)->SendMsg(nullptr, 80, 0, static_cast<std::int64_t>(e) << 32 | static_cast<std::uint32_t>(d), 0, 0, 0, 0);
break;
case 86:
if (!this->state.second) {
this->state.second = reinterpret_cast<RagEffectState*>(this->LaunchEffect(b, vector3d{0.0f, 0.0f, 0.0f}, 0.0f));
if (!this->state.second) {
return;
}
}
reinterpret_cast<CRagEffect*>(this->state.second)->SendMsg(
nullptr, 80, 0, static_cast<std::int64_t>(e) << 32 | static_cast<std::uint32_t>(d), 0, 0, 0, 0
);
break;
case 87:
if (this->state.second) {
const auto end = this->state.effects.end();
const auto it = std::find(this->state.effects.begin(), end, this->state.second);
if (it != end) {
reinterpret_cast<CRagEffect*>(*it)->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
this->state.effects.erase(it);
}
this->state.second = nullptr;
}
break;
case 109:
if (g_effectMgr->HasAllocator(b) && sender) {
g_effectMgr->Retire(static_cast<CRenderObject*>(sender)->render.accountId, b);
@ -1023,7 +1023,7 @@ void EffectActor::SendMsg(CGameObject* sender, int message, int a, int b, int c,
}
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
CRagEffect* const effect = reinterpret_cast<CRagEffect*>(*it);
CRagEffect* const effect = *it;
if (!effect) {
this->state.effects.erase(it);
} else if (effect->state.type == (static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b))) {
@ -1034,6 +1034,36 @@ void EffectActor::SendMsg(CGameObject* sender, int message, int a, int b, int c,
}
break;
case 159:
if (g_effectMgr->HasAllocator(d) && sender) {
g_effectMgr->Retire(static_cast<CRenderObject*>(sender)->render.accountId, b, d);
return;
}
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
CRagEffect* const effect = *it;
if (!effect) {
this->state.effects.erase(it);
} else if (static_cast<int>(effect->state.tag) == (static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b)) &&
effect->state.type == (static_cast<std::int64_t>(e) << 32 | static_cast<std::uint32_t>(d))) {
effect->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
this->state.effects.erase(it);
return;
}
}
break;
case 143:
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
CRagEffect* const effect = *it;
if (!effect) {
this->state.effects.erase(it);
} else if (effect->state.type == (static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b))) {
effect->SendMsg(this, 143, 0, static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b), d, e, 0, 0);
}
}
break;
case 120:
if (g_effectMgr->HasAllocator(b) == true && sender) {
if (g_effectMgr->Has(static_cast<CRenderObject*>(sender)->render.accountId, b) == true) {
@ -1043,7 +1073,7 @@ void EffectActor::SendMsg(CGameObject* sender, int message, int a, int b, int c,
}
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
CRagEffect* const effect = reinterpret_cast<CRagEffect*>(*it);
CRagEffect* const effect = *it;
if (!effect) {
this->state.effects.erase(it);
} else if (*reinterpret_cast<int*>(b) == effect->state.type) {
@ -1052,36 +1082,6 @@ void EffectActor::SendMsg(CGameObject* sender, int message, int a, int b, int c,
}
}
break;
case 143:
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
CRagEffect* const effect = reinterpret_cast<CRagEffect*>(*it);
if (!effect) {
this->state.effects.erase(it);
} else if (effect->state.type == (static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b))) {
effect->SendMsg(this, 143, 0, static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b), d, e, 0, 0);
}
}
break;
case 159:
if (g_effectMgr->HasAllocator(d) && sender) {
g_effectMgr->Retire(static_cast<CRenderObject*>(sender)->render.accountId, b, d);
return;
}
for (auto it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
CRagEffect* const effect = reinterpret_cast<CRagEffect*>(*it);
if (!effect) {
this->state.effects.erase(it);
} else if (static_cast<int>(effect->state.tag) == (static_cast<std::int64_t>(c) << 32 | static_cast<std::uint32_t>(b)) &&
effect->state.type == (static_cast<std::int64_t>(e) << 32 | static_cast<std::uint32_t>(d))) {
effect->SendMsg(this, 24, 0, 0, 0, 0, 0, 0);
this->state.effects.erase(it);
return;
}
}
break;
}
}

View file

@ -1262,9 +1262,9 @@ void CGameActor::Slot23(int, int) {
}
// INLINED
static bool HasEffectOfType(const std::list<RagEffectState*>& effects, int type) {
for (RagEffectState* effect : effects) {
if (effect && effect->type == type) {
static bool HasEffectOfType(const std::list<CRagEffect*>& effects, int type) {
for (CRagEffect* effect : effects) {
if (effect && effect->state.type == type) {
return true;
}
}
@ -1312,19 +1312,38 @@ void CGameActor::Slot15(int state, int resetPosition) {
}
switch (state) {
case 0:
this->SetAction(action, 4, 0);
if (!IsObfuscatedMessage(this->render.accountId)) {
this->render.isMotionFinished = true;
case 0xd:
if (g_session.IsPlayerJobId(this->GetEffectiveJob(-1))) {
const std::int64_t weapon = this->Slot35();
IsJobWeaponAllowed(this->GetEffectiveJob(-1), this->unknown_0260, weapon);
this->SetAction(action, 4, 1);
this->render.isMotionFreezed = true;
} else {
this->SetAction(16, 4, 1);
this->render.isMotionFreezed = true;
}
this->Slot16();
break;
case 1:
if (this->unknown_0184 == 0) {
this->SetAction(action, 6, 0);
case 4: {
if (this->render.unknown_00C8 != 0 || this->render.unknown_00D8 != 0 || this->render.unknown_00DC != 0) {
return;
}
CRenderObject* target;
if (this->hitTargetAid == g_session.m_aid) {
target = mode->scene->player;
} else {
target = mode->scene->GetGameActorByAID(this->hitTargetAid);
}
if (target) {
target->SendMsg(nullptr, 0x57, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
this->SetAction(action, 5, 1);
const int job = this->GetEffectiveJob(-1);
if (job != 0x8d && job != 0xe6) {
this->Slot16();
}
this->Slot17();
break;
}
case 7:
if (this->render.unknown_0070 == 6) {
return;
@ -1365,27 +1384,19 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->render.isMotionFreezed = false;
this->SetAction(action, 4, 1);
break;
case 4: {
if (this->render.unknown_00C8 != 0 || this->render.unknown_00D8 != 0 || this->render.unknown_00DC != 0) {
return;
}
CRenderObject* target;
if (this->hitTargetAid == g_session.m_aid) {
target = mode->scene->player;
} else {
target = mode->scene->GetGameActorByAID(this->hitTargetAid);
}
if (target) {
target->SendMsg(nullptr, 0x57, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
}
this->SetAction(action, 5, 1);
const int job = this->GetEffectiveJob(-1);
if (job != 0x8d && job != 0xe6) {
this->Slot16();
case 0:
this->SetAction(action, 4, 0);
if (!IsObfuscatedMessage(this->render.accountId)) {
this->render.isMotionFinished = true;
}
this->Slot16();
break;
case 1:
if (this->unknown_0184 == 0) {
this->SetAction(action, 6, 0);
}
this->Slot17();
break;
}
case 5:
this->unknown_0178 = 0;
this->render.isMotionFreezed = false;
@ -1396,17 +1407,6 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->SetAction(action, 3, 1);
this->Slot16();
break;
case 0xd:
if (g_session.IsPlayerJobId(this->GetEffectiveJob(-1))) {
const std::int64_t weapon = this->Slot35();
IsJobWeaponAllowed(this->GetEffectiveJob(-1), this->unknown_0260, weapon);
this->SetAction(action, 4, 1);
this->render.isMotionFreezed = true;
} else {
this->SetAction(16, 4, 1);
this->render.isMotionFreezed = true;
}
break;
case 0x10:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 1, 3, 0, 0, 1, 99999999, 1);
@ -1419,6 +1419,10 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 0, 0, action, 0, 1, 3000, 0);
break;
case 0x1c:
this->render.unknown_00C2 = 10;
this->SetAnimationSequence(action, 0, action, 1, action, 2, action, 3, action, 4, 1, 1000, 0);
break;
case 0x13:
if (g_session.IsDoramJob(this->GetEffectiveJob(-1)) == true) {
this->render.unknown_00C2 = 10;
@ -1445,26 +1449,41 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->SetFrameSequence(action, 0, 0, action, 0, 1, 2000, 0);
this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 0x1e:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
break;
case 0x16:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 2, 2, action, 2, 1, 2000, 0);
this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 0x21:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 2, 2, action, 2, 1, 1000, 0);
break;
case 0x1f:
this->render.unknown_00C2 = 5;
this->SetAnimationSequence(0x50, 3, 0x50, 5, 0x50, 7, 0x50, 8, 0x50, 2, 1, 500, 0);
break;
case 0x17:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 3, 3, action, 3, 1, 2000, 0);
this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 0x22:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 3, 3, action, 3, 1, 1000, 0);
break;
case 0x20:
this->render.unknown_00C2 = 5;
this->SetAnimationSequence(action, 4, action, 5, action, 6, action, 7, action, 2, 1, 500, 0);
break;
case 0x18:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 4, 4, action, 4, 1, 2000, 0);
this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 0x19:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 0x1a: {
this->render.unknown_00C2 = 4;
int frame0;
@ -1489,33 +1508,22 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->SetAnimationSequence(action, frame0, action, frame1, action, frame2, action, frame3, action, frame4, 1, 500, 0);
break;
}
case 0x19:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
this->LaunchEffect(0x1c1, vector3d{0.0f, 0.0f, 0.0f}, 0.0f);
break;
case 0x1b:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 5, 5, action, 5, 1, 3000, 0);
break;
case 0x1c:
this->render.unknown_00C2 = 10;
this->SetAnimationSequence(action, 0, action, 1, action, 2, action, 3, action, 4, 1, 1000, 0);
case 0x24:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 2, 5, action, 5, 1, 1000, 0);
break;
case 0x1e:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 1, 1, action, 1, 1, 2000, 0);
break;
case 0x1f:
this->render.unknown_00C2 = 5;
this->SetAnimationSequence(0x50, 3, 0x50, 5, 0x50, 7, 0x50, 8, 0x50, 2, 1, 500, 0);
break;
case 0x20:
this->render.unknown_00C2 = 5;
this->SetAnimationSequence(action, 4, action, 5, action, 6, action, 7, action, 2, 1, 500, 0);
break;
case 0x21:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 2, 2, action, 2, 1, 1000, 0);
break;
case 0x22:
this->render.unknown_00C2 = 10;
this->SetFrameSequence(action, 3, 3, action, 3, 1, 1000, 0);
case 0x37:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 2, 4, action, 4, 1, 500, 0);
break;
case 0x38:
this->render.isMotionFinished = false;
@ -1523,9 +1531,10 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 1, action, 1, 1, 500, 0);
break;
case 0x24:
case 0x39:
this->render.isMotionFinished = false;
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 2, 5, action, 5, 1, 1000, 0);
this->SetFrameSequence(action, 5, 5, action, 5, 1, 500, 0);
break;
case 0x25: {
this->render.unknown_00C2 = 10;
@ -1546,11 +1555,6 @@ void CGameActor::Slot15(int state, int resetPosition) {
}
break;
}
case 0x27:
case 0x30:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 4, 5, action, 5, 1, 500, 0);
break;
case 0x28:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 2, action, 2, 1, 500, 0);
@ -1599,6 +1603,11 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 3, action, 3, 1, 9999999, 1);
break;
case 0x27:
case 0x30:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 4, 5, action, 5, 1, 500, 0);
break;
case 0x31:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 7, action, 7, 1, 1000, 0);
@ -1613,21 +1622,6 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->SetAnimationSequence(action, 2, action, 3, action, 4, action, 4, action, 4, 1, 500, 0);
this->render.isMotionFinished = false;
break;
case 0x37:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 2, 4, action, 4, 1, 500, 0);
break;
case 0x39:
this->render.isMotionFinished = false;
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 5, 5, action, 5, 1, 500, 0);
break;
case 0x3c:
case 0x3d:
case 0x42:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 0, action, 0, 1, 500, 0);
break;
case 0x3e:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 1, 7, action, 7, 1, 500, 0);
@ -1650,6 +1644,12 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->SetFrameSequence(action, 1, 4, action, 4, 1, 500, 0);
this->render.isMotionFinished = false;
break;
case 0x3c:
case 0x3d:
case 0x42:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 0, action, 0, 1, 500, 0);
break;
case 0x43:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 1, 5, action, 5, 1, 500, 0);
@ -1672,6 +1672,11 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->render.isMotionFinished = false;
this->unknown_0378 = 6.0f;
break;
case 0x4c:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 7, action, 7, 1, 500, 0);
this->render.isMotionFinished = false;
break;
case 0x47:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 4, 8, action, 8, 1, 500, 0);
@ -1688,21 +1693,16 @@ void CGameActor::Slot15(int state, int resetPosition) {
this->render.isMotionFinished = false;
this->unknown_0378 = 6.0f;
break;
case 0x4b:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 2, 5, action, 5, 1, 500, 1);
this->render.isMotionFinished = false;
break;
case 0x4c:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 0, 7, action, 7, 1, 500, 0);
this->render.isMotionFinished = false;
break;
case 0x4d:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 3, 7, action, 7, 1, 500, 0);
this->render.isMotionFinished = false;
break;
case 0x4b:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 2, 5, action, 5, 1, 500, 1);
this->render.isMotionFinished = false;
break;
case 0x4e:
this->render.unknown_00C2 = 6;
this->SetFrameSequence(action, 1, 4, action, 4, 1, 500, 1);
@ -2251,8 +2251,8 @@ void CGameActor::ShowPartyMemberEffect(std::uint32_t accountId) {
for (int index = 0; index < g_session.PartyCount(); ++index) {
MessengerMember member = g_session.PartyAt(index);
if (member.accountId == accountId) {
for (RagEffectState* effect : this->state.effects) {
if (effect && effect->type == 160) {
for (CRagEffect* effect : this->state.effects) {
if (effect && effect->state.type == 160) {
return;
}
}

View file

@ -23,9 +23,9 @@ struct CAbleToMakeEffect : EffectActor {
// FUNCTION: fn_20993
CAbleToMakeEffect::~CAbleToMakeEffect() {
if (!this->state.effects.empty()) {
for (std::list<RagEffectState*>::iterator it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
for (std::list<CRagEffect*>::iterator it = this->state.effects.begin(); it != this->state.effects.end(); ++it) {
if (*it) {
CRagEffect* effect = reinterpret_cast<CRagEffect*>(*it);
CRagEffect* effect = *it;
effect->SendMsg(this, 0x18, 0, 0, 0, 0, 0, 0);
}
}

View file

@ -17,9 +17,9 @@ struct EffectActorState {
/* 0138 */ int unknown_0138;
/* 013C */ std::uint32_t unknown_013C;
/* 0140 */ std::uint32_t unknown_0140;
/* 0144 */ std::list<RagEffectState*> effects;
/* 014C */ RagEffectState* first;
/* 0150 */ RagEffectState* second;
/* 0144 */ std::list<CRagEffect*> effects;
/* 014C */ CRagEffect* first;
/* 0150 */ CRagEffect* second;
};
struct EffectActor : CRenderObject {

View file

@ -1,11 +1,11 @@
#include "Contents/Effects/EffectActor.h"
#include "Contents/Effects/RagEffectState.h"
#include "Contents/Effects/RagEffect.h"
// OFFSET: 0x00CADBE0
// FUNCTION: fn_21062
bool EffectActor::HasId(int id) const {
for (const RagEffectState* effect : this->state.effects) {
if (effect && effect->type == id) {
for (const CRagEffect* effect : this->state.effects) {
if (effect && effect->state.type == id) {
return true;
}
}
@ -16,8 +16,8 @@ bool EffectActor::HasId(int id) const {
// OFFSET: 0x00CADC40
// FUNCTION: fn_21064
bool EffectActor::Contains(const RagEffectState* effect) const {
for (const RagEffectState* current : this->state.effects) {
if (current == effect) {
for (const CRagEffect* current : this->state.effects) {
if (current == reinterpret_cast<const CRagEffect*>(effect)) {
return true;
}
}

View file

@ -152,7 +152,7 @@ CRagEffect* EffectActor::LaunchEffect(int effectId, vector3d deltaPos, float rot
effect->Init(this, effectId, deltaPos);
static_cast<CGameMode*>(g_modeMgr.GetGameMode())->scene->objects.push_back(effect);
this->state.effects.push_back(&effect->state);
this->state.effects.push_back(effect);
return effect;
}